Cowboy World-Compactado
Cowboy World-Compactado
Cowboy World-Compactado
Wynand Louw
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A Street Rat Entertainment Production
https://streetratgames.com/
Text copyright © Wynand Louw 2019 bieljam@yahoo.com
Art copyright © Daoyi Liu 2019 ldaoyi@gmail.com
Cover art by Daoyi Liu
All historical photographs were created before 1924 and are in the public domain
Excerpt from Louis L’Amour used with permission
All rights reserved
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Dedication
Cowboy World was built by stealing ideas and rules from other more brilliant and
original games. It is dedicated to the creators of those games.
The following playtesters broke the game again and again over the years, so without them
building it would not be possible:
Driaan Louw, Pieter Louw, Katja Louw, Anja Louw, Thomas Melville du Plessis, Samuel
du Plessis, David Albertyn, Robin Shelton, Alex Wood, Pierre Lopes, André Lopes, Leon
Venter, Bodine Dumas, Jannie Maritz, Hylton Lamb, Simeon Botha, Misha Jacobs, Megan
Bremner, Eugene Vermeulen, Chris van Wyk, Stefan Pretorius.
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I rode down from the high blue hills and across the brush flats into Hattan’s Point, a raw bit
of spawning hell, scattered hit or miss along the rocky slopes of a rust-topped mesa. Ah, it’s a
grand feeling to be young and tough with a heart full of hell, strong muscles and quick, flexible
hands! And the feeling that somewhere in town there’s a man who would like to tear down your
meat house with hands or gun. It was like that, Hattan’s Point was, when I swung down from
my buckskin and gave him a word to wait with. A new town, a new challenge, and if there were
those who wished to take me on, let them come and he damned. I knew the whiskey of this town
would be the raw whiskey of the last town, and of the towns behind it, but I shoved through the
batwing doors and downed a shot of rye and looked around, measuring the men along the bar and
at the tables. None of these men did I know, yet I had seen them all before in a dozen towns. The
big, hard-eyed rancher with the iron-gray hair who thought he was the bull of the woods, and the
knifelike man beside him with the careful eyes who would be gunslick and fast as a striking snake.
Riders of the dawn, Louis L’Amour.
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TABLE OF CONTENTS
FIRST THINGS 15
Cowboy world 16
Some basic terms 16
TL; DR 17
The goal of Cowboy World 17
What you need to play Cowboy World 17
The minimum you need to know to play Cowboy World 17
The Character Sheet and Character Creation Cheat Sheet 17
Cowboy World game mechanics 17
INTERESTING CHARACTERS 21
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TELLING THE STORY 47
Grit 66
Earning Grit 66
Spending Grit 66
PLAYER MOVES 69
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Team Work 81
Opposed moves 82
Combat 83
Nerve 85
Brawl 87
Shoot 88
Tags 88
Firearms 88
Shoot 88
Covering fire and concentrated fire. 89
Gang fights 90
Harm 92
Mechanical Harm: The Harm Move 92
Fictional Harm 93
Adjusting the lethality of the game 93
Heal 94
Extra Moves 97
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Find the conflict by challenging their beliefs 102
Find the conflict by frustrating their goals 103
Find the conflict by leveraging their issues against them 103
Find the conflict by messing with their bonds 104
Find the conflict by using their Fame or Infamy against them 104
Find the conflict by involving them in third party conflicts 104
Where to find Conflict in the Wild West 104
Make it personal 105
Make it personal by putting what they treasure in jeopardy 105
Make it personal by taking what they treasure away 106
Play to find out what happens 106
GM Moves 107
Soft Moves 107
Put something they need or cherish in jeopardy 107
Test their beliefs 107
Leverage their issues against them 107
Offer opportunities with cost 108
Show signs of coming danger 108
Show signs of off screen danger 108
Escalate the danger 108
Escalate the stakes 109
Show an NPC’s true colors 109
Reveal the truth about something 109
Present them with dilemmas 109
Hard Moves 109
Inflict harm 110
Turn their moves back on them 110
Take something they need or cherish away 110
Make the bad thing happen. With consequences 110
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A scene is... 114
Framing scenes 114
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STEALING FROM THE MOVIES 137
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Hallowed ground and holy symbols 160
Hallowed ground. 160
Holy symbols 160
Gadgetry 161
Prosthetic body parts 161
Mechanical eye 161
Prosthetic clockwork arm 161
Prosthetic legs 161
Transport161
Gadgeteer162
Automaton162
HANDOUTS 173
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FIRST THINGS
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COWBOY WORLD
Cowboy World is a table top role-playing game (RPG) based on the Apocalypse World En-
gine, a game system by Vincent Baker. It emulates different genres of Cowboy stories, from
classic Louis L’Amour novels to the Spaghetti Western movies of Sergio Leone and zany
modern Western movies like Disney’s Lone Ranger.
And Cowboy World Weird is all Steampunky Gothic Horror.
