Campaign Notes
The
civilized world ends just west of the Mississippi. After that, you head
into the Disputed Lands, the Sioux Nations, or the Coyote
Confederation. Tread cautiously, and keep a six-shooter handy in case
local disputes reach the monthly bloodletting stage while you’re
passing through.
Scared yet? Perhaps by the end of this guide.
We don’t need any more victims out here. But if your heart’s still set
on making the journey, you can get here by hoof or by rail.
Hoofing It Whether you ride in your own saddle alongside your compadres
or in a spiffy new Concord stagecoach, hoofing it across the West is
basically a bad idea. The ride is long and uncomfortable, and you’re
very likely to be chased by angry Indians, road agents, or critters you
don’t believe in even when your bones are coming out their kiesters.
For long distances, stagecoaches are faster than riding alone. The
drivers stick to wellknown routes (often likely places for ambush, by
the way), and they change horses about every 15 miles to keep up a
steady pace. In fact, most reputable lines average about 100 miles a
day.
Stagecoaches are more comfortable than riding your own animal. The
coaches hang by leather straps to take away some of the bounce.
Concords, by far the most popular model, fit nine in the passenger
compartment and as many as can hold on up top. Six horses are typical,
but stages used for shorter routes might only use four.
By Rail Taking a locomotive west is, in my opinion, the only sane
choice a traveler can make, and even this is fraught with dangers.
Bandits are common along the train routes.
Most are two-bit thugs who are easily handled by the train’s guards. A
few are a little more devious. The Wichita Witches, for example, have
even been known to dynamite trestles, sending entire trainloads of
honest folks to their dooms just for a safe full of gold.
All the big companies keep armed guards on board these days to deal
with trouble. Trains carrying payroll or gold shipments usually have a
contingent of soldiers, Pinkertons, or hired gunmen. Passenger trains
are more likely to have “troubleshooters” dressed in ordinary clothes
on board.
But bandits aren’t your greatest threat when you ride the rails west.
That dubious distinction belongs to the companies themselves.
Regardless of which rail company you choose to carry you west, remember
you’re going to be riding right into the middle of the Great Rail Wars.
You need to be able to budget how far you can get in a day to properly
plan a trip. Here are some rough figures for you.
Travel Times Average Method Miles/Day Horse 40 Stage 70 Rail 250 The
above numbers are based on traveling about eight hours a day. A stage
makes better time than a horse, by the way, because its animals are
changed every 15 miles. If a lone rider somehow has the luxury of
changing horses often (like a Pony Express rider), he can average about
80 miles a day.
Money Coin Value Gold Eagle $10 Half Eagle $5 Quarter Eagle $2.50
Silver Dollar $1 Half Dollar 50¢ Dime 10¢ Half Dime 5¢
Copper Cent 1¢ Other Currency There are a couple other types of
“money” floating around the Weird Western economy.
Most Indian tribes prefer barter, but some accept coins or paper at
about a quarter its printed value. Indians of the Coyote Confederation
honor Confederate scrip at half its value.
Telegraph The telegraph is an amazing invention. As a reporter for the
Epitaph, I could hardly survive without it. Who’d have ever guessed the
miracles of modern technology would allow a man to write an article in
Denver and have a decent chance of it reaching Tombstone the same day?
The only trouble, of course, is actually receiving the darn things.
Telegraph offices in both the North and South are forbidden by law to
transmit messages over the border. You can still get it done by wiring
someone in the Disputed Lands, but these “black market” telegraphers
charge triple the normal cost.
When you do send a telegram, ask for a confirmation from the other end.
Messages are frequently garbled, misinterpreted, or just plain
wrong—often with disastrous consequences. I have my own pet theory as
to why—gremlins— but I promised my editor not to scare off all you
greenhorns in this particular guide.
The US Mail Neither rain, nor sleet, nor gloom of night keep the
mailmen from their appointed rounds.
It’s usually the highwaymen, or more specifically, their bullets that
keep the mail from going through. Mail robbery is on the rise.
You may only send a letter to Aunt Minnie, but the bandits who sort
through the mail bag don’t tend to return the mail once they’ve pulled
out any currency.
The Pony Express Much more reliable than the US Mail is the Pony
Express. Its riders—all orphans or single men and women—are paid better
and seem more suited to fighting off highwaymen.
It’s more expensive, of course, but valuable documents and bank notes
should not be sent any other way.
The Law
Hopefully most of you readers out there should have little reason to
come into day-today contact with the lawmen out West. We like to think
of our readership as fine, law-abiding folks.
There are three tiers of the law in the West.
