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[[The West That Wasnt - Rulebook|Back to Main Page]]<br>
 
[[The West That Wasnt - Rulebook|Back to Main Page]]<br>
  
There west is a dangerous place. Many aspects of the world are very dangerous and deadly. A crafty Judge will bring more challenges to bear than just weapon toting baddies. This chapter will help you understand how your Hero can withstand whatever stands in his way.
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The west is a dangerous place. Many aspects of the world are very dangerous and deadly. A crafty Judge will bring more challenges to bear than just weapon toting baddies. This chapter will help you understand how your Hero can withstand whatever blocks the way.
  
 
==Drowning==
 
==Drowning==
Swimming in a backyard pond is pretty safe, as long as you can swim, of course. There is no need to check in ideal circumstances such as those unless the character has no swimming skill. During rougher conditions, however, everyone needs to perform a swim check. The TN depends on the movement of the water as shown below. Failure causes the character to take CT equal to the difference between the result and TN.
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Swimming in a backyard pond is pretty safe, as long as you can swim, of course. There is no need to check in ideal circumstances such as those unless the character has no swimming skill. During rougher conditions, however, everyone needs to perform a swim check. The TN depends on the swiftness of the water, with calm conditions a 3, mild currents a 5, and increasing at Judges discretion. Failure causes the character to take Conc equal to the difference between the result and TN.
 
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{|
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|Water ||TN
+
|-
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|Swift creek ||5
+
|-
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|Rapid river ||7
+
|-
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|Rough ocean ||9
+
|-
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|Stormy seas ||11
+
|}
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==Falling==
 
==Falling==
 
A fall of a few paces might not be deadly, but long falls spell doom for any character. A fall of 5 paces deals (1)6 in damage with the deadly attribute. For each additional 5 paces, shift the damage level down 1 level to a maximum of (7)6. Apply the wounds as a standard attack, to the location on the card.
 
A fall of a few paces might not be deadly, but long falls spell doom for any character. A fall of 5 paces deals (1)6 in damage with the deadly attribute. For each additional 5 paces, shift the damage level down 1 level to a maximum of (7)6. Apply the wounds as a standard attack, to the location on the card.
  
Landing in water can potentially break a fall on a Fair (5) swimming roll. Success divides the damage row by 2, rounded in favor of the character. This check can be made up to 50 paces; up to 20 paces the damage can be completely negated by a successful check. Landing on a haystack, awning, or other soft obstacle reduces the damage by half if the character makes a difficult (7) Dexterity check.
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Landing in water can potentially break a fall on a Fair (5) swimming roll. Success divides the damage row by 2, rounded in favor of the character. This check can be made up to 50 paces; up to 20 paces the damage can be completely negated by a successful check. Landing on a haystack, awning, or other soft obstacle reduces the damage by half if the character makes a difficult (7) Coordination check.
  
 
==Smoke and Fire==
 
==Smoke and Fire==
Characters in dense smoke have to make a difficult (7) Fortitude check before their action each round to avoid suffocation. A wet cloth over the mouth and nose — or similar makeshift protection - adds +2 to the result. If the character fails the Fortitude roll, he takes the difference between the roll and the TN in CT. Characters who fall unconscious due to this CT loss continue to take this damage each continuous action Phase IV, and are subject to environmental death.
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Characters in dense smoke have to make a difficult (7) Fortitude check before their action each round to avoid suffocation. A wet cloth over the mouth and nose — or similar makeshift protection - adds +2 to the result. If the character fails the Fortitude roll, apply the difference between the roll and the TN in Conc. Characters who fall unconscious due to this Conc loss continue to take this damage each continuous action Phase IV, and are subject to environmental death.
  
Damage from fire varies based on the size of the flame and  the body coverage. A small fire, such as a burning sleeve, causes 5d4 damage at the end of every continuous action Phase IV, dealt to the flaming area. A larger fire, such as from having an oil lamp dropped on you, causes 5d6 to the affected areas. A character totally consumed by flames takes 5d8 damage, with the wounds applied to every area at once.
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Damage from fire varies based on the size of the flame and  the body coverage. A small fire, such as a burning sleeve, causes 5d4 damage at the end of every round, dealt to the flaming area. A larger fire, such as from having an oil lamp dropped on you, causes 5d6 to the affected areas. A character totally consumed by flames takes 5d8 damage, with the wounds applied to every area at once.
  
 
Whenever the deck is shuffled, if there are any fires on the board cut the deck once for each fire. If the toggle result is yes, the fire continues burning. If it is no, the fire burns itself out.
 
Whenever the deck is shuffled, if there are any fires on the board cut the deck once for each fire. If the toggle result is yes, the fire continues burning. If it is no, the fire burns itself out.
  
 
===Suffocation===
 
===Suffocation===
A choking character can withhold oxygen for 6 turns (one minute) per column of their Fortitude while performing light physical tasks, half as long when doing strenuous tasks. Each time a character takes CT while withholding oxygen, subtract half the CT taken from the number of turns he can continue to withhold. A character who reaches the end of this period immediately falls unconscious, with their CT being set to zero. They take (1)6 each round and are subject to environmental death.  
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A choking character can withhold oxygen for 6 turns (one minute) per column of their Fortitude while performing light physical tasks, half as long when doing strenuous tasks. Each time a character takes Conc while withholding oxygen, subtract half the Conc taken from the number of turns they can continue to withhold. A character who reaches the end of this period immediately falls unconscious, with their Conc being set to zero. They take (1)6 each round and are subject to environmental death.  
  
 
===Temperature Extremes===
 
===Temperature Extremes===
When the temperature gets too hot, or cold, the character risks serious consequences. In extreme heat, like Death Valley, the character must make a Fortitude check versus a difficulty (5, 7, 9 etc.) based on the level of heat every 6 turns. Access to clean water can double this time. Failure means a loss of 1d4 CT for each failure. A character who falls below zero CT due to heat exhaustion is subject to heat stroke and environmental death (for temperature extremes).  
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When the temperature gets too hot, or cold, the character risks serious consequences. In extreme heat, like Death Valley, the character must make a Fortitude check versus a difficulty (5, 7, 9 etc.) based on the level of heat every 6 turns. Access to clean water can double this time. Failure means a loss of 1d4 Conc for each failure. A character who falls below zero Conc due to heat exhaustion is subject to heat stroke and environmental death (for temperature extremes).  
  
 
In extreme cold situations, such as being trapped in the Rockies in the dead of winter, check Fortitude with a TN of 9. Failure shifts the column of the character's Acuity by 1 to the left. When Acuity falls to 0, the character is unconscious and subject to hypothermia (environmental death for temperature extremes, below).  
 
In extreme cold situations, such as being trapped in the Rockies in the dead of winter, check Fortitude with a TN of 9. Failure shifts the column of the character's Acuity by 1 to the left. When Acuity falls to 0, the character is unconscious and subject to hypothermia (environmental death for temperature extremes, below).  
  