When you play Cowboy World, you sit around a table with friends, making up a story to see
what happens. The way the story unfolds is governed by rules, and those rules insert random
elements into the story by way of dice rolls.
Each participant controls part of the emerging story. The Players control one character each.
(A Player Character or PC) Non Player Characters (NPC’s), and indeed the rest of the world
are controlled by the Games Master (GM).
Who wins?
Well, everybody, if the emerging story is awesome enough to remember!
Why?
Because it is fun. It is fun because stories are hard wired into the human psyche. It is fun
because creativity is hard wired into the human psyche. And it is fun because friendship is
hard wired into the human psyche. And when you combine stories, creativity and friendship
at one table, awesomeness happens. It is like the perfect storm.
But why cowboys?
Seriously... If you have to ask, then maybe you should rather be playing another game, like
one about accountants doing accountantey stuff ?
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TL; DR
• This book
• Yourself and 3-5 friends. One of you will be the Game Master (GM). The others will be
Players.
• Six sided dice. At least two, but two per player is better.
• Printed Character Sheets and Character Creation Cheat Sheets.
• Printed Player Move and GM Move Sheets.
• Paper, pencils, erasers and index cards.
• Tokens, coins or glass beads to use as Grit counters.
• 3 Hours or so of free time.
• Your imagination!
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The best weapon for a gunfight is a shotgun from ambush
Wild Bill Hickok
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INTERESTING
CHARACTERS
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CREATING YOUR CHARACTER
Cowboy World is about interesting characters in conflict. That usually means bad-
ass people kicking butt.
So lets start with the “interesting character” part. Character creation happens during the first
session of a campaign. Everyone gets a Character Sheet, and the GM quickly explains each
section as the players fill in the sheets.
It is important not to let character creation drag on too long. Not everybody will be able
to fill out every line of the character sheet in 30 minutes. If players do not know why their
character is good at a certain skill, or have not figured their belief or goal out yet, don’t wor-
ry. They can do it during play.
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• Choose your starting skills and write them in the starting skill slots. Write a sentence
about each to say why you have those skills.
• Choose your Belief, Goal and Issue.
• Choose your gear.
• Everybody at the table introduces their character. The GM ask questions and takes
notes.
• Discuss your Bonds with the other players and write them down.
• Everybody gets a chance to tell the others about their Bonds.
• We are cowboys, drifters, hired hands. We’ll take any job if it pays enough.
• We are Pinkertons.
• We are Federal Marshals bringing law and order to the west.
• We are spies, working for...
• We are bounty hunters.
• We are outlaws, robbers, desperadoes planning our biggest score.
• We are missionaries, our goal is to bring the light in a dark universe.
• We are mercenaries, selling our guns to the highest bidder.
• We are pioneers, seeking freedom and settling in a hostile land.
• We are convicts, planning our escape.
• We are journalists for a rag back east.
• We are homesteaders, defending our land.
• We are trappers, prospectors, or other assorted hillbillies.
• We are a troupe of traveling entertainers or circus freaks.
THE BASICS
Name, gender, age and look. For instance, you could be Cathy Woodson, a 16 year old red
headed girl. Or Marv Sullivan, a 55 year old bald man with missing front teeth.
Cathy Woodson is a barmaid. That’s her Archetype. Her Twists is, she has a shotgun. What
happened to her that makes her carry the gun around? That’s unexpected and interesting. So her
High Concept is, “Barmaid with a shotgun.”
Or Marv Sullivan. His Archetype is, he is the Sheriff. His Twist? He has a shady past. Maybe
he is convicted bank robber on the run. So his High Concept is, “Sheriff with a Shady Past.”
Yuan Liu, the Chinese boy, is actually a girl in men’s clothing. Why? Because Chinese women are
barred from entering the United States. She came to look for her brother who disappeared while
working on the Trans Continental line.
So, are there limits on who your character can be or what the High Concept can be?
The answer is, not much. Cowboy World has no classes, like “Fighter”, “Thief ” or “Battle
Babe” as you may have encountered in other RPG’s.
Here are the bare essential guidelines: Your character must fit into the Cowboy-Western
genre. So think cowboys and gunslingers. Sheriffs and outlaws. Native American warriors
and shamans. School marms and cat-house madams. But remember the Old West was a
frontier, a place where people from all over the world came to because of the great oppor-
tunities, in spite of the risk. Do you want to play a Russian noble on the run from the Czar?
You absolutely can – as long as your back story explains how you got here.
The High Concept in terms of game mechanics: Your Archetype and Twist are Char-
acter Aspects, and may be played to change the outcomes of die rolls. Any time after rolling
dice, a player may spend 1 Grit to play his Archetype or Twist and add +1 to the outcome of
the roll. This means that your High Concept will have a real mechanical impact on the story.
We will cover that in more detail later.
The Drifter
The mysterious stranger who rolls in and out of town like a tumbleweed, doing odd jobs
and punching cows along the way to stay alive and on the road. A Drifter is often a guardian
angel who will save a town or an oppressed widow or orphan, only to ride off again into the
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sunset.