Know them and respect these brave men and women. They’re the only thing
that keeps the lawless frontier from becoming even worse.
Town Marshal At the lowest level is a “town marshal.” Most large towns
have such a person, as do a few smaller ones with delusions of grandeur
or lots of local problems. They are usually elected by the people,
though many towns allow the mayor or a town council to appoint them as
well.
Town marshals and their deputies have jurisdiction within town limits,
though most county courts uphold their right to chase fleeing criminals
short distances beyond the usual boundaries.
The problem is most local troublemakers know just how little authority
a town marshal has outside his jurisdiction. They commit a crime in
town and then head for the hills where he has no official reach. Most
town marshals ignore this technicality if they are in “hot pursuit,”
however.
Sheriff A step above the town marshal is a county sheriff and any
deputies he’s appointed. These men and women have authority over
everyone who lives within the county.
I would like to tell you that most county officers work in conjunction
with the town marshals within their jurisdiction, but the opposite is
all too frequently the truth. Lawmen, by their very nature, are a tough
and independent breed, so they often butt heads when jurisdictions
collide.
Sheriffs are always elected by the people.
Famous gunmen often hold such an office just to justify any killing
they might have to do in and around town. Sheriffs must still prove
self-defense after a fatal shooting, however, so abusive lawmen are
eventually dismissed by the state or territorial government. Assuming
there is no graft or corruption involved, which is unfortunately the
case in too many counties.
US Marshals & Texas Rangers Now things get a little trickier
depending on which side of the border you happen to be on.
In Union states and territories, US Marshals have ultimate authority
over the law. They can hire Deputy US Marshals, authorize posses, cross
state and territorial lines, and even call on county sheriffs and town
marshals if need be.
US Marshals are usually based in the largest cities of the state or
territory they happen to be stationed in, although some work out of a
few district offices scattered in important areas elsewhere. When they
leave their offices, it’s usually because they’ve been called on by a
smaller town or they’re on the trail of some vicious desperado.
Though they can call on these resources, most US Marshals work alone.
Don’t ask me why; I’m just a journalist. If I was chasing down the most
violent desperadoes in the country, I’d surround myself with an army of
deputies.
I imagine most US Marshals just aren’t the trusting sort. They need to
move quietly in the wilderness and slip into towns without alerting
their quarry. Inexperienced deputies with loud feet and loose lips
probably cause them more harm than good, and in a US Marshal’s
occupation, that kind of harm often adds up to an unmarked grave in
Boot Hill.
The Confederacy relies on the military or territorial rangers to do its
interstate policing in the West. Regiments scattered throughout Rebel
states and territories always have jurisdiction over local town
marshals and county sheriffs.
Then there are the South’s elite, the Texas Rangers. These surly
fellows fought as regulars in the early years of the war, but they were
later detached from the regular military to serve the Confederacy as
mounted police officers. They continue to fulfill that function today
throughout the South (in the east and west). They also track down any
strange creatures reported in their domain and shoot them dead.
Judges and Courts Judges work the same in western states as they do
Back East. Every county has its own judge, and the state usually has
some sort of “superior” court for appeals or matters of state
jurisdiction.
In the territories, the men who interpret—or invent, some would say—the
law of the West are the circuit judges. They’re called “circuit” judges
because they make a circuit throughout the scattered towns of a
territory.
There just aren’t enough judges—or people—to maintain permanent courts.
This means you might wait anywhere from 2 to 10 weeks for your “fair
and speedy” trial. And if the judge gets bushwhacked while he’s making
his rounds, you’ll find yourself waiting until the state appoints a
replacement.
Some judges are a little too quick to hang a man. In the West, these
men and women are called “hanging judges.” Most have more bark than
bite, but there are some who’ll hang you for swearing on a Sunday. I
highly advise you to avoid trouble in these areas, regardless of
whether or not you started it.