As soon as a character fails a roll he becomes noticeably impaired, slurring his speech and having difficulty making decisions. A character who has failed two checks will be subject to extreme apathy and will be noticeably shivering. In either of these cases, the malady can be diagnosed with a Standard (5) First Aid check. Each failure is equivalent to confusion from blather (see social combat, chapter XX) versus all actions. Failures are cumulative.
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As soon as a character fails a roll impairment becomes noticeable, including slurred speech and confusion. A character who has failed two checks will be subject to extreme apathy and will be noticeably shivering. In either of these cases, the malady can be diagnosed with a Standard (5) First Aid check. Each failure is equivalent to confusion from blather (see social combat, chapter XX) versus all actions. Failures are cumulative.
  
 
==Environmental Death==
 
==Environmental Death==
Whenever a character is subject to environmental death, set their CT to 0 (if it has not already been set to zero by another calamity). Their CT is now their "sudden death threshold". During each continuous action Phase IV, add the listed damage for the environmental factor in CT to the . When the CT dealt is equal to their starting CT, they die immediately. Any CT dealt from any other factor also adds to their sudden death threshold.
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Whenever a character is subject to environmental death, set their Conc to 0 (if it has not already been set to zero by another calamity). Their Conc is now their "sudden death threshold" (SDT). At the end of each round, add the listed damage for the environmental factor in Conc to the SDT. When the SDT is equal to their starting Conc, they die immediately. Any Conc dealt from any other factor also adds to their sudden death threshold.
  
''Miranda Valentine has 14 CT. If she falls unconscious due to smoke inhalation, she will die when her sudden death threshold is 14 or more.''
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''Miranda Valentine has 14 Conc. If she falls unconscious due to smoke inhalation, she will die when her sudden death threshold is 14 or more.''
  
Temperature extremes have special rules. Continue making the tests as noted above, but do not apply any CT or sudden death threshold unless a CT result of greater than your Fortitude column is revealed. Any amount greater than the column value is added to the character's sudden death threshold.
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Temperature extremes have special rules. Continue making the tests as noted above, but do not apply any Conc or sudden death threshold unless a Conc result of greater than your Fortitude column is revealed. Any amount greater than the column value is added to the character's sudden death threshold.
  
 
''Miranda Valentine has a 2d8 Fortitude. If she has fallen unconscious due to heat stroke, any time she takes 9+, apply the any amount over 8 to her sudden death threshold.''
 
''Miranda Valentine has a 2d8 Fortitude. If she has fallen unconscious due to heat stroke, any time she takes 9+, apply the any amount over 8 to her sudden death threshold.''
  
 
=Darkness=
 
=Darkness=
In reduced vision conditions, shift the Acuity 2 columns left (minimum d4) when performing a task or check where vision is vitally important. The penalties for partial lighting apply to targets greater than 10 meters away. Of course, if a target is somehow illuminated (such as carrying a lit lantern), the penalty should be adjusted by the Judge, if not negated entirely.
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In reduced vision conditions, apply a penalty of -1 to -3 to Acuity when performing a task or check where vision is vitally important. The penalties for partial lighting apply to targets greater than 10 meters away. Of course, if a target is somehow illuminated (such as carrying a lit lantern), the penalty should be adjusted by the Judge, if not negated entirely.
  
=Movement=
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=Fear and Psychological Effects=
It is often necessary to know exactly how far something can move in a standard combat round. The number of paces a Hero, extra, or mount can move each round is its Movement Rate.
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The West is full of hazards and creatures that wilt even the steeliest of nerves. In ''TWTW'', each character has a Resilience rating, which acts like size, but against Fear based effects. They also have a Mettle rating, which defends against Fear in the same way Jaw defends against Force.
  
The base Movement Rate for any character is his Dexterity value. An animal has a value located in the bestiary. Living creatures and vehicles such as trains can move as standard actions, or as continuous actions. Resolving continuous actions is discussed in the continuous action section.
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When a character is inflicted psychological effect from Fear, called distress, it is compared to double the Resilience. If it is less, it is applied directly to the Backbone. If it is greater, apply one psychological wound and decrement the distress by double the Resilience. Repeat the previous process except compare any remainder to the Resilience value, rather than double.  
  
<i>example</i>
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Applying distress is exactly the same as applying impact damage in physical combat, except against different character attributes. The effects, described below, are also different.
  
Running is defined as moving more than the listed movement rate, up to double the listed value, and incurs a -4 penalty to all of a character's actions. Passengers in "running" vehicles such as stagecoaches or horse-drawn carts or on mounts suffer the penalty too. The faster you go, the bumpier the ride.
+
''A large Grizzly bear stands up and roars at Miranda Valentine. It deals 9 distress. Her Resilience is 5, so she takes 9 to her Backbone. Had it dealt 11, she would take 1 psychological wound and 1 Backbone.''
  
A character or mount may push it, and go faster than their listed speed. This may only be done when running. On a successful TN 3 Fortitude check the character can add half their Dexterity die type to their final movement.
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==Terror==
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Some dangers are more difficult to accept than others. These dangers cause Terror rather than Fear. Terror cannot be resisted with Mettle, it always penetrates. Terror is also more effective at causing psychological wounds. Always compare Terror distress against the Resilience, never double. Applying distress from Terror is exactly like applying deadly damage in physical combat.
  
''Miranda Valentine is spies one of the vaqueros from the Laroq ranch heading into town on his horse. She needs to get into the saloon before he can run her down, so she declares she will push it. On her action she runs, with her Dexterity of d12, her speed is 24, and after pushing it, 30.''
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''Cyril Wellington turns a corner to see a zombie tearing apart an unfortunate townie. He is dealt 5 distress. His Resilience is 6, so he is dealt 5 to his Backbone. Had the number been 8, he would instead take 1 psychological wound and 2 Backbone.''
  
==Movement and Combined Actions==
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==Fearsome Creatures==
During action time, characters perform actions during their turn. These actions are classified by their speed. It is usually clear how to divide actions, but sometimes it is necessary to group some things together. For example, if a character wanted to walk across the room and open a door, this is likely not two separate actions. Opening the door can be considered part of the movement.
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Creatures that have a Fear or Terror rating greater than 0 are called fearsome. These creatures require a Bravery check to approach within 10 paces (or the Move value of the creature, whichever is greater). The TN is standard (5) for Fear (or Terror) 1, with +2 to the TN for each +1 to the Fear level.
  
