INSIGHT RPG SYSTEM ADD-ON WILD WEST by Even V. Røssland Cover Illustration: Shutterstock (Slava Gerj / MaKars) Other Illustrations/Images: Shutterstock (Various Artists) Book design, editing and production: Even V. Røssland www.insight-rpg.com 2014 Neomedia Even V. Røssland ALL RIGHTS RESERVED. Any unauthorized reprint or use of this material is prohibited. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system without express written permission from the author except for the use of brief quotations in a book review or scholarly journal. First Edition: 2014 PDF version Published by Neomedia Even V. Røssland (NEVR) 4879 Grimstad, Norway www.nevr.no
Contents Length & Weight 4 Time & Location 4 Professions 4 Weapon terms 5 Single Action (manually cocked) 5 Double Action (self-cocking) 5 Rifles 5 Shotguns 5 Short-Barreled Shotguns 5 Quick Draw 5 Gunslinger 5 Marksman 5 Reloading 6 Quick Reload 6 Quicker Reload 6 Using guns as melee weapons 6 Fumbling when using revolvers 6 Concealing Weapons 6 Conceal Skill (BC) 6 Wild West Weapons 7 Colt Peacemaker M1873, Single Action 7 Smith & Wesson model 3 Schofield, Single Action 8 Colt Model 1861 Navy, Single Action 8 Colt M1877 Lightning, Double Action 9 Remington Model 1875, Single Action 9 British Bull Dog, Double Action 10 Remington Model 95 Derringer, Single Action 10 Winchester Rifle Model 1873, Lever Action 11 Spencer Repeating Rifle, Lever Action 11 Springfield Model 1873, Breech-Loading 12 Colt Model 1855, Revolving Rifle 12 Parker Brothers Shotgun, Double Barrel 13 Coach Gun, Double Barrel Shotgun (Short-Barreled Shotgun) 13 Duels 14 Throw Lasso 14 Horses & Riding 15 Horse Quality 15 The Riding Skill (BC) 15 Bareback Riding 15 Horse Taming 15 Gambling 16 Card Games Skill (KN) 16 Gambler 16 Playing a game of poker 16 Ante and Pot Limit 16 Deal the Cards 16 Bluffing 16 Fold, Raise and Call 17 Showdown - Determining the Winner 17 Cheating 17 Pricelists 18 Symbols used Essential Information Example / Case Note / Attention 3
Wild West Add-on This Add-on is a supplement to the Insight RPG System Core Rulebook used for running campaigns in a Wild West setting. Skills, tasks, weapons and special features that are covered in this Add-on are related to the Wild West setting only. The basic rules are explained in the Core Rulebook. Length & Weight Converting meters to yards in the Insight RPG System: 1 meter = 1 yard. Converting kg to pounds in the Insight RPG System: 1 kg = 2 lbs. Time & Location The Wild West Add-on is set to the years around 1880 to 1890, a few decades after the American Civil War. The location is optional, but should preferably be somewhere in North America or Mexico. Professions The Player Characters can have Professions like Cowboy, Bounty Hunter, Gambler, Outlaw, Blacksmith, Sheriff, Marshal, Deputy, Hired Gun, Miner, Farmer, Doctor, Merchant, Soldier, Bartender, Preacher, Teamster, Hunter etc. 4
Weapon terms Single Action (manually cocked) You must cock the hammer before you can shoot. Single Action guns require the user to use both hands; one hand for cocking the gun, and one hand for pulling the trigger. The number of successes you get on the first shot (the current Round) will determine the maximum number of shots you are able to fire before you must make a Recover Action. If the number of successes exceeds your number of Combat Actions, you are able to fire as many shots as your number of Combat Actions. If only one hand is used for both cocking the gun and firing it, you need to use a Recover Action after every shot fired. Example Quick Draw Some guns have the Quick Draw Ability. When using these guns as your main weapon, your Small Weapon Skill s Focus Points will work like auto-successes instead of adding dice to the initiative roll. The gun must be in its holster, ready to be drawn, or in the hand of the user. Gunslinger A Player Characters (or NPC) that is Specialized with the Small Guns Skill is defined as a Gunslinger. A Gunslinger is Combat Ready even when the gun (pistol or revolver) is holstered. A Gunslinger may take advantage of a gun s Quick