Common Jail Times & Fines Offense Sentence Horse Thieving Hanging
Rustling Hanging Murder Hanging Rape Hanging Attempted Murder 20 years
or more Bank Robbing 20 years or more Train Robbing 20 years or more
Stealing money 20 years or more from a widow Robbing someone 5 years or
more of authority Grand Larceny 5 years or more (stealing $300 or more
in goods or currency, besides horses or beeves) Stealing less 1 week to
1 year than $300 Drunk in public Overnight, $10 fine Disorderly $10
fine Carrying a weapon Confiscation, $10 in a no-weapons fine zone
Clothes Boots $8 Chaps (Armor -2) $4 Duster $10 Longjohns $2
Shirt/blouse, dress $3 Shirt/blouse, work $1 Silk stockings $1 Shoes $2
Suit/fancy dress $15 Trousers/skirt $2 Winter coat $15 Explosives
Blasting cap $1 Dynamite (per stick) $3 Fuse (per foot) 5¢ Nitro
(per pint) $2.50 Food & Drink Bacon (per pound) 15¢ Coffee
(per pound) 25¢ Restaurant, good Breakfast 50¢ Lunch 25¢
Dinner $1 Restaurant, cheap Any meal 25¢ Trail rations (per day)
50¢ General Equipment Ax $2 Backpack $2 Barbed wire (per yard)
5¢ Bed roll $4 Camera $3 Canteen $1 Cigar 5¢ Detonator,
plunger $10 Detonation wire (50’) $2.50 Drill $2 File 25¢ Guitar
$8 Hammer 50¢ Handcuffs $3.50 Harmonica 50¢ Hatchet $1 Iron
skillet 50¢ Lantern $2.50 Lantern oil (per gallon) 10¢
Matches (box of 100) 50¢ Mess kit $2 Photographic plate $1 Pick $2
Pipe $2 Playing cards 25¢ Rope (50’) $5 Shovel $1.50 Spectacles $5
Tobacco, chewing (tin) 50¢ Tobacco, smoking (pouch) 50¢
Watch, standard $2.50 Watch, gold $10 Gun Accessories Gun belt $2
Holster $3 Quick-draw holster $11 Rifle scabbard $3 Shotgun thong
25¢ Speed-load cylinder $3 Hats Bonnet $2 Derby $1.50 Fedora $3
Sombrero $3.50 Stetson $5 Liquor Beer (glass) 5¢ Cheap stuff Shot
10¢ Bottle $2 Good stuff Shot 25¢ Bottle $5 Transportation
Buckboard $75 Buggy/cab $200 Conestoga wagon $200 Horse $150 Mule $50
Riverboat (per mile) 5¢ Saddle $25 Saddle bags $5 Stagecoach (per
mile) 10¢ Train ticket (per mile) 5¢ Services Bath $1 Burial
$5 Doctor visit Office $3 House Call $5 Photo $10 Room (per day)
Boarding house (w/meals) $3 Low-class hotel $2 High-class hotel $10
Shave and a haircut 25¢ Telegram (per word) 5¢ Ammo Number
Price Arrow 20 $2 Pistol (.22,-.38) 50 $2 Pistol (.40-.50) 50 $3 Rifle
(.38-.52) 50 $4 Rifle (.56+) 50 $5 Powder & Shot 20 $1 Percussion
Caps 60 $.50 Shotgun shells 20 $2 Extra Classes Ammo Number Price
Character Prototypes
Bounty Hunters chase down outlaws and turn them in for the reward. This
is a dangerous job, so your character needs some decent combat skills
like shootin’ and fightin’. A good trackin’ skill is almost mandatory.
Watch out, though. The hunter sometimes becomes the hunted if the prey
gets wind someone’s on his trail.
Buffalo Hunters saw a strange development in their trade in the last
few years. The Sioux Nations herded most of the larger buffalo herds
into their borders. This means buffalo meat and hides—once fairly cheap
because they were so common—are now bringing in good prices at the few
surviving and very secret skinning camps. The Sioux have warned off
buffalo hunters on several occasions, but now they shoot on sight.
Buffalo hunters need to be sneaky sorts with few scruples and steady
hands for firing their Sharp’s Big Fifty rifles.
Cattle Kings spend most of their time on their ranches raising hundreds
of head of steers. Once a year, they have to drive the herd to a market
of some sort, usually a railhead or stockyard. If you play a cattle
king, your character needs some area knowledge of the land and trail
routes. He’ll also need the dinero or belongin’s Edge for his herd,
unless he’s recently lost it to rustlers or some kind of
critter—natural or supernatural.
Cavalrymen serve both the USA and CSA. They act as scouts, Indian
fighters, and occasionally raiders.
Officers need skills such as leadership and overawe, a high Mien to
keep their troops in line, and some skill with a saber or pistol.
Soldiers need good horse ridin’ skills, a high Vigor to survive long
marches, and a decent aim with a rifle or carbine.
Cowpokes spend most of their days out in the open range, tending to
steers owned by cattle kings. They need to have good shootin’: rifles
and horse ridin’ skills, and knowing how to use a lariat can come in
just as handy for roping monsters as it does cattle. Of course, long
horns are rarely known to rip a fellow’s head off after they’re roped.
A good Vigor also helps a cowpoke tough out those long weeks on drives
through the open plains.