If a character moves more than half of their movement, they may also perform a short, related action such as the door opening as mentioned above. This cannot be accomplished if it requires using a skill of any kind, that would be a separate action. If something can be done in a second or two during the movement, it can be combined with the movement action. Performing the action forfeits at minimum one pace of movement, more at Judge discretion.
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These creatures may also use Fear as an attack, such as a bear standing up to full height and growling menacingly. The attack costs 4 AP and uses their Fear level +1 versus the Mettle of all targets, and, if successful, deals distress according to the following table:
  
If a character moves less than half of their movement they may perform 1-2 short, related actions as above. They must follow the same guidelines and have the same costs.
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[[image:fearattacks.JPG]]
  
=Encumbrance=
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The adjusted Fear level is the penetration value of the attack. This is combined with the penetration on the bottom left of the Action Card before comparing it to the Mettle of the target. This interaction is exactly like a weapon versus cover, or Force versus Jaw.
Each character and mount has an encumbrance value which is approximately how much can be carried as a standard load. The encumbrance value is based on Strength. If a character with an 8 Move Rate is carrying a heavy load, his Rate is effectively reduced to a 2 for the round.
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For instance, Miranda’s Strength is 1d6. She can carry up to 36 pounds with no problems. From 37lb up to 60lb is a light load. From 61lb up to 90lb is a medium load. From 60 kg on up is a heavy load.
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''The grizzly from the example above has a Fear level of 1. When it growled at Miranda, it uses 2 (its Fear level +1). This value is combined with the penetration value on the card, and compared to her Mettle of 1.''
  
{|
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Additionally, the initial hand-to-hand attack by a fearsome creature also inflicts distress according to the table above.
|Load ||Weight ||Movement
+
|-
+
|Light ||6 x Strength value ||3/4
+
|-
+
|Medium ||10 x Strength value ||1/2
+
|-
+
|Heavy ||15 x Strength value ||1/4
+
|}
+
  
==Lifting==
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==Shock==
What if a character needs to lift something momentarily and not carry it a long distance? The lift value of any character is equal to the heavy load value multiplied by 1.5. This very heavy weight, however, is not automatically hoisted. If time matters, a character must make a Strength test to lift anything heavier than their Heavy load. If a character has as much time as necessary, he can automatically manage his full lift...eventually.
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Seeing the unnatural is shocking to the psyche. When supernatural entities that cause Terror (also called Terrifying creatures) are seen they immediately cause distress according to the table above. Substitute their Terror level for the Fear level, and bump the effect down one level. This is the Terror value of the entity. The effect generated is dealt as distress.
  
A lift is a standard check. Lifting between the heavy load and Lift value is TN 3, lifting over the Lift value is TN 5. The character may lift his Lift value on a success, and +5% for each bump. Do not draw or use extra cards on increased effect, unless the Judge says otherwise, of course.
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''Skeletons have a Terror level of 1. The Terror value for a skeleton is (2)4 (the Fear 1 entry, (1)4, bumped down one level). When Hank sees a skeleton pull itself out of the ground he is dealt (2)4 distress.''
  
=Wounds=
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The supernatural creatures must be perceived as such to be shocking. An entity masquerading as a human, or otherwise mistaken for a human, does not cause any shock until it does something that reveals its true nature. This must be more than just a vampire revealing fangs and saying who it is, or a ghoul casting off a disguise. If the mind has classified an individual as normal, it resists information it cannot believe. Even if logically the character knows it to be true, some kind of supernatural act must be performed before the shock is dealt.
Everyone — Heroes, aliens, and geriatrics alike - can take the same number of wounds in each body part: five. Most heroes can shrug off a wound or two, but more than that is real trouble. The following table describes wound penalties.
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{|
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''Cyril is being held captive by the mysterious Dante Mancini. Miranda and Hank break into his house and see him with his fangs bared. Cyril screams "He is a vampire! Help me!" Even though Miranda and Hank believe him, they are not confronted with the supernatural, and take no shock. However, if, on his action, Dante begins to drink Cyril's blood, they would immediately take the effect.''
|Wound Level ||Description ||Stun || Stun Save
+
|-
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|1 ||Scratched* || -1 || 3
+
|-
+
|2 ||Light || -1 || 5
+
|-
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|3 ||Serious || -2 || 7
+
|-
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|4 ||Critical || -3 || 9
+
|}
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Scratches are bruises, shallow but irritating cuts, and muscle strains. <br>
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===Distress Limits===
Light wounds are sprains, deep but non-threatening cuts, or multiple bruises. <br>
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Terror from a single type of entity is limited during a single engagement. If a character has already taken distress equal to or greater than the die value of the Terror level of the given entity type, they are immune to any further distress from the given entity. This limit is only for distress, it does not include delay or fright paralysis. There is no limit to the amount of delay that can be inflicted in hand-to-hand combat or otherwise.
Serious wounds encompass fractured or broken bones or deep and bloody cuts. <br>
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Critical wounds are the worst case scenario. He is one step from death.
+
  
<nowiki>*</nowiki>The Stun Save value applies for wounds consisting exclusively of CT, as well.
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''Hank has already taken 8 distress from witnessing skeletons emerge from the ground. He can take no further distress from skeletons during this engagement.''
  
==Figuring Wound Level==
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===Fright Paralysis and Delay===
There is no need to keep track of every wound a character takes to determine penalties. Only the highest value wound determines what penalties the character suffers. Therefore, if a new wound is inflicted, and it is not higher than what is already inflicted, the wound level is not adjusted. The character still must make a shock test for the new wound, however!
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Creatures that cause Terror can deal a special effect called fright paralysis in hand-to-hand combat. If the Step number (lower left corner of the Action Card) is equal to or below the Terror rating of the entity, they deal fright paralysis along with any other effects. Note that fright paralysis is dealt whether or not the attack is successful.
  
==Risk==
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To deal fright paralysis, consult the fear attacks table above. Deal effect as if the Terror level were a Fear level, except instead of distress, the effect is dealt as delay. Each point of delay is one AP that must be removed from the characters AP pool immediately (if they have not yet gone this round) or during the next allocation. If the character does not have enough AP, all AP are spent and the rest are paid the following round.
One of the most important concepts in TWTW is know your players, and play the game you want to play. Rules are malleable, and we strive to make a system that can work within many sets of constraints that your group may have to ensure the game is fun for them.  
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Risk is an optional system. Without it, the game is assumed to always be in a state of risk. In other words, Heroes can always die if the appropriate amount of damage is dealt. If, however, your group feels that true heroes will never die in an unimportant circumstance, then the risk system is made for you.
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''Hank is accosted by one of the skeletons that he saw extricate itself from the ground. It approaches him and attacks with its claws. Skeletons have a Terror level of 1, so if the fragment (the lower left number of the Action Card) is 0 or 1, he will be dealt fright paralysis along with any other effects.''
  
When using the optional risk system, any wound that would be critical in the head or torso is instead treated as a serious wound and the Hero is out of action for the remainder of the scene. The Hero should devise or accept some kind of complication (permanent or temporary) related to the situation, and the player and Judge should describe how the situation resolves itself.  
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====Delay Pool====
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Characters may voluntarily spend APs into a delay pool, as discussed below. When an entity inflicts delay, any APs in the delay pool may be immediately spent to counteract the inflicted delay. If any delay remains in the pool after counteracting all of the inflicted delay, empty the pool.
  
