TEXT:  
   
   
   
   
   
   
   
   
   
   
   
  Ye Olde West 
   
  2nd Edition 
   
  by Jimmy B 
   
   
  A game of modern myths 
  and legends from the Old West 
   
   
   
   
   
  2003 © James Bore 
  
   
  1-2 
   
  Table of Contents 
   
  1 
  PROLOGUE....................................................................................1-4 
  2 
  THE SETTING ...............................................................................2-7 
  2.1 
  The World............................................................................................................2-7 
  2.2 
  Sample places and characters ..........................................................................2-9 
  2.2.1 
  Desperation ................................................................................................2-9 
  2.2.2 
  Desolation.................................................................................................2-10 
  2.2.3 
  Besieged town ..........................................................................................2-12 
  2.2.4 
  Mugger’s Gorge.........................................................................................2-14 
  2.2.5 
  Indian Camp .............................................................................................2-14 
  2.2.6 
  Eagleton ....................................................................................................2-15 
  2.2.7 
  Deadman’s Tree........................................................................................2-19 
  3 
  THE RULES .................................................................................3-20 
  3.1 
  Crossing into other Dreamscapes..................................................................3-24 
  3.1.1 
  Examples of other Dreamscapes ............................................................3-24 
  3.1.2 
  The Frontiers............................................................................................3-25 
  3.2 
  Optional extra rules.........................................................................................3-26 
  3.2.1 
  ‘Grit point’ damage..................................................................................3-26 
  3.2.2 
  Keep Standing..........................................................................................3-26 
  3.2.3 
  Noon Duel rules ........................................................................................3-26 
  3.2.4 
  The Desperado Clause .............................................................................3-26 
  4 
  MAKING A COWBOY/GIRL OR INDIAN......................................4-27 
  4.1 
  Names ................................................................................................................4-27 
  4.1.1 
  Cowboy names..........................................................................................4-27 
  4.1.2 
  Indian names ............................................................................................4-28 
  4.2 
  Character type examples ................................................................................4-28 
  4.3 
  Statistics...........................................................................................................4-29 
  4.3.1 
  Sample situations ....................................................................................4-29 
  4.3.2 
  What do the scores mean? .....................................................................4-30 
  5 
  ADVANCING.................................................................................5-31 
  6 
  CHARACTER SHEET...................................................................6-32 
  7 
  GLOSSARY ..................................................................................7-33 
  
   
  1-3 
   
  
   
  1-4 
  1 Prologue 
   
  A man in a neat grey suit and bowler hat stood in the middle of the single 
  dusty road that ran through the town. Although town was possibly too 
  strong a word, it had a tavern, but that meant nothing, and a bank, which 
  again was fairly meaningless, they seemed to crop up out of nowhere these 
  days. It was all in all quite distressing, he had not seen a real city since he 
  came to the west to visit his sister, several years hence. 
   
  “Well my dear fellow, I believe that we have come to a stalemate here.” The 
  suited man’s voice was prim and cultured. 
   
  “I do believe that we have sir, would you be so kind as to prime your 
  pistol? The hour of noon is nearly upon us.” The man who answered him 
  was certainly not his equal in culture or civility, but was making an effort 
  all the same, his gruff tones forced into a comical mimicry of Eton English. 
   
  “You are firmly entrenched upon this unpleasant course of action then?” 
   
  “Oh look, that’s it, I’ve had enough. Your faked English nobility lark was 
  fun at first, and I’ll admit it leant credibility to your legend, but I’m not 
  going to play along any more, you understand?” The gruff tones gave in, 
  grasping desperately at their more familiar dialect. 
   
  “Well certainly. Shall we draw when this coin hits the floor?” From 
  somewhere inside his waistcoat the suited man had produced a large 
  silvery coin. 
   
  His opponent frowned slightly. “How do I know you won’t draw before 
  then?” 
   
  “You’d doubt the word of an English gentleman? For I do give you my word 
  sir, I swear upon my homeland’s sovereignty.” 
   
  “Very well then.” The coin was thrown up into the air, the eyes of the 
  cowboy turned upwards to face it, narrowing slightly at the sun. The 
  suited man’s hand blurred down to his hip and back. 
   
  There was a loud bang, and the  cowboy fell forwards into the dust with a 
  slow topple, starting with a buckling of the knees and working up. A neat 
  hole was drilled in the very centre of his forehead, the exit wound slightly 
  larger and messier at the back of his head, and a pool of garish red 
  starting to spread around him. 
   
  “These Americans, so trusting.” The suited man blew across the muzzle of 
  a long-barrelled six shooter, before slipping it back into a hip holster 
  under his jacket, the line of the expensively tailored Oxford Street garment 
  unruffled by the large metal mass concealed beneath it. 
  
   
  1-5 
   
  He turned to look at the tavern with a calculating eye, loud honky-tonk 
  music drifted through the saloon doors. “I don’t know how they fill these 
  places, I really don’t.” He walked across the street, carefully stepping 
  around the spreading pool of blood, and disappeared into the dimness and 
  smoke through the doorway. 
   
  Ye Olde West is based on a mix of sources, essentially every cinematic action 
  and cowboy film cliché is played out. Hundreds of John Wayne look-alikes roam 
  the land, doling out justice according to their own morals, bandits are regularly 
  repelled from trains and coaches carrying gold or expensive hostages. 
  Somewhere out there three ex-Actors in bright black and white costumes strut 
  across the landscape, cutting through great swathes of evil despite the odds. 
   
  This is the mindscape of 
  the West. Australia had its 
  Dreamtime, England had 
  its legends of the fey, all 
  legends which still echo in 
  the minds of their nations, 
  no matter how little the 
  people of the nation may 
  know it. 
   
  America had The West. Its 
  greatest legends were born 
  under the hot sun and 
  over 
  the 
  dry 
  dust 
  of 
  Hollywood film sets, but 
  that does not matter, they 
  are still legends, even if 
  the sunset that the hero 
  rides off into are fake, the 
  people who watch those 
  films believe, and they 
  have carried the legends 
  along with them. Everyone 
  from 
  Wyatt 
  Earp 
  to 
  Calamity Jane, musicals, 
  films, 
  plays, 
  stories, 
  comics, 
  everything 
  that 
  has gone together to make 
  the romance and allure of 
  the old west. 
   
  The Lone Ranger still rides 
  Silver somewhere out in 
  that 
  limitless 
  desert. 
  There’s 
  even 
  a 
  giant 
  mechanical 
  spider 
  Snakeboot Robert came backwards through the 
  saloon doors, his feet not even touching the 
  ground until he landed, rolling over his own 
  shoulder and coming up with a .45 revolver in 
  his hand, gleaming silver and with the hammer 
  already cocked. The doors swung back in, and 
  then opened again as a massive man came out, 
  his face flushed and furious, and frozen as he 
  spotted the gun aimed directly for his face. 
   
  “Now, I suggest that you just go back in there, sit 
  down, and finish your drink, and I’ll be on my 
  way, how does that sound?” Robert asked him. 
  The man just grunted in response. 
   
  Robert’s eyes flicked up towards his own head. 
  “And if you could throw my hat out to me as well, 
  I like that hat.” 
   
  The hat was flung through the door, spinning 
  past his ear and eventually being caught in 
  Robert’s spare hand. The massive man stood 
  while Robert replaced his hat on his head, 
  staring at the gun. 
   
  “Mighty big man hiding behind your gun, aren’t 
  you?” the huge man growled. 
   
  Robert grinned, still holding it. “Yeh, that I am. 
  Think you’re fast enough to get your own in 
  time?” 
   
  The huge man’s hand dropped down to his hip, 
  and hovered for a moment, considering. Then he 
  shook his head and turned back into the saloon. 
   
  
   
  1-6 
  wandering around somewhere out there, with the first two Secret Service agents 
  standing on top. Dusty wanderers appear to save villages, and then to 
  disappear once again into the sunet. 
   