Deserters have left their posts for various reasons. Some leave out of
cowardice, some because their officers were insane, and others because
they’ve seen their fair share of death and misery and just can’t be a
party to it any more. Either way, deserters are branded cowards and
traitors by the military branch they’ve left behind. In both the Union
and Confederate armies, deserters are usually executed. Your
character’s skills should fit the branch of service he deserted from,
and the sneak and bluff Aptitudes might also serve him well.
Explorers know there is no longer a true frontier, but many areas have
yet to be fully explored. (Maybe there’s a reason for that.) They need
a good Knowledge Trait and several different area knowledge
concentrations as well as a way to defend themselves when they’re
hundreds of miles from civilization. The sense o’ direction Edge might
also come in handy.
Greenhorns come West to see if all the wild stories they’ve heard Back
East are true. As one of these pampered “dudes,” your character
wouldn’t dream of touring the West in anything less than the comfort of
1st class. He has to figure out how he’s going to make his way through
any trouble. Most do it by fast-talking the “yokels.” Gunslingers are
feared killers and revered desperadoes. Some are tinhorn dandies with
fancy New York target pistols; others are Texas outlaws looking to
escape some past misdeed. A few are noble souls struggling to protect
the weak; others work for crooked rail barons, terrorizing towns and
ranches that won’t sell them the right-of-way. Regardless, these
characters must have a high Quickness, a good Deftness, and be crack
shots with a six-shooter.
Hucksters are mysterious souls who have learned the secrets of Hoyle’s
Book of Games. Some say that within this cryptic text are hidden
messages detailing ancient incantations and rituals of the black arts.
Others say they are fakes and frauds, but some say a huckster’s hexes
are just as deadly as a gunslinger’s bullets—or worse. If you wish to
play one of these Weird West wizards, the first thing you’ll need to
buy your hero is the arcane background: huckster Edge, as well as the
academia: occult and hexslingin’ Aptitudes.
Ask your Marshal to let you see Chapter six if you’d like to play a
huckster.
Indian Braves have won new respect in the West. The long Civil War
between the States means neither the USA nor the CSA has been able to
gather the manpower to subjugate the new Sioux Nations or the Coyote
Confederation. Most braves are fiercely loyal to their tribes and spend
their time providing for them or patrolling their borders.
Even so, a few lone braves now wander outside their homelands to learn
the ways of the white man.
Others use their knowledge of the spirit world to seek out and defeat
the evils awakened by the Reckoning.
Indian braves need high sneak and guts Aptitudes, as well as some way
to handle themselves in combat with horrors beyond imagining.
Indian Shamans are often tragic figures. Their communion with strange
spirits costs them dearly, isolating them from the rest of their tribe,
and sometimes requiring painful ordeals and sacrifices. It is not an
easy life.
Yet they know it is their duty to use their knowledge of the true
nature of things to protect humanity and the earth itself from the
ravages of the Reckoning. Shamans need high Spirit Traits to deal with
the nature spirits that grant them favors, as well as the ritual
Aptitude and the arcane background: shaman Edge. Tell your Marshal you
want to play a shaman and he’ll let you read Chapter 9.
Mad Scientists are inventors and engineers who use ghost rock to create
infernal devices of steam and steel.
These often deranged individuals need high Knowledge and Smarts Traits
as well as skill in one or more scientific fields and the tinkerin’ and
mad science Aptitudes. The arcane background: mad scientist Edge is
also a must.
Ask your Marshal if you can read Chapter 7 if you think you might want
to play one of these demented tinkerers.
Marshals chase hardened criminals all over the West. Though they have
the authority to assemble posses on occasion, they usually have to work
alone. Marshals need a decent trackin’ Aptitude as well as good combat
skills.
The friends in high places Edge should also help them keep track of
fleeing bandits and outlaws.
Muckrakers are journalists who believe in reporting the truth above all
else—no matter who it offends. Yellow journalism is their stock and
trade.
These fellows are curious beyond belief, and it amazes them that common
folk can’t see what’s going on right before their very eyes. The only
paper willing to publish their wild stories is the notorious Tombstone
Epitaph. The “truth” often needs some embellishment to appeal to the
skeptical masses. Muckrakers need the professional: journalism and
tale-tellin’ Aptitude to get their messages across.
Many of them have extensive networks of friends in high places as well.
Photographers are rare and often in great demand in the Weird West.
Traditional cameras of the day are too slow to capture action, but they
can certainly record the aftermath of a gunfight or an encounter with a
strange critter. Of course, most people think the latter pictures are
staged phonies, but at least the Tombstone Epitaph usually buys the
plates. Photographers can also make a few bucks off famous outlaws
looking to get their portrait made as well. It’s steady work, but
occasionally dangerous. Your character needs the professional:
photography Aptitude to operate her equipment.