During any combat scene (the Judge has the final say on which scenes qualify) a player may designate that his Hero will risk death. This declaration must be made during (or very near, Judge discretion) the first round of combat. A player may make this declaration no more than once per session. At the conclusion of the session the Hero (if he survived, of course) is awarded one extra experience point.
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==Hazards==
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Sometimes fear comes not from an implacable foe, but instead from a looming force of nature. These are called hazards. Some examples include hanging by a fingertip on a cliffs edge, or being trapped inside a burning building. This type of Fear is not an attack versus the character, but instead is a situation that must be resisted. Test the Bravery of the character versus the appropriate TN. If successful, the character is unaffected. If the test is failed, apply the Fear effect of the hazard.
  
It goes without saying, that if you choose to risk death with your Hero, <I>nothing</I> can save you. The combat may be taking place next to a coach full of doctors, but if you declare the risk, then for some reason your character cannot be saved by any means once that final wound is taken.
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[[image:feartable.JPG]]
  
=Wound Markers=
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Hazards are subject to Judge discretion. Standing on the edge of the Grand Canyon might not be scary to some people when there is no other impending danger, but simultaneously attempting to avoid a hail of incoming gunfire might change things a bit.
Damage can be taken in six locations: head, torso, right arm, left arm, right leg and left leg. The wound level is the highest wound inflicted. Wounds are only added together when they're taken in the same location. For instance, a character who takes a light wound to the right arm in one round and another light wound in the same arm later would then have a serious wound in that arm. If a character takes a light wound to the head and then takes a heavy wound to his leg, they aren’t added together.
+
  
A character can’t be killed by wounds to the arms or legs. He can take enough Concussion (see below) to put himself out of action, but he can’t die until he bleeds to death or someone plugs him in the head or torso. Only a hit to the head or torso will spell the end.
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==Hesitation and Delay==
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When confronted with distress the mind has instinctive reactions. Hesitation and delay simulate those responses. Each psychological wound causes 2 points of hesitation. During allocation each point of hesitation is one AP that is spent from the AP pool. These APs are not considered surplus and cannot be used toward advantage. They are essentially lost.
  
==Wound Modifiers==
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Delay is voluntary spending of APs by a character during their turn. Any APs spent on delay cannot be used for anything else, the character is essentially coping with their fear (though they may not outwardly show it). APs spent on delay go into a delay pool. This pool can be used to counteract any fright paralysis or delay that is inflicted by an outside entity. Delay may be added to the pool over multiple rounds and saved until needed.
Wounds are a terrible burden. Shock distorts senses, pain distracts concentration, and damage to arms and legs make holding things and movement of any type nearly unbearable. All of this is manifested with check penalties based on the highest wound that has been inflicted. The previous wound chart lists them in the Stun column. Wound penalties are never subtracted from "effect" totals such as damage dealt by weapons, but they do apply to everything else (including other kinds of effect generated by the character, such as social directives).
+
  
The penalty depends on the highest-level wound your hero has suffered. If he has a light and a serious wound, for instance, subtract the penalty for serious wounds (-2) from all action totals, irrespective of wound location.
+
''Immediately after seeing the first skeleton emerge from the ground, Hank spent 2 AP to move and 4 AP to fire his shotgun. He spent his 3 remaining AP into his delay pool, theorizing that he needed to cope with what he just saw. When the skeleton closes the distance and attacks, if he is dealt any fright paralysis, he ignores the first 3 points.''
  
Shock might be more than a lingering distraction, it might conspire to cause a Hero to miss an action or two. Whenever a character is dealt damage he must make a Fortitude check, called a Stun check. Previous wound penalties apply, but do not adjust the TN for the current wound. The TN is listed in the Stun column of the wound penalty table. Failure causes the character to be stunned until he succeeds in a recovery check. Each round, stunned characters use their action to make recovery check to shake off the stun, with a TN determined by the current wound level. Your character needs to make a stun check every time he takes a wound unless he's already stunned. Success, of course, means the character is not affected by Stun.
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===Fleeing and Hesitation===
 +
In some cases, when confronted with extreme danger, the most prudent choice is to turn and flee. If a character uses all of their AP to flee the Fear-causing situation, they may also spend the APs lost due to hesitation on fleeing.
  
=Recovery=
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==Backbone==
A hero may try to recover from being stunned during any action. This is called a "recovery check", and it takes one entire action. A recovery roll is made just like a stun check, except the difficulty is your highest current wound level. Any character that critically fails a recovery check immediately falls unconscious. The amount of time he stays down is 1d6 hours or until someone makes a Fair (5) First Aid roll to wake him up.
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Each character has a psychological reserve called Backbone. As long as the character has at least one point, there is no effect. As soon as the Backbone reaches zero, however, the following effects are applied:
  
When a character is reduced to 0 CT or lower he becomes “Concussed”. This doesn’t necessarily mean he’s passed out, but he is otherwise unable to participate in the combat. Concussed characters generally fall by the wayside, and are not able to participate in combat at all (not even to talk). Heroes who continue to take CT after they reach zero risk death (if applicable).
+
Reduce Spirit to 1 and Bravery to 0.<br>
 +
Divide Resilience in half, rounding down.<br>
  
=Character Death=
+
A character who has lost their Backbone is overcome with fear.
There are lots of ways to die. The west is an unforgiving expanse, even to the Hero.
+
  
==Optional Bleeding Rules==
+
==Healing Psychological Wounds==
Serious damage greatly increases bleeding. Whenever a character takes a heavy wound, he begins bleeding, losing 1 CT per round. Seriously wounded characters bleed 2 CT per round. Critically wounded limbs bleed 3 CT per round. A character reduced to negative his starting CT level by bleeding has bled to death.
+
Psychological wounds caused by Fear heal quickly. Once the Fear causing entity is no longer present, one wound heals immediately (at the end of the current round). At the end of each scene two more wounds are healed. Even after vanquishing a frightening enemy, some residual effects may linger, but the mind is effective at forgetting trauma it understands.
  