  But it is modern day, the great wilderness is conquered. The wild indians and 
  the cowboys are no more, they are no longer needed. Oh, children still play the 
  games, people still watch the films, still tell the stories, but to all but a special 
  few it is no longer real. Only those few who truly want those days back and 
  know how to look for the world they desire, only those willing to sacrifice their 
  past to the quest for it. And for those few, the West is patiently waiting. 
   
  After all, even legends need reinventing sometime, and it cannot be long before 
  America needs its myths once again. There’s going to be a new frontier opening 
  up in a few decades, and the true frontiersmen were always those cowboys, and 
  who is to say that they will not be again, when the frontier changes? 
   
  Runs With Buffalo crouched in the dry scrub by the road, waiting. With 
  his head to the ground he could hear a faint sound, like distant thunder. 
  He grinned slightly. “This’ll be them he muttered to himself”, checking that 
  his rifle was loaded, and his knife was loose in its sheath. 
   
  A few minutes later the first of the horses came into view. “That’s them.” 
  He thought to himself, recognising the face of the first. Three horses went 
  past at a slow pace, though slightly faster than could be comfortable for 
  the woman with her wrists tied to the last horse. Runs With Buffalo’s 
  blood pounded in his ears as he pulled the rifle to his shoulder once they’d 
  all gone past. 
   
  The rifle let out a deafening report, and the rider of the horse stiffened, 
  and keeled off as the other two span round. A second shot finished off the 
  second rider, and only the leader remained. He threw the rifle down, still 
  secreted in the undergrowth as the leader dismounted and started to 
  search the bushes. 
   
  Eventually he got to within about three feet of Runs with Buffalo, still not 
  managing to spot the carefully concealed Indian. Fuelled by revenge and 
  hatred he sprang from his covering, hearing a loud bang but not caring 
  where the bullet went, and sank his knife deep into the cowboys throat. 
   
  As he stood over the body panting he felt a slight pain at the side of his 
  chest and looked down. He grinned bitterly, well, it was done now at least, 
  and he could go quietly. The bullet had pierced his chest, penetrating a 
  lung. With his last breath he looked at the woman, smiling, and throwing 
  his knife over to her before he fell. 
   
  
   
  2-7 
  2 The Setting 
  2.1 The World 
   
  The world of Ye Olde West 
  should be familiar enough to 
  anyone who has ever seen a 
  western of any sort, whether 
  something like “Maverick”, or 
  “The Three Amigos”, to John 
  Wayne’s “The Man Who Shot 
  Liberty Valance”. If you’ve not 
  seen a western, read a cowboy 
  book or comic, or even played 
  cowboys and indians then I 
  recommend that you do so 
  before playing this game. 
   
  The world panders to every 
  myth, cliché and stereotype 
  about the West. It consists of a 
  limitless expanse of desert, 
  which no one will ever manage 
  to 
  cross, 
  since 
  it 
  simply 
  continues. It is populated by 
  people in one-horse towns, 
  little more than a sheriffs 
  office, saloon, bank and a few 
  houses, and the obligatory 
  general store. Other larger 
  towns are more widely spaced, 
  but again fit the cliché of 
  westerns, with banks, casinos, saloons, carriage posts, post offices, and if you 
  are lucky a train station. All of these places are filled with floods of people, 
  somewhere in the infinite desert there is every extra ever to appear in a film, 
  every actor, every person, all slightly different and repeated many times, 
  tailored to fit individual imaginations. 
   
  The characters will have come to Ye Olde West from Outside. Only a few each 
  year are permitted to do this, and they make the new legends for the times 
  coming. The world sacrifices a few of its bravest and best each year to the 
  various Dreamlands, of which the west is one, and in return it gets a future, 
  rather than stagnation. For whatever reason the characters have been chosen 
  this time. 
   
  You can quite safely assume that any character accepted by Ye Olde West has 
  watched westerns, and is probably one of those who has tried to live the life of a 
  cowboy, although recently women have been accepted more and more often by 
  The two men rode into town, their horses 
  exhausted and panting, and the riders not in 
  much better state. The few town people who 
  remained stared at them in despair, this was 
  what remained of the posse that they had 
  sent out after Grift. One of the men was the 
  sheriff of the town, though he rode on his 
  horse drooping and pale, his clothes stained 
  by blood. 
   
  The other man rode tall, and was not known 
  to the people. He did not appear to have any 
  injuries, although a large bag hanging from 
  his saddle was soaked with dried blood. 
   
  He swung down from his horse, and reached 
  out to help the sheriff to the ground. The 
  wounded man fell more than slid off his 
  horse, lowered gently to the ground by the 
  stranger. “Get someone to help him, now!” 
  the stranger called. 
   
  He turned back to his horse and unfastened 
  the bag from the saddle, tipping the contents 
  to the floor. There, in the dust, was the 
  bloodied and battered head of Grift, the 
  outlaw. 
  
   
  2-8 
  the land. Nowadays cowgirls carving out their own legends are part of the 
  natural order of things. 
   
  As has been mentioned this is not 
  based off a single particular theme 
  or film, its from all of them. It is 
  what the great unconscious mind of 
  humanity still dreams of the west 
  having been. In this world realism 
  takes second place to drama, and 
  heroism can be not only successful, 
  but rewarded. Of course, villainy is 
  the same. 
   
  Because the game is set in a 
  dreamland 
  certain 
  things 
  are 
  different. Firstly ageing just does 
  not happen. A character will never 
  get any older, nor will they suffer 
  from disease or accidental injury 
  (through tripping over their own 
  feet, jumping off a balcony does not 
  count as accidental). 
   
  The second major difference is 
  injury. Unlike in many games in Ye 
  Olde West you do not have injury 
  levels, it is simply that a blow either 
  knocks you out, or not. The same 
  goes for gunshots. Because of this 
  you are much harder to kill than 
  the ‘extras’ in the world, who will be 
  affected as normal by such things. 
  You are also much more likely to recover from wounds, especially if they have 
  brought you close to the point of death and renewed your vigour to go out and 
  avenge your near-death. However, while a broken leg does not technically injure 
  you it is worth noting that it will still be incredibly painful, and you will not be 
  able to walk until it is at least splinted. 
   
  Finally there is combat itself. Combat is cinematic. Bottles will break over 
  people’s heads, chairs will shatter against their backs, single punches will lay 
  out some people, while others will manage long grappling sequences with the 
  characters before one or the other is finally subdued. Explosions do not tear 
  people to pieces, they hurl them through the air, and characters can usually 
  survive even these, although extras may be killed. 
   
  Extras are easy enough to kill, but there are always more where they come 
  from, and those killed often seem to have trouble staying dead once the legends 
  are out of sight. An example is the besieged village, which always seems to reset 
  to its besieged state. This can be done in two ways, one is to actually have the 
  John Thorne smiled blankly at the 
  other three around the table, his hand 
  carefully placed face down. He slid a 
  small wad of dollar bills into the large 
  stack in the middle and looked around 
  at the others, still with the same blank, 
  meaningless smile. 
   
  They had seen enough, one by one they 
  threw their hands down in disgust, 
  abandoning their stakes in the game. 
  Eventually everyone but him had 
  folded, and he reached forwards to 
  scoop the pot towards himself. 
   
  One of the men at the table reached out 
  and grabbed his wrist, snarling. John 
  looked up at him in surprise, his 
  uncaring 
  expression 
  suddenly 
  becoming irritated. “Something wrong?” 
   
  “You’ve been winning from us all night, 
  what’ve you got up your sleeve?” 
   
  John laughed slightly, reached back, 
  and flicked his hand over. The highest 
  card was an eight, the lowest a two. No 
  two cards were the same. He looked at 
  the man again. “Absolutely nothing.” 
  