Preachers, whether they be pastors, reverends, rabbis, or leaders of
any other flock, are often humanity’s most powerful weapons against the
Reckoning. They need the arcane background: blessed Edge as well as a
good Mien to deliver sermons of Hellfire and brimstone. A high Spirit
Trait helps them call upon the power of their religion. Preachers
should also be wellversed in the professional: theology Aptitude.
See Chapter Eight should you choose to play one of these pious
individuals.
Prospectors know there’s a fortune in gold, silver, and ghost rock out
there—if they can just find it. These characters must be willing to
endure many hardships to uncover the mother lode that will set them up
for life. Then again, perhaps it’s not gold they’re digging for. Some
prospectors claim to have heard about even more fantastic treasures out
there—somewhere.
Either way, they need the trade: minin’ Aptitude, as well as high
Strength and Vigor Traits to help them dig for ghost rock or pan for
gold for hours on end. Some form of the shootin’ Aptitude might come in
handy as well, to deal with potential claim jumpers Saloon Gals know
everyone—though their clients often claim they don’t.
Sometimes these hard-working gals stay in a single saloon. Other times
they travel from town to town, leaving when the locals get tired of
them. But though saloon girls might seem innocent enough, they can be
found in the roughest boomtowns in the West, so most have learned to
handle themselves.
As one of these ladies, your character needs a high Mien and persuasion
to gather the locals’ secrets.
The purty Edge also helps.
Sheriffs have a tough job in the West. They are often the only thing
that stands between a ruthless gang and the common citizens of the
towns they’ve sworn to protect. Worse, their authority stops at the
county limits, making it easy for outlaws to escape their limited
grasp—unless, of course, the sheriff and his deputies are in hot
pursuit.
As a sheriff, your character needs a high Mien and overawe Aptitude to
make troublemakers back down before gunplay begins. He needs a good
shootin’ Aptitude for when all Hell breaks loose anyway.
Snake Oil Salesmen are sometimes called “hucksters,” but there’s a big
difference between these fast-talking hawkers and their hexslinging
counterparts. These fakes are known for their worthless elixirs of
flavored water and extracts from dubious roots and herbs. But perhaps
your character is different. He knows there are real “miracle cures”
out there. If he can just find one, he can retire a wealthy man.
Your character needs high persuasion and bluff Aptitudes, and “the
voice” Edge might also help sell his wares. But make sure your salesman
can protect himself somehow, because sometimes the suckers catch on,
and they don’t like being snookered.
Teamsters drive wagons, stagecoaches, and other beast-drawn vehicles.
They act as couriers, messengers, and freight haulers, carrying
valuable loads and passengers through hostile country. They often have
to outrun warbands, robbers, and critters most folks don’t believe in.
Most teamsters are well skilled in the aptly named teamster Aptitude
and with some sort of shooting iron for “riding shotgun.”
Imposourosomous.
The basic rank is Private: your ordinary, ground-pounding grunts.
95 privates (plus NCOs and officers) made a Company
(though very rarely does any Company achieve full strength), under
command of a Captain.
Ten Companies (designated A-J, usually) make a Regiment, usually under
the command of a Lt. Colonel. Regiments on both sides are designated by
a number and and their state of origin, for example: 18th Virginia
Infantry Regiment.
Three or four Regiments make up a Brigade, usually under the command of
a Brigadier General.
Union brigades are designated by number within their Division (1st,
2nd, etc.); Confederate, by their commander’s surname (Garnett’s
Brigade, for instance).
Three or four Brigades make up a Division, usually under the command of
a Major General.
Union Divisions are designated by number within their Corps (1st, 2nd,
etc.); Confederate, by their commander’s surname (Pickett’s Division,
for example).
Three or four Divisions make up a Corps , usually under the command of
a Lieutenant General. Union Corps are designated by number within their
Army (1st, 2nd, etc.); Confederate, by their commander’s surname.
Three or four Corps made up an Army, usually under the command of a
full General.
Union Armies are named after major rivers in their area of operation
(the Army of the Potomac); Confederates, after the state they were
based
Military Ranks
Private
Non-Commissioned Officers (NCOs):
Corporal Sergeant
1st Sergeant
Ordnance-Sergeant
Quartermaster-Sergeant
Sergeant Major
Commissioned Officers:
2nd Lieutenant
1st Lieutenant
Captain,
Major Lieutenant
Colonel Colonel
Brigadier
General
Major General
Lieutenant General
General Commander-in-Chief
Confederate and Yankee ranks and organization are virtually identical.