=Healing=
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Wounds caused by Terror are more persistent. If the entity is defeated, the character may attempt a TN 9 Spirit test at the conclusion of the encounter. Success heals a wound. If the test is unsuccessful, they may attempt again at the end of the next scene at difficulty 7. Finally, if that is unsuccessful, they may attempt again at the end of the next scene (and each scene thereafter until successful), at difficulty 5. No more than one wound may be healed this way.
Concussion is easy to get rid of. On a simple (3) Medicine check anyone can provide the necessary care to restore all CT in about 2 minutes. Otherwise your hero gets his CT back at the rate of 1 per minute.
+
  
Only those skilled in first aid (the Medicine skill) may attempt to treat real wounds. This attempt may be made up to one hour after an injury. The doctor may check once for each wounded area. If successful, reduce the wounds in the given location by one. The TN depends on the wound level.  
+
If more than one psychological wound from Terror is inflicted, at least one will linger until the end of the story arc. Terror wounds heal at a rate of one per story arc. Staring down the supernatural can cause long term psychological trauma that is difficult to reconcile.
 +
 
 +
''After dispatching the last of the skeletons, Hank had taken 2 psychological wounds. He attempted a TN Spirit test and was unsuccessful. After the next scene, he attempted a TN 7 test and passed. He immediately healed one wound. His remaining wound will linger until the end of the story arc.''
 +
 
 +
===Healing Backbone===
 +
Backbone is easier to heal. Lost points of Backbone are healed at 1 per minute out of combat, or when behind full cover.
 +
 
 +
Any friendly character who has not lost their Backbone may make a TN 5 Leadership test for 4 AP to help another character recover Backbone (even if they are at 0 or below). If successful, the target character recovers an amount of Backbone equal to the effect generated by the Verve rank of the acting character.
 +
 
 +
''Cyril Wellington has a 3d10 Verve. If he can succeed at a Leadership test (a skill he does not possess) his target can heal 3d10 Backbone.''
 +
 
 +
==Optional Rule: Pulp Style Psychological Effects==
 +
Some Posses prefer to play in a style more reminiscent of pulp heroes than the gritty representation presented above. If that is your preference, use the following rules along with those above.
 +
 
 +
===Steel Your Resilience===
 +
Any character may make a steel resilience check using Bravery at TN 5 during their turn for 4 AP versus Fear, 8 AP versus Terror. If successful, immediately heal one wound of the appropriate type for each success and bump.
 +
 
 +
=Movement=
 +
It is often necessary to know exactly how far something can move in a standard combat round. The number of paces a Hero, extra, or mount can move each round is its movement Rate.
 +
 
 +
The base movement Rate for any character is 8, but can be adjusted during character generation. An animal has a value located in the bestiary. Living creatures and vehicles such as trains can move as standard actions, or as continuous actions. Resolving continuous actions is discussed in the continuous action section. For example, a horse moving at full gallop is a continuous action executed every continuous action phase, while a horse trotting to a trough, taking a drink, and then walking to a stable is performing standard movements and actions.
 +
 
 +
Running is defined as moving more than the listed movement rate, up to double the listed value, and incurs a -4 penalty to all of a character's actions. Passengers in "running" vehicles such as stagecoaches or horse-drawn carts or on mounts suffer the penalty too. The faster you go, the bumpier the ride.
 +
 
 +
A character or mount may sprint, and go faster than their listed speed. This may only be done when running. On a successful TN 3 Fortitude check the character can add half their Coordination value to their final movement.
 +
 
 +
''Miranda Valentine spies one of the vaqueros from the Laroq ranch heading into town on his horse. She needs to get into the saloon before he can run her down, so she declares she will sprint. On her action she runs, with her Coordination of d10, her speed is 16, and after sprinting, 21.''
 +
 
 +
==Movement and Combined Actions==
 +
During action time, characters perform actions during their turn. These actions are classified by their speed. It is usually clear how to divide actions, but sometimes it is necessary to group some things together. For example, if a character wanted to walk across the room and open a door, this is likely not two separate actions. Opening the door can be considered part of the movement.
 +
 
 +
If a character moves more than half of their movement, they may also perform a short, related action such as the door opening as mentioned above. This cannot be accomplished if it requires using a skill of any kind, that would be a separate action. If something can be done in a second or two during the movement, it can be combined with the movement action. Performing the action forfeits at minimum one pace of movement, more at Judge discretion.
 +
 
 +
If a character moves less than half of their movement they may perform 1-2 short, related actions as above. They must follow the same guidelines and have the same costs.
 +
 
 +
=Encumbrance=
 +
Each character and mount has an encumbrance value which is approximately how much can be carried as a standard load. The encumbrance value is based on Strength. If a character with an 8 Move Rate is carrying a heavy load, his Rate is effectively reduced to a 2 for the round.
 +
 
 +
For instance, Miranda’s Strength is 1d6. She can carry up to 36 pounds with no problems. From 37lb up to 60lb is a light load. From 61lb up to 90lb is a medium load. From 91 lb on up is a heavy load.
  
 
{|
 
{|
|Wound Level ||TN
+
|Load ||Weight ||Movement
 
|-
 
|-
|Wind ||3
+
|Light ||6 x Strength value ||3/4
 
|-
 
|-
|Light ||5
+
|Medium ||10 x Strength value ||1/2
 
|-
 
|-
|Serious ||7
+
|Heavy ||15 x Strength value ||1/4
|-
+
|Critical ||9
+
 
|}
 
|}
  
A character may attempt a Fortitude check every 5 days, against the listed difficulties, to heal any wound. If the roll succeeds, the wound improves by one level. Natural healing rolls are made for each area individually. A character with wounds to an arm and his torso would check twice, possibly improving the condition of each location by one would level.
+
==Lifting==
 +
What if a character needs to lift something momentarily and not carry it a long distance? The lift value of any character is equal to the heavy load value multiplied by 1.5. This very heavy weight, however, is not automatically hoisted. If time matters, a character must make a Strength test to lift anything heavier than their Heavy load. If a character has as much time as necessary, the full lift can be made...eventually.
 +
 
 +
A lift is a standard check. Lifting between the heavy load and Lift value is TN 3, lifting over the Lift value is TN 5. The character may lift the Lift value on a success, and +5% for each bump. Do not draw or use extra cards on increased effect, unless the Judge says otherwise, of course.
 +
 
 +
=Healing=
 +
The west is an unforgiving place. With danger at every turn, it might seem like there is no hope. If you can survive an ordeal in the west, you can recover from it. Healing is vital to survival.
 +
 
 +
In ''TWTW'', healing is not treated realistically. Instead, healing is dramatic and cinematic. Each scene a skilled practitioner may make a standard (TN 5) Medicine check on an injured character. On a success, each wound heals one level. Characters who are not cared for, or whose caregiver fails their check may heal one wound one level.
 +
 
 +
A scene may be an hour, or it might be a week. Alternatively, with Judge permission and appropriate story accommodation, the posse may rest a week and the Medicine check can fully heal all wounds.
 +
 
 +
==Why Cinematic Healing?==
 +
Conflict is essential to the story, and conflict often involves bloodshed. Forcing the story to grind to a halt while the protagonists rest and heal can be a real drag. By greatly accelerating healing, TWTW endeavors to keep the story moving forward.
 +
 
 +
==Death and Risk==
 +
When a character takes a 5th wound in the head or torso, that character is considered out of action. Is that permanent? The answer to that question may be different from group to group, therefore TWTW uses the concept of risk to adjudicate the situation.
 +
 