   
  2-9 
  extra return to life, the other is to simply have another extra step into the role. 
  Either works, but either way the story must be maintained. 
  2.2 Sample places and characters 
  2.2.1 Desperation 
   
  Somewhere in the infinite desert there sits a particular town. It is the town 
  of the lost, where the legends forgotten go to fade or die. The houses are 
  empty, the sheriffs office is run down and battered, the bank is stacked 
  with contracts and staffed by Arthur Christian. The only other sign of life 
  beside the bank is in the saloon, where those who refused Arthur’s terms 
  sit and await the ultimate end, drinking their way into their doom. 
   
  Desperation is a town somewhere in the desert, which can only be found when 
  all hope has been given up. No one lives in Desperation, and there is no such 
  thing as night, or day, while you wait there. The only light ever seen is dusk. 
   
  The only people in Desperation are those whose legends are fading from the 
  minds of those outside the Dreamscape. Feeling the slow grip of death upon 
  them they are drawn to Desperation, whether to die there, or to somehow renew 
  their legend. 
  2.2.1.1 The Bank and Arthur Christian 
   
  Arthur Christian’s Bank is the 
  main feature of Desperation, it 
  is where dying legends may 
  negotiate an extension of their 
  life in exchange for something. 
  Arthur’s office is filled with 
  blank contracts, they litter the 
  desks and cover the floor. 
  These are the contracts that 
  are yet to be signed by people 
  desperate 
  to 
  extend 
  their 
  legend. 
   
  The Vault room safety deposit boxes and safe’s are where the signed contracts 
  rest. Only the most valuable contracts make it into the safe’s, most are in the 
  safety deposit boxes, still locked securely away. 
   
  The Lobby of the bank is where people usually ask Arthur for a loan, he will 
  trade them extra lifespan secured against something. If they somehow manage 
  to extend their life on their own (and very few do, once their legend is dying, the 
  only way is to somehow make their legend more memorable) then they can 
  claim back whatever they sold. 
   
  
   
  2-10 
  Arthur Christian himself does not have statistics, he simply is, in a similar way 
  to a mountain or a spring. There is no way to kill him, and anyone trying will 
  find themselves in serious difficulties. When negotiating a contract he will ask 
  for a higher price depending on the legend, the highest price of all for the 
  strongest legends. In exchange he will extend the myth for a time in the minds 
  of the real world. 
   
  The catch is that once you have reached Desperation and spoken bluntly with 
  Arthur you may never leave, for the people of the West are not permitted to find 
  out that they are the memories of the real world, and so Arthur simply arranges 
  for them not to be told. If you bring Desperation into your game be prepared to 
  create new characters for your players. 
  2.2.1.2 The Last Chance Saloon 
   
  When 
  someone 
  gets 
  to 
  Desperation 
  they 
  are 
  often 
  drawn immediately to the bank, 
  but some will still visit the 
  saloon. This is their last chance 
  to leave Desperation, and all in 
  the saloon will suggest that they 
  do. The staff are simply extras, 
  there is nothing special about 
  them. 
   
  Sitting at the tables and bar are 
  the people who have taken out a 
  ‘loan’ from Arthur, and those who refused his terms. All are desperate, unable 
  to leave the town. Should they try then they find themselves simply doubling 
  back in the desert. None of them will speak bluntly about what Arthur does, 
  and they will all try to get the newcomers to leave town, through whatever 
  methods they can. 
   
  2.2.2 Desolation 
   
  In the middle of a bare open plain there lurks a town, broken-backed and 
  mortally wounded, in the last phases of its decay. The town is called 
  Desolation, with the houses open and burned and the single saloon selling 
  only the crudest of liquors. The bank is empty but for a small handful of 
  dollars. Each day the bandit lords of this area ride into the town to claim 
  everything the people may have gathered as their ‘tithe’. Through this the 
  town has gradually decayed to its current, impoverished state. 
   
  Desolation is a town truly in need of help, it is a broken shell of its former state, 
  the remains of rich houses simply left to rot after their burning. The saloon is 
  the only part of the town showing signs of life, and even then they are subdued. 
  Over its door hang the remains of a sign, unreadable through time and fire. 
  
   
  2-11 
  Bullet holes and the marks of explosions and fire pepper every visible surface. It 
  was built as a besieged town. 
   
  2.2.2.1 Desolation’s Saloon 
   
  Despite its appearance, and 
  even despite the basic and 
  crude level of its provisions, 
  the saloon is actually of quite 
  good quality. The two drinks 
  it offers are water and a 
  home-brewed 
  and 
  distilled 
  cactus liquor, which while not 
  particularly stunning in its 
  flavour, is at least strong. The 
  food on the other hand is 
  heavy 
  and 
  filling, 
  but 
  certainly not tasty. The usual 
  dish is some form of stew, 
  occasionally with some meat, ranging from meat of desert creatures such as 
  vultures and coyotes to horse-meat from the horses of travellers and ‘heroes’ 
  who fail to win against the bandits. 
   
  The saloon is where most of 
  the people of the town spend 
  their time. Where their money 
  comes from is difficult to say, 
  but they always seem to have 
  enough to eat, drink and play 
  poker. The same applies to the 
  food and drink, where it comes 
  from is difficult to say, but it 
  does appear, and does get 
  sold. The owner of the saloon 
  is also the beauty of the town, 
  and often the one that the 
  bandits 
  kidnap 
  whenever 
  heroes turn up. She is in fact 
  married, 
  but 
  her 
  husband 
  generally does not leave the 
  kitchen. 
   
  There is a second floor to the saloon, where travellers may stay for a few dollars 
  in a private room. The rooms are nothing special, but have a bed, cupboard, 
  and water pitcher. To get to the second floor you have to climb a set of stairs 
  out front of the saloon which lead up to the balcony. The balcony itself is open, 
  with no railings in most parts due to past damage. 
   
  Belle – owner of the Desolation Saloon 
  
   
  2-12 
   
  Grit 
  2 
  Fast 
  4 
  Sharp 
  2 
  Patter 
  4 
   
  Equipment 
  �� A fine cream dress, clean except for when she is kidnapped, when it 
  always manages to rip and become dirty 
  �� Small derringer hidden in her garter, the bandits never, ever find this 
  when she is kidnapped, since they have generally forgotten the 
  previous time 
   
  Appearance 
  Absolutely stunning, pale skinned, perfectly proportioned. Her hair is fine, 
  long and black, braided down her back in a single long plait which reaches 
  to her waist. Her waist is narrow, and her bosom is full. 
   
  Experience worth 1 
   
  George – Belle’s wife 
   
  Grit 
  4 
  Fast 
  2 
  Sharp 
  2 
  Patter 
  1 
   
  Equipment 
  �� Plain cotton suit 
  �� Shotgun kept behind the kitchen door 
  �� Meat cleaver 
   
  Appearance 
  George is a large man, not exactly fat, simply big. He is pleasant enough 
  but dislikes meeting too many people and so generally leaves the bar work 
  to his wife, staying in the kitchen himself. The one time he might come out 
  is when his wife has been kidnapped and someone has to run the bar, or 
  when he tries to stand up to the bandits and generally is shot. As with so 
  many extras, once the legends have left he forgets his ‘death’. 
   
  Experience worth 1 
  2.2.3 Besieged town 
   
  This is a town repeated thousands of time across the West, one of the most well 
  known of stereotypes from westerns. The town is usually fairly small and 
  isolated, will almost always have a church (often peppered with bullet holes and 
  sometimes already destroyed). As for saloons or banks it is up to the Sheriff, 
  but there will never be a law office, at least not one standing. 
   
  
   
  2-13 
  The town is under siege by a bandit gang of some kind. The inhabitants will be 
  poor, but offer what little they have in exchange for help. Note that even if the 
  bandits are completely destroyed, they will return after the heroes leave. 
   