Draw Ability and use the Small Guns Focus Points as auto successes in Initiative rolls instead of adding dice. A Gunslinger with Specialized Small Guns Skill rolls 3 successes on his first shot. He may fire two more shots before making a Recover Action. After that, he may use his fifth Combat Action to shoot again. Double Action (self-cocking) A Double Action gun is cocked when pressing the trigger. This makes the gun less accurate when firing it. The Double Action mechanism will cause the Difficulty Level to increase by one point for the second shot and all subsequent shots fired successively. Rifles 2-handed Medium Guns Rifles must be held to be combat ready. Rifles cannot be used with only one hand. If you still try, the Difficulty Level will be increased by 2 points. Marksman A Player Characters (or NPC) that is Specialized with the Medium Guns Skill is defined as a Marksman. A Marksman may extend the weapon s Range when using a rifle (not shotguns). Add Range x Focus Point with the Medium Guns Skill to the weapon s initial Range. A Winchester Rifle s Range is 60 meters. A Marksman with 1 Focus Point is able to shoot at a target within 120 meters with no Difficulty Level increase due to Range. 2 Focus Points will increase its Range to 180 meters. Shotguns 2-handed Medium Guns Shotguns cannot be used with only one hand. If you still try, the Difficulty Level will be increased by 3 points. Due to heavy recoil, the second shot fired in succession will have a Difficulty Level increase by one point. Short-Barreled Shotguns 1½-handed Small Gun A short-barreled shotgun may be used with one hand, but is then treated as a Medium Gun and requires 2 Actions when used. If both hands are used, the short-barreled shotgun is treated as a Small Gun which requires only one Action to be fired. Due to heavy recoil, the second shot fired in succession will have a Difficulty Level increase by one point. 5
Quick Reload Reloading Reloading a revolver or a pistol without magazine takes time per cartridge. You will find the number of Combat Actions per cartridge (pc) in the weapons table e.g. a Colt M1861 Navy has a Reload time of 2 pc (2 Combat Actions per cartridge). Reloading all 6 cartridges on a Colt M1861 Navy will take 2 x 6 = 12 Combat Actions. A person with 3 Combat Actions per Round must spend 4 Rounds reloading the gun with 6 cartridges. Small and Medium Guns Skill Focus Points will reduce the reload time. Every Focus Point will halve the total reload time. 1 Focus Point with the Small Guns Skill will reduce the reload time for a Colt Peacemaker to 6 Combat Actions (2pc x 6 cartridges / 2 = 6). 2 Focus Point with the Small Guns Skill will reduce the reload time for a Colt Peacemaker to 3 Combat Actions (2pc x 6 cartridges / 4 = 3). Using guns as melee weapons You may use the weapon s stock as a bludgeoning weapon in melee combat. Small guns used as melee weapons require the Small Melee Weapons Skill. Medium guns require the Medium Melee Weapons Skill to be used as a melee weapon. The damage dealt per success when striking an opponent with a revolver or pistol is 2-3 depending on the size of the gun. A rifle or a shotgun used as a bludgeoning weapon will deal 4-5 points of damage per success. Having the Forceful Maul Skill will add your Strength to the damage. (See Core Rulebook page 32) Fumbling when using revolvers Whenever you fumble when using an old west revolver, make a Fumble Roll using the table below. If your fumble has more than one 1s, roll the number of dice corresponding to the number of 1s. All effects will stack if rolled more than once. Concealing Weapons Quicker Reload The Revolvers Knowledge (KN) Skill and the Rifles Knowledge (KN) Skill are both Item Knowledge Skills (see the Core Rulebook page 35). By training these Skills, you will become better at reloading your gun quicker. Every Focus Point will halve the total Reload Time. A Player Character with 1 Revolvers Knowledge Focus Point will be able to reload 6 cartridges on a Colt Peacemaker in 6 Combat Actions (6 cartridges x 2 pc / 2 = 6). A Player Character with 1 