 +
There are two levels of risk: cinematic and realistic. In a game with cinematic risk, a posse member (or important NPC) does not die on a critical wound. Instead, that character is out of action for the remainder of the scene. At the beginning of the next scene the character is found miraculously clinging to life, and with 5 wounds to heal...
 +
 
 +
In a game with realistic risk, that 5th wound is critical. As soon as it is dealt, that character, posse and NPC alike, is destined for boot hill. Call the undertaker.
 +
 
 +
===Escalating Risk===
 +
In a game with cinematic risk, the Judge may wish to introduce realistic risk during intense scenes, such as climactic battles or especially harrowing encounters. This must always be clearly stated to the players before the scene begins. During scenes of escalated risk, all characters earn double experience points. All players should indicate they understand before the scene is described.
 +
 
 +
Not all players enjoy the increased risk, so any player may forgo the double experience reward and remain at the cinematic risk level. This choice must be indicated to the Judge immediately after the scene is introduced as escalated risk. They must make their choice before learning anything about the upcoming scene, other than that it is increased risk.

Latest revision as of 19:09, 14 July 2020

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The west is a dangerous place. Many aspects of the world are very dangerous and deadly. A crafty Judge will bring more challenges to bear than just weapon toting baddies. This chapter will help you understand how your Hero can withstand whatever blocks the way.

Drowning

Swimming in a backyard pond is pretty safe, as long as you can swim, of course. There is no need to check in ideal circumstances such as those unless the character has no swimming skill. During rougher conditions, however, everyone needs to perform a swim check. The TN depends on the swiftness of the water, with calm conditions a 3, mild currents a 5, and increasing at Judges discretion. Failure causes the character to take Conc equal to the difference between the result and TN.

Falling

A fall of a few paces might not be deadly, but long falls spell doom for any character. A fall of 5 paces deals (1)6 in damage with the deadly attribute. For each additional 5 paces, shift the damage level down 1 level to a maximum of (7)6. Apply the wounds as a standard attack, to the location on the card.

Landing in water can potentially break a fall on a Fair (5) swimming roll. Success divides the damage row by 2, rounded in favor of the character. This check can be made up to 50 paces; up to 20 paces the damage can be completely negated by a successful check. Landing on a haystack, awning, or other soft obstacle reduces the damage by half if the character makes a difficult (7) Coordination check.

Smoke and Fire

Characters in dense smoke have to make a difficult (7) Fortitude check before their action each round to avoid suffocation. A wet cloth over the mouth and nose — or similar makeshift protection - adds +2 to the result. If the character fails the Fortitude roll, apply the difference between the roll and the TN in Conc. Characters who fall unconscious due to this Conc loss continue to take this damage each continuous action Phase IV, and are subject to environmental death.

Damage from fire varies based on the size of the flame and the body coverage. A small fire, such as a burning sleeve, causes 5d4 damage at the end of every round, dealt to the flaming area. A larger fire, such as from having an oil lamp dropped on you, causes 5d6 to the affected areas. A character totally consumed by flames takes 5d8 damage, with the wounds applied to every area at once.

Whenever the deck is shuffled, if there are any fires on the board cut the deck once for each fire. If the toggle result is yes, the fire continues burning. If it is no, the fire burns itself out.

Suffocation

A choking character can withhold oxygen for 6 turns (one minute) per column of their Fortitude while performing light physical tasks, half as long when doing strenuous tasks. Each time a character takes Conc while withholding oxygen, subtract half the Conc taken from the number of turns they can continue to withhold. A character who reaches the end of this period immediately falls unconscious, with their Conc being set to zero. They take (1)6 each round and are subject to environmental death.

Temperature Extremes

When the temperature gets too hot, or cold, the character risks serious consequences. In extreme heat, like Death Valley, the character must make a Fortitude check versus a difficulty (5, 7, 9 etc.) based on the level of heat every 6 turns. Access to clean water can double this time. Failure means a loss of 1d4 Conc for each failure. A character who falls below zero Conc due to heat exhaustion is subject to heat stroke and environmental death (for temperature extremes).

In extreme cold situations, such as being trapped in the Rockies in the dead of winter, check Fortitude with a TN of 9. Failure shifts the column of the character's Acuity by 1 to the left. When Acuity falls to 0, the character is unconscious and subject to hypothermia (environmental death for temperature extremes, below).

As soon as a character fails a roll impairment becomes noticeable, including slurred speech and confusion. A character who has failed two checks will be subject to extreme apathy and will be noticeably shivering. In either of these cases, the malady can be diagnosed with a Standard (5) First Aid check. Each failure is equivalent to confusion from blather (see social combat, chapter XX) versus all actions. Failures are cumulative.

Environmental Death

Whenever a character is subject to environmental death, set their Conc to 0 (if it has not already been set to zero by another calamity). Their Conc is now their "sudden death threshold" (SDT). At the end of each round, add the listed damage for the environmental factor in Conc to the SDT. When the SDT is equal to their starting Conc, they die immediately. Any Conc dealt from any other factor also adds to their sudden death threshold.

Miranda Valentine has 14 Conc. If she falls unconscious due to smoke inhalation, she will die when her sudden death threshold is 14 or more.

Temperature extremes have special rules. Continue making the tests as noted above, but do not apply any Conc or sudden death threshold unless a Conc result of greater than your Fortitude column is revealed. Any amount greater than the column value is added to the character's sudden death threshold.

Miranda Valentine has a 2d8 Fortitude. If she has fallen unconscious due to heat stroke, any time she takes 9+, apply the any amount over 8 to her sudden death threshold.

Darkness

In reduced vision conditions, apply a penalty of -1 to -3 to Acuity when performing a task or check where vision is vitally important. The penalties for partial lighting apply to targets greater than 10 meters away. Of course, if a target is somehow illuminated (such as carrying a lit lantern), the penalty should be adjusted by the Judge, if not negated entirely.

Fear and Psychological Effects

The West is full of hazards and creatures that wilt even the steeliest of nerves. In TWTW, each character has a Resilience rating, which acts like size, but against Fear based effects. They also have a Mettle rating, which defends against Fear in the same way Jaw defends against Force.

When a character is inflicted psychological effect from Fear, called distress, it is compared to double the Resilience. If it is less, it is applied directly to the Backbone. If it is greater, apply one psychological wound and decrement the distress by double the Resilience. Repeat the previous process except compare any remainder to the Resilience value, rather than double.

Applying distress is exactly the same as applying impact damage in physical combat, except against different character attributes. The effects, described below, are also different.

A large Grizzly bear stands up and roars at Miranda Valentine. It deals 9 distress. Her Resilience is 5, so she takes 9 to her Backbone. Had it dealt 11, she would take 1 psychological wound and 1 Backbone.