  2.2.3.1 Bandit 
   
  Grit 
  4 
  Fast 
  5 
  Sharp 
  3 
  Patter 
  3 
   
  Equipment 
  �� Some form of rifle or shotgun 
  �� Some kind of pistol 
  �� Horse 
  �� Full set of clothes 
  �� Handful of money 
  �� Several sticks of dynamite 
  �� Several cigars 
  �� Matches 
  �� Bottle of tequila or whiskey 
   
  Appearance 
  Very much a thuggish appearance, dressed in patched clothes, and 
  carrying several weapons. They will usually smell of alcohol, and appear to 
  be tougher than the characters. 
   
  Experience worth 2 
   
  2.2.3.2 Bandit leader 
   
  Grit 
  4/2 
  Fast 
  5/2 
  Sharp 
  4/1 
  Patter 
  4/1 
   
  Equipment 
  �� Some form of rifle or shotgun 
  �� Matched pair of pistols 
  �� Bullet bandoleer 
  �� Large amount of paper money 
  �� Several cigars 
  �� Matches 
  �� Bottle of tequila or whiskey 
   
  Appearance 
  The biggest, toughest, loudest, most unpleasant of the gang. He will 
  usually be the one who kidnaps the hostage. 
  
   
  2-14 
   
  Experience worth 3 
   
  2.2.3.3 Town inhabitant 
   
  Grit 
  2 
  Fast 
  3 
  Sharp 
  2 
  Patter 
  3 
   
  Equipment 
  �� Very little of anything 
   
  Appearance 
  Downtrodden and defeated, humble, honest and hardworking. 
   
  Experience worth 1 
   
  2.2.4 Mugger’s Gorge 
   
  This is a large gorge somewhere in the desert (or rather in several places), 
  inhabited by a huge number of outlaws. Anyone riding near that area will be 
  attacked for whatever they might be worth. If they manage to kill a fair number 
  of the bandits they attack will become more furious up until a point, and then 
  the bandits will try to negotiate a surrender. The entire encounter should not be 
  worth more than about two or three experience points per character, possibly 
  four if they role-play exceptionally well. 
   
  2.2.5 Indian Camp 
   
  The traditional American Indian encampment from just about any western that 
  involves them. Essentially a collection of colourful tepees arranged around 
  campfires, with a horse post near some of the tents. 
   
  2.2.5.1 Indian warrior 
   
  Grit 
  5 
  Fast 
  4 
  Sharp 
  3 
  Patter 
  3 
   
  Equipment 
  �� Loincloth 
  �� Bow and arrows or long rifle 
  �� Hunting knife 
  
   
  2-15 
   
  Appearance 
  Traditional red-skin, sometimes with war paint, others without. For some 
  reason their skin always seems to shine as though oiled, and their hair is 
  always perfectly styled and washed. 
   
  Experience worth 2 
   
  2.2.5.2 Squaw 
   
  Grit 
  2 
  Fast 
  3 
  Sharp 
  3 
  Patter 
  2 
   
  Equipment 
  �� Short, simple dress 
  �� Utility knife 
  �� Headband 
   
  Appearance 
  The standard red-skin squaw from just about any film. Always young, 
  always pretty, their hair is always perfectly styled in long braids down 
  their backs, usually with feathers tied in at the end. 
   
  Experience worth 1 
   
  2.2.6 Eagleton 
   
  Eagleton sprawled out beneath the three riders looking down upon it, a 
  bustling town of miners, merchants, gamblers, and anything else they 
  could desire after their long days and nights crossing the desert. 
   
  It was a shame that they did not have enough money for even the worst 
  room in town between the three of them. 
   
  Eagleton is one of the successful towns in the West, a station runs through it, 
  the rails stretching off into the distance and the trains going…somewhere. 
  Where they go is up to the Sheriff. The town itself bustles, the main street filled 
  with people, stage coaches and horses moving back and forth. Small children 
  offer to hold horses for a dollar. 
   
  Just because Eagleton is successful does not mean it is pleasant though. For 
  those who live there life is not too bad, but for travellers they will find that 
  everything is incredibly expensive, and if you were not born in the town you will 
  have difficulty finding a job. 
   
  
   
  2-16 
  There is also a river running through the town, carrying boats and barges up 
  and downstream. The most famous of these barges never moves, known as the 
  Floating Palace it sits, anchored, in the centre of the river. This is the town’s 
  largest casino and luxury accommodation, although the owner is slightly 
  unethical. 
   
  While part of the reason for the towns prosperity is the huge number of casinos, 
  ranging from the luxury and style of the Floating Palace to the somewhat less 
  respectable Dead End Saloon and Dervish’s, the larger part is due to something 
  else. Here the gold rush was successful, the mountains behind the town are 
  packed with thick veins of gold, which makes its way down into the town as 
  miners return from their claims with bags of gold dust, and sometimes even 
  nuggets, looking for a good time. 
  2.2.6.1 The Floating Palace 
   
  The most luxurious casino, saloon and hotel available in Eagleton. The top deck 
  is simply plain decking, except for the Captain’s cabin and the stairwell leading 
  down. Between the cabin and the stairwell an upper terrace sits, covered with 
  canvas. The Captain’s cabin is where the high-stake, no-limit games of poker 
  are played, any players must have at least $10 000 to sit in on the game. All of 
  the games here are dealt personally by Captain Johns, and he will match any 
  stake someone cares to place. 
   
  The saloon in the Captain’s cabin is free to anyone playing there, although 
  spectators have to pay as normal. The Captain will quite happily play any game, 
  not just poker. 
   
  The first two decks down from the top deck are both accommodation, with 24 
  rooms on each and a dining room famed across the desert for its food. The 
  kitchen actually prides itself on its chef’s inventiveness, and his ability to cook 
  gourmet food from anything to hand. The rooms are deluxe, deep-pile carpet, 
  baths with hot running water, food delivered to the rooms, and even free drinks 
  at the casino saloon. 
   
  
   
  2-17 
  Finally there is the last deck, this is the deck where the casino itself rests. Any 
  players are welcome at the casino. For anyone at one of the tables drinks are 
  free, and brought to the table. Just about any game you could desire is played 
  somewhere in here, there are even separate card tables for games among 
  players without the house involved except for a $10 table fee. 
   
  One thing not permitted anywhere in the casino is guns, people are asked to 
  check them at the door when they come in. Linked to the casino is the main 
  office, with a heavy steel safe bolted to the floor. The combination is the date of 
  Captain Johns’ first poker game, the one that got him started on the path to the 
  Floating Palace. The office is usually inhabited either by Captain Johns, or by 
  one of the more trusted members of his staff. 
   
  Captain Johns 
   
  Grit 
  2 
  Fast 
  3 
  Sharp 
  5/3/1 
  Patter 
  4 
  
   
  2-18 
   
  Appearance 
  Captain Johns is a slightly portly man, with pale, feminine hands that 
  have quite evidently never seen a day’s stroke of actual work. His fingers 
  move with skill and speed, and his voice is constantly at work, talking to 
  people, chatting to them, delving into their personalities. He has a perfect 
  poker face, and over years of play has not only rid himself of tells but can 
  neatly fake them. He is an expert card sharp. 
   
  Equipment 
  �� Pack of cards 
  �� Set of poker dice 
  �� Set of dice 
  �� Large number of poker chips, high denomination 
  �� Long-barrel .45 Colt, the only gun allowed in the club 
   
  Experience worth 1 (combat) or 3 (gambling) 
  2.2.6.2 Dervish’s 
   
  Dervish’s is another saloon and casino in Eagleton, though somewhat less 
  reputable. Drinks are again free for anyone playing with reasonable stakes at 
  the tables, as is food if a player shows that they have a certain number of chips. 
  Guns are not taken away at the door, fights are common, and gunshots are not 
  unknown. The management tend to keep these fairly quiet, not difficult 
  considering the neighbourhood where Dervish’s sits. The managers and owners 
  never appear on the casino floor, preferring their own quiet office. In fact the 
  owner is Captain Johns, although very few people know this, and even fewer 
  will admit it. The Captain has quite a grip on the underworld of the town, 
  mainly run through Dervish’s and the Dead End Saloon next door. 
   
