The West That Wasnt - Interacting With the West

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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 in 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 CT 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 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.

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 CT while withholding oxygen, subtract half the CT 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 CT 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 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).

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 CT to 0 (if it has not already been set to zero by another calamity). Their CT is now their "sudden death threshold" (SDT). At the end of each round, add the listed damage for the environmental factor in CT to the SDT. When the SDT is equal to their starting CT, they die immediately. Any CT 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.

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.

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.

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 and 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.

Hesitation and Delay

When confronted with an entity that causes 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 delay that is inflicted by an outside entity.

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.

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.

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.