Terror

Some dangers are more difficult to accept than others. These dangers cause Terror rather than Fear. Terror cannot be resisted with Mettle, it always penetrates. Terror is also more effective at causing psychological wounds. Always compare Terror distress against the Resilience, never double. Applying distress from Terror is exactly like applying deadly damage in physical combat.

Cyril Wellington turns a corner to see a zombie tearing apart an unfortunate townie. He is dealt 5 distress. His Resilience is 6, so he is dealt 5 to his Backbone. Had the number been 8, he would instead take 1 psychological wound and 2 Backbone.

Fearsome Creatures

Creatures that have a Fear or Terror rating greater than 0 are called fearsome. These creatures require a Bravery check to approach within 10 paces (or the Move value of the creature, whichever is greater). The TN is standard (5) for Fear (or Terror) 1, with +2 to the TN for each +1 to the Fear level.

These creatures may also use Fear as an attack, such as a bear standing up to full height and growling menacingly. The attack costs 4 AP and uses their Fear level +1 versus the Mettle of all targets, and, if successful, deals distress according to the following table:

Fearattacks.JPG

The adjusted Fear level is the penetration value of the attack. This is combined with the penetration on the bottom left of the Action Card before comparing it to the Mettle of the target. This interaction is exactly like a weapon versus cover, or Force versus Jaw.

The grizzly from the example above has a Fear level of 1. When it growled at Miranda, it uses 2 (its Fear level +1). This value is combined with the penetration value on the card, and compared to her Mettle of 1.

Additionally, the initial hand-to-hand attack by a fearsome creature also inflicts distress according to the table above.

Shock

Seeing the unnatural is shocking to the psyche. When supernatural entities that cause Terror (also called Terrifying creatures) are seen they immediately cause distress according to the table above. Substitute their Terror level for the Fear level, and bump the effect down one level. This is the Terror value of the entity. The effect generated is dealt as distress.

Skeletons have a Terror level of 1. The Terror value for a skeleton is (2)4 (the Fear 1 entry, (1)4, bumped down one level). When Hank sees a skeleton pull itself out of the ground he is dealt (2)4 distress.

The supernatural creatures must be perceived as such to be shocking. An entity masquerading as a human, or otherwise mistaken for a human, does not cause any shock until it does something that reveals its true nature. This must be more than just a vampire revealing fangs and saying who it is, or a ghoul casting off a disguise. If the mind has classified an individual as normal, it resists information it cannot believe. Even if logically the character knows it to be true, some kind of supernatural act must be performed before the shock is dealt.

Cyril is being held captive by the mysterious Dante Mancini. Miranda and Hank break into his house and see him with his fangs bared. Cyril screams "He is a vampire! Help me!" Even though Miranda and Hank believe him, they are not confronted with the supernatural, and take no shock. However, if, on his action, Dante begins to drink Cyril's blood, they would immediately take the effect.

Distress Limits

Terror from a single type of entity is limited during a single engagement. If a character has already taken distress equal to or greater than the die value of the Terror level of the given entity type, they are immune to any further distress from the given entity. This limit is only for distress, it does not include delay or fright paralysis. There is no limit to the amount of delay that can be inflicted in hand-to-hand combat or otherwise.

Hank has already taken 8 distress from witnessing skeletons emerge from the ground. He can take no further distress from skeletons during this engagement.

Fright Paralysis and Delay

Creatures that cause Terror can deal a special effect called fright paralysis in hand-to-hand combat. If the Step number (lower left corner of the Action Card) is equal to or below the Terror rating of the entity, they deal fright paralysis along with any other effects. Note that fright paralysis is dealt whether or not the attack is successful.

To deal fright paralysis, consult the fear attacks table above. Deal effect as if the Terror level were a Fear level, except instead of distress, the effect is dealt as delay. Each point of delay is one AP that must be removed from the characters AP pool immediately (if they have not yet gone this round) or during the next allocation. If the character does not have enough AP, all AP are spent and the rest are paid the following round.

Hank is accosted by one of the skeletons that he saw extricate itself from the ground. It approaches him and attacks with its claws. Skeletons have a Terror level of 1, so if the fragment (the lower left number of the Action Card) is 0 or 1, he will be dealt fright paralysis along with any other effects.

Delay Pool

Characters may voluntarily spend APs into a delay pool, as discussed below. When an entity inflicts delay, any APs in the delay pool may be immediately spent to counteract the inflicted delay. If any delay remains in the pool after counteracting all of the inflicted delay, empty the pool.

Hazards

Sometimes fear comes not from an implacable foe, but instead from a looming force of nature. These are called hazards. Some examples include hanging by a fingertip on a cliffs edge, or being trapped inside a burning building. This type of Fear is not an attack versus the character, but instead is a situation that must be resisted. Test the Bravery of the character versus the appropriate TN. If successful, the character is unaffected. If the test is failed, apply the Fear effect of the hazard.

Feartable.JPG

Hazards are subject to Judge discretion. Standing on the edge of the Grand Canyon might not be scary to some people when there is no other impending danger, but simultaneously attempting to avoid a hail of incoming gunfire might change things a bit.

Hesitation and Delay

When confronted with distress the mind has instinctive reactions. Hesitation and delay simulate those responses. Each psychological wound causes 2 points of hesitation. During allocation each point of hesitation is one AP that is spent from the AP pool. These APs are not considered surplus and cannot be used toward advantage. They are essentially lost.

Delay is voluntary spending of APs by a character during their turn. Any APs spent on delay cannot be used for anything else, the character is essentially coping with their fear (though they may not outwardly show it). APs spent on delay go into a delay pool. This pool can be used to counteract any fright paralysis or delay that is inflicted by an outside entity. Delay may be added to the pool over multiple rounds and saved until needed.

Immediately after seeing the first skeleton emerge from the ground, Hank spent 2 AP to move and 4 AP to fire his shotgun. He spent his 3 remaining AP into his delay pool, theorizing that he needed to cope with what he just saw. When the skeleton closes the distance and attacks, if he is dealt any fright paralysis, he ignores the first 3 points.

Fleeing and Hesitation

In some cases, when confronted with extreme danger, the most prudent choice is to turn and flee. If a character uses all of their AP to flee the Fear-causing situation, they may also spend the APs lost due to hesitation on fleeing.

Backbone

Each character has a psychological reserve called Backbone. As long as the character has at least one point, there is no effect. As soon as the Backbone reaches zero, however, the following effects are applied:

Reduce Spirit to 1 and Bravery to 0.
Divide Resilience in half, rounding down.

A character who has lost their Backbone is overcome with fear.

Healing Psychological Wounds

Psychological wounds caused by Fear heal quickly. Once the Fear causing entity is no longer present, one wound heals immediately (at the end of the current round). At the end of each scene two more wounds are healed. Even after vanquishing a frightening enemy, some residual effects may linger, but the mind is effective at forgetting trauma it understands.