  2.2.6.3 The Dead End Saloon 
   
  The Dead End Saloon is another of Captain Johns’ businesses, if anything even 
  less reputable than its neighbour, Dervish’s. As with Dervish’s very few people 
  know of Captain Johns’ involvement. 
   
  The Dead End Saloon provides cheap, strong drinks, and cabaret. Saloon girls 
  wander the floor, looking for marks who will pay them for a good time. If you 
  have a vice then the Dead End Saloon is the place to go in order to indulge it, so 
  long as you have the money. The ground floor is a wide open space with a single 
  round stage in the middle. The stage is where the cabaret sing and dance for 
  the entertainment of the crowd, while the saloon girls take drink orders across 
  the floor, making the most of their opportunity to talk to people and try and 
  drum up business. The upper floors are shabby, run down rooms, little more 
  than bunks and washbasins. Each of the girls from the saloon lives in one of 
  these rooms, their personal belongings locked away in large chests during the 
  day. These are also where they will usually go to conduct their business. 
  
   
  2-19 
  2.2.7 Deadman’s Tree 
   
  A lonely tree somewhere in the desert, a single noose hanging from one of its 
  branches. This has been the site of numerous lynchings, whether just or 
  unjust. The area seems to carry an aura of death and despair about it, sun will 
  seem unpleasantly sterile and bright, clouds will seem close and oppressive. 
  The tree could be used in several ways, either as a random encounter where the 
  characters happen to ride in on a lynching in progress, or as the victim being 
  led to the tree, or even as the group leading someone to the tree for some mob 
  justice. 
   
  2.2.7.1 Lynch Mob Member 
   
  Grit 
  2 
  Fast 
  2 
  Sharp 
  2 
  Patter 
  2 
   
  Equipment 
  �� Long-barrelled rifle or revolver 
  �� Rope 
  �� Horse 
  �� Victim 
   
  Appearance 
  Fairly average person, with a light of hatred and vengeance in their eyes. 
  As always with part of a mob, the intelligence of the mob as a whole is 
  equal to its most stupid member divided by the number of people. 
   
  Experience worth 0 (3 members give 1 point) 
   
   
  
   
  3-20 
  3 The rules 
   
  Usually Ye Olde West is played using five poker dice, preferably per player but 
  communal is fine so long as you do not mind sharing. The rules are fairly 
  simple, you have a number of points allocated to each statistic to a maximum of 
  fifteen, however these are split into three levels of five and written as shown: 
  5/3/2 for example. This means that the pl ayer rolling that statistic gets to roll 
  five dice, then choose up to three from those five to reroll, then choose another 
  two after that to reroll again. From these you are trying to construct the best 
  hand you can: 
   
  Five aces (allows you to buy a joker in that statistic if you do not have one 
  already and have the experience to do so, otherwise allows you to transfer the 
  joker to that statistic between games, also gives you an experience point) 
  Five of a kind, all the same face showing, if they are all aces see above 
  Four of a kind, e.g. JJJJ 
  Royal straight, must be AKQJT 
  Straight, can only be KQJT9 
  Full house, e.g. JJJQQ 
  Three of a kind, e.g. QQQ 
  Two pair, e.g. TT99 
  Small straight, e.g. AKQ or QJT 
  Pair, e.g. KK 
  High card, anything but T or 9. 
  A = Ace 
  K = King 
  Q = Queen 
  J = Jack 
  T = Ten 
  9 = Nine  
   
  Jokers cost experience points to buy, and are effectively a wild card. No 
  character may ever have more than one at a time, and no one ever than a 
  character may ever have a joker. Jokers work as follows. Supposing Naughty 
  Nelly rolls AAQKT, at the moment her hand is just a small straight (AKQ, 
  discarding the spare ace and the ten). With a joker she can replace one dice 
  with a result of her choice, so above she might replace an ace with a jack, and 
  suddenly she’s got a straight. Remember that you may only have one joker at a 
  time, and it must be applied to a single statistic. 
   
  The value of the cards themselves goes as follows: AKQJT9. In the event of two 
  people rolling exactly the same hand (remember that if two people have AAAA 
  but one has a king and the other a queen as their fifth card the one with the 
  higher spare card wins) they should roll a single dice each for highest card. 
   
  All checks, combats and competitions in this game run the same way. In the 
  even of checks the Sheriff (or GM, or MT, or BMD, or ST, and so on, you get the 
  idea) will allocate a hand for you to beat (for example jumping from a fourth 
  
   
  3-21 
  storey balcony might require a small straight or better on a Grit roll in order to 
  walk away). While there is no actual mechanic for injury you should use 
  common sense. Jumping through a window will give you cuts and bruises, 
  which you can quite happily ignore. Jumping off a cliff is going to kill you, 
  whether you are a character or not. 
   
  The character or extra with the highest Fast will always attack first, if two have 
  the same then you should dice off for highest card on one dice each. The 
  attacker declares their action (I’m going to pick up one of the bar stools and 
  smash it over his head), and the defender declares their response (I’m going to 
  dive under the table, trying to dodge the swinging stool). The Sheriff chooses 
  which stat each should roll as appropriate (in the above example Grit for the 
  attacker, and Fast for the defender) and they should roll as described above. 
   
  The person with the highest result succeeds. If the attacker wins, then the 
  encounter is over (optional rule: you can take a number of hits of any sort equal 
  to your first level of Grit before being knocked down, so no more than five, this 
  prevents both characters and extras from being killed or knocked out quite as 
  easily, this is not damage, as you recover it each time you enter or leave an area 
  so long as you have a few minutes to rest, just a way to keep things more 
  reasonable). If the defender wins, they now get a chance to attack. 
   
  This mechanic does not only apply to combat, but also to any other situation 
  where a character is pitted against someone else. For example, Jake is trying to 
  palm a card into his hand from the deck. He can choose to try and do it with 
  sleight of hand (Sharp) or by distracting the two others at the table with idle 
  chatter (Patter). Since the two are not co-operating they do not get any 
  teamwork benefit, and each must roll against Jake separately. In this case Fast 
  does not apply, since there is no attacker. The other two at the table will spot 
  the attempt however if their roll with their equivalent statistic (Sharp if Jake 
  tries sleight of hand, Patter if he tries to distract them). 
   
  If Jake were to roll three of a kind, Nelly roll four of a kind, and poor Ned roll 
  only a high card then Nelly would spot the switch, but Ned would have no clue. 
  If however they had spotted Jake, and were now paying careful attention to 
  what he was doing and working as a team, then they would take the highest 
  relevant statistic that either of them own (Nelly, with a Sharp of 4/2 rather than 
  Ned with a Sharp of 1) and add one dice to it for each extra person helping. 
  Note that this dice will be added to the lowest level below five each time, and 
  this is the only time when someone may gain (temporarily) a fourth level in a 
  statistic. 
   
  Finally there is one other way to try and increase your chance of winning, but 
  at great risk. You can gamble dice. When you gamble a dice you are risking 
  losing it for good in exchange being allowed to reroll it (i.e. an extra dice of the 
  next level up). If you fail, the dice is gone for good and the results will be 
  disastrous for you. If you succeed though you gain an experience point for 
  being a risk taker. One other thing, if you are risking your last dice in a statistic 
  and fail, the result will be absolutely catastrophic for you, possibly killing your 
  character, you will lose half your experience, and you will have 0 in that 
  
   
  3-22 
  statistic, instantly failing any challenges against it. Gambling can only be used 
  once per session, and only when there is no other way that you could beat the 
  hand. You do not need to declare that you are gambling before you roll, but you 
  may not make any rerolls of the dice you are using after declaring that you are 
  gambling. Only players may gamble, extras are forbidden from gambling. 
   
