The West That Wasnt - Adversaries
The West is home to all manner of critters and varmints, as well as men and women from all walks of life. The bestiary contains Traits and Skills for a selection of them, both mundane and supernatural, should your game take a turn in that direction.
Each entry has a set of traits followed by important skills or attributes. If a Trait Skill is not listed, it is assumed to be 1. If a regular skill is not listed, it is not possessed. Creatures of Size 8 or greater cause Fear when within a single move (a number of Paces equal to their Move value).
Animals deal damage in combat based on their size and the following table:
Animal bites are deadly attacks. Most animal claws are impact attacks, subject to Judge discretion (exceptionally long or sharp claws should be deadly). Most animals that have claws begin a fight with claw attacks, attempting to slow their foe enough to allow for an effective bite. Bite attacks are -2 unless it is the only form of attack for the creature. The Force and DB values listed apply to impact attacks, not deadly ones.
Contents
The Mundane
The West is populated by both animals and human beings of all types. Some common examples are listed here for reference. The animals provided combined with the animal attacks table should allow easy creation of new creatures as needed.
Animals of the West
The north American bear is one of the deadliest animals in the wilds anywhere in the world. Stats given are for a typical brown or black bear, but larger and more powerful examples certainly exist, with size 9 or even 10, and DB up to 10. Bears have claw and bite attacks.
Wild boars are one of the most widely disbursed animals on earth. Though attacks on humans are rare, they are not unheard of especially during the rutting season. Boar tusks are deadly attacks.
Coyotes are small predators, operating either individually or in packs. The coyote is common in indigenous American folklore, often occurring as a trickster. Coyotes generally hunt larger prey in pairs or groups, while smaller prey is caught by individuals. Coyotes have bite attacks.
Jaguars are the largest feline in the Americas, often 100-150kg. They are the premier stalk and ambush predator in the wild, capable of great patience and stealth and great bursts of strength and speed. Though formidable, jaguars avoid contact with humans and will only attack when cornered or otherwise given no alternative. Jaguars have both claw and bite attacks.
Mountain lions, or cougars, are large, wide ranging feline predators. Cougars are solitary and nocturnal, and are rarely seen during daylight hours. They hunt from ambush, but avoids humans and will yield prey to larger predators such as bears or jaguars. Mountain Lions have claw and bite attacks.
Wolves are large, pack hunting predators. Wolves have bite attacks.
Citizens of the West
Every city, town, farmstead and ranch is (or was) inhabited by someone. Sometimes a posse needs to interact with them. The following stock NPCs can suffice when a full character is not available.
Every saloon, or bar and grill, needs a doorman to keep the rowdiest violence outside.
The law is very localized in the West, and bounty hunters provide a vital service tracking down outlaws and fugitives while local lawmen keep the peace at home.
Cowboys are one of the most common occupations in the West. Many a man, and woman for that matter, makes their livelihood driving and caring for cattle across the vast expanses of the western landscape.
Ladies of the evening are as common as the cowboys that visit them, and someone has to handle their business dealings.
As with cowboys, outlaws are very common in the West. Many a man and woman make their living from greed and force of arms.
A rancher is someone who owns a ranch or farmstead. They are vital to the economy, providing jobs for cowboys and sometimes shootists.
The local sheriff is the law in many a town of the West.
Shootists are men or women who make their living as hired guns, either as bouncers, security or murder-for-hire.
The Supernatural
Supernatural enemies are often unique to a particular locale or story. The profiles that follow are examples of scourges that may infest the West and is not intended to be exhaustive. The profiles that follow can be used in combination with the attacks table to create the right supernatural enemies for your story.
Supernatural creatures may have many different types of attacks. The physical attacks are classified on the following table:
The primary attack is the preferred attack method for the entity. Some entities may have multiple secondary attack types. Like with animals, bite attacks are -2.
Using Supernatural Enemies
Each type of enemy that is listed below has adventure seeds that describe one way that it could be used. The Judge is likely to tailor the skills and abilities of the creature to the scenario at hand, so do not assume that what follows is what exists in your game.
Humanoid Supernatural Entities
The following supernatural creatures are derived from humans. Many are known as the undead, because they were once alive, and also once dead, but now exist in a state that is truly neither.
Ghoul
Ghouls are undead that subsist on the flesh of the living or recently deceased. Because they consume the soul through consumption of the body, they prefer victims they have personally killed. Most ghouls cannot gain nourishment from bodies that have been dead longer than a day or so.
Ghouls look like living humans, except that their skin is ashy grey, and their hair is stringy and thin, often falling out. They may have sores or other blemishes as well depending on their age. Young ghouls can pass for human for short periods.
Ghoul claws (Primary, Class I) and bites (Class I) are deadly. Ghouls can also use standard humanoid hand-to-hand attacks and defenses.
Ghoul Adventure Seeds
First it was livestock, then some of the locals disappeared. Old man Lanigan has been acting strange since his return from the latest gold prospecting expedition. The locals are concerned for him, until a kid disappears near his farmstead...
Skeleton
Skeletons are the animated corpses of the long-dead. They are automatons that must be controlled by another entity. Because of their lack of flesh, skeletons are very hard to damage with most firearms. To simulate this, they have an AV of 3 versus firearms except shotguns, against which they have an AV of 1. Any damage that does not cause a wound is ignored.