Wounds caused by Terror are more persistent. If the entity is defeated, the character may attempt a TN 9 Spirit test at the conclusion of the encounter. Success heals a wound. If the test is unsuccessful, they may attempt again at the end of the next scene at difficulty 7. Finally, if that is unsuccessful, they may attempt again at the end of the next scene (and each scene thereafter until successful), at difficulty 5. No more than one wound may be healed this way.

If more than one psychological wound from Terror is inflicted, at least one will linger until the end of the story arc. Terror wounds heal at a rate of one per story arc. Staring down the supernatural can cause long term psychological trauma that is difficult to reconcile.

After dispatching the last of the skeletons, Hank had taken 2 psychological wounds. He attempted a TN Spirit test and was unsuccessful. After the next scene, he attempted a TN 7 test and passed. He immediately healed one wound. His remaining wound will linger until the end of the story arc.

Healing Backbone

Backbone is easier to heal. Lost points of Backbone are healed at 1 per minute out of combat, or when behind full cover.

Any friendly character who has not lost their Backbone may make a TN 5 Leadership test for 4 AP to help another character recover Backbone (even if they are at 0 or below). If successful, the target character recovers an amount of Backbone equal to the effect generated by the Verve rank of the acting character.

Cyril Wellington has a 3d10 Verve. If he can succeed at a Leadership test (a skill he does not possess) his target can heal 3d10 Backbone.

Optional Rule: Pulp Style Psychological Effects

Some Posses prefer to play in a style more reminiscent of pulp heroes than the gritty representation presented above. If that is your preference, use the following rules along with those above.

Steel Your Resilience

Any character may make a steel resilience check using Bravery at TN 5 during their turn for 4 AP versus Fear, 8 AP versus Terror. If successful, immediately heal one wound of the appropriate type for each success and bump.

Movement

It is often necessary to know exactly how far something can move in a standard combat round. The number of paces a Hero, extra, or mount can move each round is its movement Rate.

The base movement Rate for any character is 8, but can be adjusted during character generation. An animal has a value located in the bestiary. Living creatures and vehicles such as trains can move as standard actions, or as continuous actions. Resolving continuous actions is discussed in the continuous action section. For example, a horse moving at full gallop is a continuous action executed every continuous action phase, while a horse trotting to a trough, taking a drink, and then walking to a stable is performing standard movements and actions.

Running is defined as moving more than the listed movement rate, up to double the listed value, and incurs a -4 penalty to all of a character's actions. Passengers in "running" vehicles such as stagecoaches or horse-drawn carts or on mounts suffer the penalty too. The faster you go, the bumpier the ride.

A character or mount may sprint, and go faster than their listed speed. This may only be done when running. On a successful TN 3 Fortitude check the character can add half their Coordination value to their final movement.

Miranda Valentine spies one of the vaqueros from the Laroq ranch heading into town on his horse. She needs to get into the saloon before he can run her down, so she declares she will sprint. On her action she runs, with her Coordination of d10, her speed is 16, and after sprinting, 21.

Movement and Combined Actions

During action time, characters perform actions during their turn. These actions are classified by their speed. It is usually clear how to divide actions, but sometimes it is necessary to group some things together. For example, if a character wanted to walk across the room and open a door, this is likely not two separate actions. Opening the door can be considered part of the movement.

If a character moves more than half of their movement, they may also perform a short, related action such as the door opening as mentioned above. This cannot be accomplished if it requires using a skill of any kind, that would be a separate action. If something can be done in a second or two during the movement, it can be combined with the movement action. Performing the action forfeits at minimum one pace of movement, more at Judge discretion.

If a character moves less than half of their movement they may perform 1-2 short, related actions as above. They must follow the same guidelines and have the same costs.

Encumbrance

Each character and mount has an encumbrance value which is approximately how much can be carried as a standard load. The encumbrance value is based on Strength. If a character with an 8 Move Rate is carrying a heavy load, his Rate is effectively reduced to a 2 for the round.

For instance, Miranda’s Strength is 1d6. She can carry up to 36 pounds with no problems. From 37lb up to 60lb is a light load. From 61lb up to 90lb is a medium load. From 91 lb on up is a heavy load.

Load Weight Movement
Light 6 x Strength value 3/4
Medium 10 x Strength value 1/2
Heavy 15 x Strength value 1/4

Lifting

What if a character needs to lift something momentarily and not carry it a long distance? The lift value of any character is equal to the heavy load value multiplied by 1.5. This very heavy weight, however, is not automatically hoisted. If time matters, a character must make a Strength test to lift anything heavier than their Heavy load. If a character has as much time as necessary, the full lift can be made...eventually.

A lift is a standard check. Lifting between the heavy load and Lift value is TN 3, lifting over the Lift value is TN 5. The character may lift the Lift value on a success, and +5% for each bump. Do not draw or use extra cards on increased effect, unless the Judge says otherwise, of course.

Healing

The west is an unforgiving place. With danger at every turn, it might seem like there is no hope. If you can survive an ordeal in the west, you can recover from it. Healing is vital to survival.

In TWTW, healing is not treated realistically. Instead, healing is dramatic and cinematic. Each scene a skilled practitioner may make a standard (TN 5) Medicine check on an injured character. On a success, each wound heals one level. Characters who are not cared for, or whose caregiver fails their check may heal one wound one level.

A scene may be an hour, or it might be a week. Alternatively, with Judge permission and appropriate story accommodation, the posse may rest a week and the Medicine check can fully heal all wounds.

Why Cinematic Healing?

Conflict is essential to the story, and conflict often involves bloodshed. Forcing the story to grind to a halt while the protagonists rest and heal can be a real drag. By greatly accelerating healing, TWTW endeavors to keep the story moving forward.

Death and Risk

When a character takes a 5th wound in the head or torso, that character is considered out of action. Is that permanent? The answer to that question may be different from group to group, therefore TWTW uses the concept of risk to adjudicate the situation.

There are two levels of risk: cinematic and realistic. In a game with cinematic risk, a posse member (or important NPC) does not die on a critical wound. Instead, that character is out of action for the remainder of the scene. At the beginning of the next scene the character is found miraculously clinging to life, and with 5 wounds to heal...

In a game with realistic risk, that 5th wound is critical. As soon as it is dealt, that character, posse and NPC alike, is destined for boot hill. Call the undertaker.

Escalating Risk

In a game with cinematic risk, the Judge may wish to introduce realistic risk during intense scenes, such as climactic battles or especially harrowing encounters. This must always be clearly stated to the players before the scene begins. During scenes of escalated risk, all characters earn double experience points. All players should indicate they understand before the scene is described.

Not all players enjoy the increased risk, so any player may forgo the double experience reward and remain at the cinematic risk level. This choice must be indicated to the Judge immediately after the scene is introduced as escalated risk. They must make their choice before learning anything about the upcoming scene, other than that it is increased risk.