  Some examples of play follow: 
   
  Snakeboot Joe and his posse have just ridden into town, well known as 
  wanted men they have been confronted by the local lawmen. The Sheriff 
  offers to let them live if they drop their weapons and come quietly. Irked 
  by this Snakeboot decides to draw and fire his weapon. 
   
  As a surprise action Snakeboot gets to attack first, regardless of his or the 
  lawman’s speed. His Fast is 4/1, and his first roll gives him AJJT, better 
  than nothing, but not what he was hoping for. He uses his single reroll to 
  reroll the ten, reasoning that if the lawman also rolls two jacks the ace 
  backup will help him tip the balance. His reroll gives him a queen, leaving 
  him with a hand of two jacks backed by an ace and a queen. 
   
  The lawman himself has a Fast of 5, with no rerolls. He is relying on his 
  single roll of five dice beating Snakeboot’s. He rolls, and gains KKJJ9. 
  Snakeboot’s shot would go wild, but Snakeboot is going to take a risk. 
  Knowing that if he does not succeed he is going to die, or worse be jailed, 
  he decides to gamble one of his dice. This allows him to roll it again. He 
  gets lucky and rolls a J, giving him three of a kind and comfortably 
  beating the lawman’s hand. Not only does he not suffer for his risk this 
  time, but he gains an experience point. However he has used up his 
  gamble for the game. 
   
  The bullet strikes home, burying itself into the chest of the lawman, who 
  keels over forwards, dead by the time he hits the floor. The rest of the 
  lawmen look on in horror, and a little awe, and decide that perhaps simply 
  letting the gang go about their business might be the simplest method. 
  With downcast, shamed eyes they gather their fallen leader, and make 
  their way back to the sheriff’s office. 
   
  Later in the saloon Snakeboot is playing a game of poker with a couple of 
  the saloon girls and a gentleman. He suspects that the gentleman is 
  cheating, and accuses him of having an ace up his sleeve. The gentleman 
  looks stunned, and denies it, but says that after this accusation he will 
  leave the game. Snakeboot decides not to allow this and reaches out to 
  force the gentleman back into his chair. 
   
  Since this is not a combat situation there is no need to determine who gets 
  to attack first. Snakeboot rolls his Grit of 4/1 to try and get the man to 
  stay in his chair, while the gentleman decides he will try and dodge out of 
  the way rather than by trying to escape by force. This means that he will 
  be rolling his speed of 4/2. 
   
  
   
  3-23 
  Snakeboot’s first roll gives him KKQ9, and a reroll of the nine gives him a 
  J. This lets him build a small straight, improving on his earlier pair. 
  Meanwhile the gentleman has rolled AAAT and neatly slipped away from 
  Snakeboot’s outstretched arm, gathering his winnings from the table as he 
  does so and not bothering to use his reroll on the ten since the Sheriff 
  knows that Snakeboot cannot beat his result. 
   
  Snakeboot decides not to let the situation lie there, rising and threatening 
  the gentleman again. This time the gentleman responds less subtly, not 
  turning round but brushing back his jacket to reveal an old but polished 
  revolver at his hip. With a cry of ‘turn and face me old man’ Snakeboot 
  starts to draw his gun. Now we have entered combat. 
   
  The gentleman has a Fast of 4/2 and so will act first, able to draw his gun, 
  turn and fire off a shot before Snakeboot can finish drawing his own gun. 
  He rolls against his Fast again, this time getting 99TQ, using his two-dice 
  reroll on the ten and queen he gets a pair of tens, so his hand reads 99TT. 
   
  Snakeboot meanwhile rolls his own Fast, getting KKTT on his first roll. 
  Since his opponent acted first, Snakeboot knows he does not have to reroll 
  this. Now it is Snakeboot’s turn to shoot. He rolls his own Fast again 
  getting AAAT. His reroll lets him roll the ten again for a Q. The gentleman’s 
  chances are looking slim, and he rolls his own Fast to get AAKT, and using 
  his rerolls to get an AQ, meaning that their hands are perfectly matched. 
  Each of them takes a dice and rolls, highest score succeeds. Snakeboot 
  rolls a J, while the gentleman rolls a Q. The bullet misses, burying itself in 
  a nearly post while the two men stand facing each other, guns 
  outstretched. 
   
  The gentleman is trying to talk Snakeboot down, talking calmly and softly. 
  The Sheriff asks Snakeboot to make a Grit (4/1) roll against the 
  gentleman’s Patter of 5 in order to maintain his anger. Snakeboot rolls a 
  AJJT, rerolling the ten for another ten. The gentleman rolls AKQQJ, 
  beating Snakeboot's grit and cooling him off a little. After a few minutes of 
  fully roleplayed talking the gentleman’s action has taken full effect, and 
  Snakeboot has allowed him to go on his way unmolested. 
   
  Later that night Snakeboot takes a couple of his posse to the room of the 
  gentleman, hoping to force the door and reclaim what he sees as rightfully 
  his. The Sheriff has already decided that the door’s Grit hand is AAA, 
  since it is a fairly solid door. Snakeboot and his two friends get to work. 
  Snakeboot is the strongest of the group, and the help of his two friends 
  pushing with him raises his stat by two dice (from 4/1 to 5/2). The first 
  roll gives them JJJ9K, and rerolling the two dice they are allowed gives 
  them another pair of 9’s for a full house. With a crashing splintering 
  sound the door gives way, and they are treated to the sight of the 
  gentleman in the bath with Beth, Snakeboot’s favourite saloon girl. 
   
  
   
  3-24 
  3.1 Crossing into other Dreamscapes 
   
  However it may be done, the characters may at some point cross into another 
  Dreamscape, such as the Land of the Fey (Arcadia), or Fairytale Land (also 
  known as the Grimm Land), or perhaps even a new, barely formed land. 
  Regardless, the basic rules for handling this are simple. Whenever a legend is 
  outside their own Dreamscape the y are treated as an extra, thus they can be 
  killed as easily as an extra, and are no stronger (reduce each dice level by one 
  dice to represent this). 
   
  Remember also that the new Dreamscape will be completely alien to them. In 
  some their guns may refuse to work, since that world simply doesn’t accept 
  guns. They will never lose their guns however, nor will their clothing change. 
  Effectively they are carrying a piece of their setting with them wherever they go, 
  but not enough to affect the new Dreamscape. 
   
  They will also be unable to bring anything back from the new Dreamscape, 
  anything that they try to bring back will simply vanish as they cross through, 
  unless carried by a native of that Dreamscape. Note also that equipment alien 
  to a Dreamscape can only be used by those who actually carried it in or others 
  from their home, for anyone else it will not work. 
   
  Anyone in the new Dreamscape will instantly recognise the characters as being 
  alien and different, although their reactions depend on the person. The same 
  applies if any characters from other Dreamscapes cross through. 
   
  How to cross into other Dreamscapes though is a different matter, bear in mind 
  that no matter what it should not be easy, and should almost always take a 
  price from any legends using it. 
   