Skeleton claws (Primary, Class I) are deadly. Skeletons have no secondary attack.
Skeleton Adventure Seeds
The border dispute between the Double X and Bar T ranches is beginning to get out of hand. The sheriff has visited both ranches frequently over the last month, and their disputes have spilled over into the town. Then one day the cowboys from the Bar T stopped coming to town. A concerned deputy returns from a welfare check with some grave news: all of them are dead. What is more concerning is most of them are face down, as if running away, with giant scratch marks on their backs. On a seemingly unrelated note, someone has vandalized the local boot hill. Scores of old grave sites are busted open, the bodies seem to be missing...
Vampire
Vampires subsist on the souls of the living by consuming their blood and life force. Depending on the origin of the vampire their method of subsistence and procreation may vary, as well as their appearance. Vampires that look human do not cause Terror unless they spend an action (4 AP) to do so. Vampires have 2 AV versus all deadly attacks. Vampire bites are deadly.
Some vampires are solely creatures of the night, while others may exist during daylight as well. Those who look human may have an occupation and a full character sheet of skills. Vampires make excellent story enemies because of their resilience and breadth.
Vampire lore includes many variations. Some may take on beast forms, or have the ability to otherwise alter their appearance. The vampire stats listed here are for an individual that has assimilated into human culture.
Vampire claws (Secondary, Class I) and bites (Primary, Class II) are deadly. Vampires are capable of the standard hand-to-hand attacks and defenses as well. Though their bite is their preferred attack form, vampires are intelligent and will use their claws or other hand-to-hand attacks to immobilize their prey before attempting a bite.
Vampire Adventure Seeds
The town of McKinley Bluff is a quiet hamlet miles from the nearest settlement. A few months back, the daughter of a local businessman ran away, and the bounty hunter he hired tracked her there. The last correspondence from him was weeks back, and he had promised to write as soon as he arrived. Concerned, he hires a new group to follow up on the lead. As with the first expedition, no word arrives after they arrive in town. The Posse is his last hope. Upon arriving in town, the first thing they notice is how strangely devoted the townsfolk are to the mayor, Charles McKinley. Surely a meeting with him at his manor house will clear everything up in a jiffy!
Wendigo
The Wendigo is a staple of indigenous American folklore, often appearing as a gaunt, tall man. They are cannibalistic, and have an insatiable desire for flesh. In some legends the Wendigo grows taller after consuming prey, but it maintains the sickly and thin physique.
Many legends also indicate that the Wendigo has power over the winter storm, and will use this to advantage. Some also indicate that they have spirit forms as well as physical, which can make them extremely formidable.
Though the Wendigo is a northeastern legend, there is no reason the belief could not spread to the West, especially into the harsh winters of the Rockies where the spirit itself would feel right at home.
Wendigo Adventure Seeds
Jock Curtis was always a willful man, so when he refused to listen to reason and insisted on making a trek through the pass in the dead of winter, it was business as usual. And, though saddened, no one was all that surprised when he failed to make it to the next town. At the spring thaw his wagon and the carcass of his horse, or what was left of it, was found, but there was no sign of old Jock. Lately, travelers have been reporting a strange sensation of being watched, and some have even seen a strange figure lurking near the tree line. Then one day, surprising news from back east: Jock Curtis has inherited a fortune. Proof of his demise must be secured so his sister can claim his half. Surely, some trace of him still sits on trail. Finding it should be a simple matter...
Zombie
Zombies are the animated corpses of individuals that have not yet decomposed to the point of a skeleton. Like skeletons, they must be controlled by an external entity, however in many cases they may be capable of following simple directions. Zombies can regenerate at a rate of one would per minute unless their head is destroyed (5 wounds).
Alternatively, zombies may be autonomous, but single minded, creatures obsessed with consuming the living or proliferation of their kind.
Zombie bites (Class I) are deadly. Zombies are also capable of punch (quick attack) and hold (standard) attacks. For a hold attack, the zombie must achieve partial or full dominance. Their next attack will be a bite.
Zombie Adventure Seeds
Monstrous Supernatural Entities
Chupacabra
Sasquatch
Spirits and Hauntings
Incorporeal entities pose a unique challenge because of their intangible existence. Normally, bullets and blades have little to no effect on them. This wrinkle can make them extremely challenging as adversaries. There are many solutions to this problem, depending on your story.
1. A devout priest or shaman could bless weapons (or the Posse itself) to make them viable against the foes. This is the simplest (and arguably least interesting) option, but it can still be part of an exciting and challenging story. Finding the right devotee and providing him or her with the necessary trappings for the ritual can be a full adventure in itself.
2. A benevolent spirit may require some wrong to be righted or otherwise provide an appropriate quest to allow the haunting to subside. This sort of endeavor could prove quite challenging if the spirit itself has requirements for how the steps must be performed. For example, it may require that no one learn of the initial wrongdoing (or that everyone does!), or that no one be killed or harmed in service of the spirit itself.
3. A malevolent spirit may need to be banished in some way. This could include locating the physical remains and destroying it, potentially in some ritualistic manner.
The possibilities are nearly endless. Hauntings can be a nice change of pace for a Posse that has solved many a problem with quick and steady gun hands.