Focus Point with the Revolves Knowledge and 2 Focus Points with the Small Guns Skill will be able to reload 6 cartridges on a Colt Peacemaker in 2 Combat Actions (6 cartridges x 2 pc / 8 = 1.5 2). Decimal numbers are rounded up. Conceal Skill (BC) The Conceal Skill makes you able to hide items. The number of successes when concealing an object is the Concealment Quality. Anyone that tries to detect a concealed item must make a Perception Skill Roll with a Complexity Level equal to the Concealment Quality. Example - Concealing a revolver You want to conceal a revolver. You need to make a Conceal Skill Roll (can be combined with Revolver Knowledge Skill). The number of successes will determine how well the gun is concealed. An opponent must make a Perception Skill Roll in an attempt to detect the weapon. Vision and Touch can be used, but there is a Difficulty Level increase by 2 points when using Vision (trained dogs will use the Smell Ability to detect weapons with a Difficulty Level decrease of 3). REVOLVER FUMBLE TABLE D10 1 Effect All remaining cartridges explode in the barrel. Reduce the gun s Quality equal to the number of remaining cartridges. The user receives damage to the hand equal to the number of remaining cartridges x 2. Make a Reaction Skill Roll to reduce the damage by two points per success. 2 One cartridge explodes in the barrel, making the rest of the cartridges useless. Reduce the gun s Quality by one point. The user receives two points of damage to the hand. Make a Reaction Skill Roll with at least one success to avoid being hurt. 3 The cartridge fails to fire, jams the revolver and must be discarded from the barrel before the gun can be used again. 4-10 The revolver is malfunctioning. You need to spend your next action as a Recover Action to fix the gun. 6
Wild West Weapons Weapon Caliber Rounds Dam. Range Hands Reload actions Skill Quality ROF QD British Bull Dog.44 5 13 0* 1 2 pc S. Guns 3 SS N Colt Lightning.38 6 14 15 1 2 pc S. Guns 5 SS Y Colt M1861 Navy.36 p 6 14 15 1 SA 2 pc S. Guns 4 SS Y Colt Peacemaker.45 6 15 15 1 SA 2 pc S. Guns 6 SS Y Derringer.41 2 12 0* 1 SA 3 pc Any Guns 4 SS N Remington M1875.44 6 15 15 1 SA 1 pc S. Guns 6 SS Y S&W Schofield.44 6 13 15 1 SA 1 pc S. Guns 5 SS Y Colt 1855 Rifle.36 p 6 14 45 2 2 pc M. Guns 5 SS N Spencer Rifle.52 7 19 45 2 1 pc M. Guns 6 SS N Springfield Rifle.45 1 22 60 2 3 M. Guns 6 SS N Winchester Rifle.45 15 22 60 2 1 pc M. Guns 7 SS N Coach Gun M1881 12g 2 30 S 15 2 2 pc S. Guns 5 SS N Shotgun, Parker B. 12g 2 30 S 30 2 2 pc M. Guns 8 SS N pc Actions per cartridge (round/shot/bullet); if 2 pc you need to spend 12 actions reloading 6 cartridges. p Paper cartridges 1 SA Single Action Gun * Pocket Guns may be used at H2H range. The Difficulty Level increases by one point every 15 meters (SR) S Shotgun damage is full within its Range. The damage is reduced by 10 points for every 15 meters added. QD Quick Draw Colt Peacemaker M1873, Single Action Caliber:.45 Colt Weight: 1 kg Length: 279 mm Price: $25 Special: In a Combat Situation, Gunslingers may reduce the Difficulty Level by one point for the first shot fired in every Combat Round when using the Colt Peacemaker. 7
Smith & Wesson model 3 Schofield, Single Action Caliber:.44 Schofield Weight: 1.3 kg Length: 305 mm Price: $20 Special: In a Non-Combat Situation (also Surprise Attacks), the Schofield s Range is 30 m. Colt Model 1861 Navy, Single Action Caliber:.36 Paper-wrapped Weight: 1.2 kg Length: 330 mm Price: $17 Special: The cartridges are useless if they get wet. If you fumble while using this weapon, the number of 1s is doubled. 8
Colt M1877 Lightning, Double Action Caliber:.38 Long Colt Weight: 0.8 kg Length: 240 mm Price: $22 Special: The Colt Lightning has an additional +1S bonus to initiative when used by a Gunslinger. Remington Model 1875, Single Action Caliber:.44 Remington Weight: 1.1 kg Length: 270 mm Price: $19 Special: When fumbling using this gun, one fumble die may be removed. This weapon will only malfunction if rolling two or more 1s when fumbling. One fumble die will count as a failure. 9