  3.1.1 Examples of other Dreamscapes 
   
  Arcadia – the traditional home of Titania, Queen of the fairies, and all her 
  minions. 
  Fantasy – Elves, Dwarves, Trolls, Orcs, Goblins, all of these are here, as are 
  many other mythical and fantasy creatures, both serious and comical, their 
  guns will not work here 
  Grimm Land – a land built off the fairytales of the Brothers Grimm, dark and 
  forbidding, with wicked witches and strange creatures 
  The New Frontier – possibly the closest parallel to the west, despite its 
  strangeness, a Dreamscape based in space, with exploration and exploitation 
  being the main order of the day, the legends should feel right at home here and 
  will not suffer the usual penalty 
  The Mythos – the world of Lovecraft and other forms of eldritch horror, not a 
  nice place to visit, in recent times it has also been infected by several serial 
  killers and characters from such-called ‘slasher’ films 
  The East – a world of martial arts and cinematic hand to hand fights, guns do 
  not work here in the same way, since many native legends can dodge bullets 
  
   
  3-25 
   
  3.1.2 The Frontiers 
   
  One way to work in crossovers with other genres is the Frontiers, these are 
  areas where the West borders other dreamscapes and a little ‘leakage’ occurs. 
  In these areas the laws of nature may well be slightly different, allowing a little 
  more leeway in what can and cannot be. Some examples of these Frontiers and 
  the creatures that may come from them are below. 
   
  It is worth remembering that while these may be called borders or frontiers the 
  word doesn’t quite fit, since there is no physical edge to the West, despite what 
  may seem to be at an one time. There is also no guarantee that legends 
  returning to a border they have visited before will find it again. 
  3.1.2.1 Border with Death 
   
  The dead do not necessarily stay dead near the frontier with the dead, this is 
  where the human subconscious locks away its zombies, vampires, ghosts, and 
  anything else dead. However they may be killed is up to the Sheriff, although a 
  sample zombie is below. 
   
  Grit 
  5/5 
  Fast 
  1 
  Sharp 
  1 
  Patter 
  0 
   
  Equipment 
  �� Rags 
   
  Appearance 
  Rotten, grey skin hangs off its lank figure. The stench of decay is near-
  unbearable. At some patches of its flesh bone shows clearly through the 
  missing skin and flesh. 
   
  Special 
  Will not die, except through fire in which case it burns to ashes, or being 
  reduced to a fine red mist. In other words it will keep on coming no matter 
  what, although without a head it will have some difficulty in moving in the 
  right direction. 
   
  3.1.2.2 Border with the East 
   
  One of the few places where people can actually take on guns while unarmed. 
  Here kung-fu monks can dodge bullets, glide through the air, or run up walls. 
  Every martial arts film you have ever seen is represented in the East, and this 
  bleeds across to the West at the border. Some people will be able to dodge 
  bullets, and manage spectacular feats, although nothing overtly magical. 
  
   
  3-26 
  3.2 Optional extra rules 
   
  3.2.1 ‘Grit point’ damage 
   
  Following this rule a legend or extra may take as many hits as they have grit 
  score up to five, this ignores the type of damage, whether a punch, knife, or 
  gun. This allows for longer fight sequences, and can also be applied to only 
  specific types of damage, for example only to non-gun damage. 
   
  3.2.2 Keep Standing 
   
  Anyone who’s seen a Western will know that the hero can take just about any 
  type of damage without falling over, so long as they need to. One way to 
  simulate this is to make a Grit test whenever the legend would normally fall 
  over. If they pass, then they can continue as normal, and will collapse at the 
  end of the contest. 
   
  3.2.3 Noon Duel rules 
   
  Instead of simply basing a duel on the best Fast hand another way to do it is to 
  use one of the mechanics above, and then continue. If you do this then they 
  can use either Fast to make a normal shot, or Sharp to make a called shot to, 
  for example, their gun or hat. Sharp cannot be used on the draw. 
   
  3.2.4 The Desperado Clause 
   
  In a gunfight involving a small number of legends and a large group of others, 
  to simplify things you can treat groups of the others as single teams. 
  Technically this is a situation where legends cannot work together, but its well 
  known that a legendary gunfighter can blow away hundreds of extras without 
  an injury. The extras get a single dice roll per group, with the appropriate 
  statistic, and one dice for each other member of the group. 
  
   
  4-27 
  4 Making a Cowboy/girl or Indian 
   
  1. Come up with a name for your character, anything will do. If you really can 
  not think of one then there are tables in 3.1 to roll up a name, but coming 
  up with your own is better. 
  2. Decide on the type of character you want to play, the moment you stepped 
  through to the world of Ye Olde West your character’s memory changed. As 
  far as you know you have always been here, and always will be, unless you 
  die. 
  3. Spend your points on statistics as you wish, you have 12 points to spend. 
  These points can be spent only on first level dice, any other dice must be 
  bought with experience. 
  4. Finally equip yourself however you wish, bear in mind though that a rifle 
  does no more damage than a pistol, and declaring that you are wearing inch 
  thick plate mail will make no difference. This is cinematic, the look of the 
  thing is what matters, choose your characters equipment as you think suits 
  the character. Any amount of money is permitted, so long as you could 
  reasonably carry it. However carrying sacks full of dollar bills around is only 
  going to get your robbed. 
  4.1 Names 
  4.1.1 Cowboy names 
   
  Second part of name 
  Poker dice 
  roll 
  First part of name 
  Male 
  Female 
  AA 
  Buffalo 
  Ned 
  Jane 
  AK 
  Coyote 
  Jed 
  Jenny 
  AQ 
  Prairie 
  Joe 
  Dot 
  AJ 
  Desperate  
  James 
  Joan 
  AT 
  Mad 
  Jessie 
  Sue 
  A9 
  Wild 
  Carl 
  Meg 
  KK 
  Lucky 
  Luke 
  Anne 
  KQ 
  Two-shoes 
  Michael 
  Jen 
  KJ 
  Deadeye  
  Brian 
  Red 
  KT 
  Eagle-eye 
  Robert 
  Rose 
  K9 
  Beaky 
  Josh 
  Blue 
  QQ 
  Cactus 
  Alex 
  Astra 
  QJ 
  Horse-foot 
  Roger 
  Robin 
  QT 
  Bad 
  Ben 
  Lisa 
  Q9 
  Rocky 
  Daniel 
  Liz 
  JJ 
  Four-fingered 
  Martin 
  Caroline  
  JT 
  Shooter 
  Bob 
  Robin 
  J9 
  Ranger 
  Dan 
  Carol 
  TT 
  Mister 
  Charlie 
  Martha 
  T9 
  Dangerous 
  Kurt 
  Bet 
  99 
  Calamity 
  Mike 
  Betty 
   
  
   
  4-28 
  4.1.2 Indian names 
   
  Poker dice 
  roll 
  First part of name 
  W ith/Of/At/To/On
  /For as appropriate 
  End of name 
  AA 
  Runs 
   
  Buffaloes 
  AK 
  Talks 
   
  Bears 
  AQ 
  Hunts 
   
  Snakes 
  AJ 
  Hides 
   
  Dogs 
  AT 
  Eats 
   
  Horses 
  A9 
  Sleeps 
   
  Birds 
  KK 
  Chases 
   
  Rivers 
  KQ 
  Looks 
   
  Squirrels 
  KJ 
  Speaks 
   
  Streams 
  KT 
  Toys 
   
  Guns 
  K9 
  Afraid 
   
  Bull 
  QQ 
  Kills 
   
  Wolves 
  QJ 
  Dances 
   
  Fish 
  QT 
  Medicine  
   
  Rats 
  Q9 
  King 
   
  Crows 
  JJ 
  Looks 
   
  Clouds 
  JT 
  Searches 
   
  Stars 
  J9 
  Chooses 
   
  Futures 
  TT 
  Poisons 
   
  Wells 
  T9 
  Lies 
   
  Owls 
  99 
  Trades 
   
  Birds 
   
  4.2 Character type examples 
   
  A few examples of character types are listed below, these are just suggestions 
  and by no means are intended to be a comprehensive list: 
  �� Gunslinger – the traditional gunslinger of the west, fast with his guns and 
  his words 
  �� Gambler – the obligatory gambler, willing to risk everything on the drop of a 
  dice, so long as its his dice they are using 
  �� Brawler – lets his fists do the talking, saves time 
  �� Drunken hero – failed something years ago and so drinks himself into 
  oblivion every night, but when he is sober… 
  �� Vengeful traveller – someone on a quest looking for the person who wounded 
  them/killed their family/slaughtered their town, and so on 
  �� Gentleman killer – a gentleman travelled from the more civilised lands to the 
  East, his respectable attire hides more than his fair share of skill 
  �� Indian warrior – an Indian warrior, separated from his tribe for whatever 
  reason and sent out into the world 
  �� Bandit – a ruthless thief and murderer, looking simply for the easiest way to 
  make a quick dollar and live a life of luxury off the misery of others 
  �� The Quiet Man – no one knows where he comes from, and he will not talk 
  about it, the quiet man is the consummate professional, silent except where 
  spoken to, and a killer without a conscience. 
  
   
  4-29 
   
  4.3 Statistics 
   
  Ye Olde West builds off four basic statistic, and gives you twelve points to spend 
  among them. These first points can only be spent on first level dice, only 
  experience can buy higher levels of dice. The statistics are: 
   
  Grit: Your essential toughness, strength, force of will, whatever keeps you going 
  when by all rights you should be dead, Grit checks should be used for any 
  attacks not involving a gun, and for any injury to stay conscious, it is also a 
  general purpose strength and toughness. 
   
  Fast: Simply put your speed at things, drawing your gun, dodging out of the 
  way, trying to chase down a fleeing horse. Fast gives you a large advantage in 
  combat, and is also the stat used to check for using a gun, whether drawing for 
  a quickdraw shoot, or in a shootout. 
   
  Sharp: How good you are with your hands, can you palm a card without anyone 
  noticing, or make off with someone’s money from their pocket? Sharp is used 
  for any form of cheating involving sleight of hand, and is also a general measure 
  of intelligence. 
   
  Patter: Your essential charisma, how engaging your conversation is, and 
  whether you can engage people deeply enough in your inane chatter that they 
  forget the wanted poster on the door outside. Patter is used for any sort of 
  charisma checks. 
   
  4.3.1 Sample situations 
   
  Grit 
  �� Throwing a punch 
  �� Taking a punch 
  �� Kicking down a door 
  �� Cross-country running 
  �� Drinking contests 
  �� Arm-wrestling contests 
  �� Lifting something heavy 
  Fast 
  �� Pulling a gun 
  �� Jumping onto a horse  
  �� Aiming 
  �� Dodging a blow 
  �� Sprinting 
  �� Dodging a charging horse 
  �� Catching a thrown bottle 
  Sharp 
  �� Picking a lock 
  �� Rigging a deck 
  �� Palming a card 
  �� Picking a pocket 
  �� Spotting a cheat 
  �� Switching a drink 
  �� Trick shots 
  Patter 
  �� Outwitting a bandit 
  �� Confusing someone 
  �� Distracting someone 
  �� Seducing a saloon girl 
  �� Talking down an opponent 
  �� Making a challenge 
  �� Confidence tricks 
   
  
   
  4-30 
  4.3.2 What do the scores mean? 
   
  Grit 
  0 
  Weak and fragile, breaks bones by accident 
  1 
  Below average, weaker than most 
  2 
  Average, evenly matched with a nobody townsfolk 
  3 
  Above average, can throw a decent punch 
  4 
  Somewhat tough, can take a few hits 
  5 
  Exceptionally tough, bounces back easily 
  5/5 
  Stunningly tough, Clint Eastwood style 
  5/5/5 Getting close to invulnerable, almost impossible to ht 
   
  Fast 
  0 
  Just plain slow, can barely even run 
  1 
  Below average, cannot run or move with any real speed, poor aim 
  2 
  Average, can run and can aim a gun 
  3 
  Above average, can manage a quick draw fairly accurately 
  4 
  Somewhat fast, can draw and fire in one motion 
  5 
  Fast, getting to the point of being unbeatable 
  5/5 
  Damn fast, just a blur when drawing 
  5/5/5 Lightning fast, barely even a blur, the draw is no longer visible 
   
  Sharp 
  0 
  Just plain useless, just cannot do anything dextrous with their hands 
  1 
  Below average, cannot do the ‘coin in the ear trick’ 
  2 
  Average, can manage the coin in the ear trick to fool small children 
  3 
  Above average, can pick a pocket of a sleeping person without waking 
  4 
  Not bad, can pick a pocket or palm a card with relative ease  
  5 
  Sharp, can palm any card they choose and steal a gun belt 
  5/5 
  Professional sharp, can happily rig a deck for a good hand 
  5/5/5 Wizard, can rig a deck in any order they want 
   
  Patter 
  0 
  Mute 
  1 
  Quiet, or slightly unpleasant mannerisms 
  2 
  Average person 
  3 
  Somewhat charismatic 
  4 
  Natural born leader 
  5 
  Can talk someone into giving up their gun 
  5/5 
  Can talk someone into turning their gun on their mates 
  5/5/5 Can talk someone into turning their gun on themselves 
   
  Note that these abilities are purely as rough guidelines of what people can do. 
  The actual difficulty is up to the Sheriff to choose, and generally a legend 
  should simply be told that they succeed or fail, unless another party is involved. 
  If another party is involved then nothing is guaranteed, although with higher 
  abilities you can naturally attempt trickier manoeuvres and generally have a 
  better chance of success. 
  
   
  5-31 
  5 Advancing 
   
  Advancing in YOW is simple enough. Every session you attend you will gain one 
  automatic experience points, the Sheriff may also award up to three more per 
  person for good role-playing, helping with the enjoyment of the game, or solving 
  a particularly intractable puzzle. Finally you can get an experience point if you 
  gamble successfully or roll five aces. 
   
  Experience point costs are as follows: 
   
  Level one dice – 4 points 
  Level two dice – 8 points 
  Level three dice – 12 points 
  Joker – 20 points, or 4 points to move from one statistic to another, you must 
  have rolled five aces at some point in a stat in order to buy your joker in it. 
   
  Characters with a Joker in one of their stats are known as the following: 
  Brute - Grit 
  Sharp shooter - Fast 
  Card sharp - Sharp 
  Con man - Patter 
  
   
  6-32 
  6 Character Sheet 
   
  Name 
   
  Concept  
  Grit 
  /   / 
  Fast 
  /   / 
  Sharp 
  /   / 
  Patter 
  /   / 
  Appearance 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Equipment 
   
   
   
   
   
   
   
   
   
   
  Experience 
   
   
   
  Notes 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  7-33 
  7 Glossary 
   
  Boot knife – a knife in the boot, quite short-bladed and usually sharp, more a 
  utility knife than anything else  
  Brute – a legend with a Joker in their Grit statistic 
  Card sharp – a legend with a Joker in their Sharp statistic 
  Cheat – one of the worst insults you can give to a card-playing person, and one 
  of the best ways to get a shootout or duel 
  Colt – one of the best known brands of gun available  
  Con man – a legend with a Joker in their Patter statistic 
  Derringer – a small gun with at most one or two bullets, often used as a hold-
  out gun  
  Duel – two men facing each other for a quick-draw, often at high noon 
  Horse thief – someone who steals horses, always punished with hanging 
  Legend – a character, or the particular archetype from humanities 
  subconscious that that character represents 
  Long-barrel – a rifle or pistol with a long barrel, in general much more accurate 
  than a normal pistol or rifle, though it makes no difference to statistics 
  Lynching – a mob hanging of a criminal, or just a victim 
  Rustler – a particular criminal who specialises in stealing cattle or other 
  livestock, usually punished by lynching 
  Sharpshooter – a legend with a Joker in their Fast statistic 
  Sheriff – either the person running the game, or an individual lawman 
  Shoot-out – lots of people facing off and firing guns at each other 
  
SOURCE: textdata/thevault/Ye Olde West/Ye Olde West 2nd Edition.pdf