The Gunslinger
He makes his living by his gun. If he is also the Fastest Gun in the West, other contenders
for the title will be on him like ticks on a dog. He can do trick shots, like shooting a hang-
man’s rope in two at a hundred yards. If his name is [Something] the Kid, he will probably
die before he starts shaving. If he lives long enough to retire, he may get to be gun shy
(Acute post traumatic stress disorder), or have found religion and decided to use his skills
only to protect the weak. If the gunslinger is a lady, even better. In a world dominated by
men she makes a statement that will stop most men in their tracks – with a bit of hot lead in
the chest.
Kid: No no no no, you see it’s a gun fight. We both have guns. We aim, we fire, you die.
The Quick and the Dead (1995)
The Outlaw
The man with a price on the head, forced out into the wilderness to be hunted by lawmen
and bounty hunters. The Outlaw may be the leader of a gang of stagecoach, train or bank
robbers, or a lone wolf. The Rustler is a cattle thief who will often re-brand cattle with a
similar brand over the brand of the real owner. He is the evil counterpart of the Cowboy.
The penalty for cattle rustling is hanging.
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kidnapping, extortion, receiving stolen goods, selling stolen goods, passing counterfeit money, and,
contrary to the laws of this state, the condemned is guilty of using marked cards...
The Good, the Bad and the Ugly (1966)
The Bandido
The Bandido is an outlaw from south of the Rio Grande, wears a sombrero and poncho, has
a thick mustache and a thicker Hispanic accent. He is also a lover of renown.
Dr. King Schultz: How do you like the bounty hunting business?
Django: Kill white people and get paid for it? What’s not to like?
Django Unchained (2012)
Judge E. Clarence ‘Necktie’ Jones: Bein’ as we ain’t got any Bible and no one here has ever seen
one, the jury will not be swore in.
Ride Him, Cowboy (1932)
“Vice may triumph for a time, crime may flaunt its victories in the face of honest toilers, but in
the end the law will follow the wrong-doer to a bitter fate, and dishonor and punishment will be the
portion of those who sin.”
Allan Pinkerton
The Sheriff
Elected by the people to be the local law enforcer. The buck stops here.
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Cross-examining Lawyer: Mister Cogburn, in your four years as US Marshal, how many men
have you shot?
Rooster Cogburn: Shot? Or killed?
Cross-examining Lawyer: Let us restrict it to killed so we may have a manageable figure!
True Grit (2010)
Gabby Johnson: I wash born here, an I wash raished here, and dad gum it, I am gonna die here,
an no sidewindin’ bushwackin’, hornswagglin’ cracker croaker is gonna rouin me bishen cutter.
Blazing Saddles (1974)
The Pioneer
The first to move into new territory. A visionary dreamer, fiercely independent and self reli-
ant. And extremely resourceful. The pioneer often arrives in a covered wagon with a family
and all their belongings.
The Rancher
Owns a spread of land an raises cattle. He employs the cowboys.
John Cannon: “It’s High Chaparral, all the things I want for it. It’s your life, it’s mine, your
children - for all the Cannon children that come after us. That’s what we’re building.”
The High Chaparral
Latham Cole: I want to show you something. From the time of Alexander the Great, no man
could travel faster than a horse that carried him. Not anymore. Imagine; time and space, under
the mastery of man, power that makes emperors and kings... look like fools. Whoever controls
this, controls the future.
The Lone Ranger (2013)
[Frank, the hired gun, sits at Morton, the railroad boss’ desk]
Morton: How does it feel sitting behind that desk, Frank?
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Frank: It’s almost like holding a gun... only much more powerful.
Once Upon a Time in the West (1968)
The Homesteader
The Homestead Act of 1862 awarded 160 acres of free land to a homesteader who could
turn it into a viable farm. A homesteader will hang on to his land, come hell or high water,
locusts or cattle ranchers. His wife and children are equally resolute, and when he dies, his
widow will carry the torch.
Roy O’Bannon: [Reading a reward poster] The Shanghai Kid. This is terrible!
Chon Wang: I know. I’m not from Shanghai.
Shanghai Noon (2000)
Professor Marvel : That’s right. Here -- sit right down here. That’s it. Ha ha! This -- this is
the same genuine, magic, authentic crystal used by the Priests of Isis and Osiris in the days of
the Pharaohs of Egypt -- in which Cleopatra first saw the approach of Julius Caesar and Marc
Anthony, and -- and so on -- and so on. Now, you -- you’d better close your eyes, my child, for a
moment -- in order to be better in tune with the infinite...
Wizard of Oz (1936)
The Prospector
Often an old timer with a gray beard, missing teeth and a donkey. He gets severe bouts of
gold fever, celebrates when he strikes it rich and is paranoid about his claim.
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The advert said, “Young, skinny and wiry fellows, not over eighteen. Must be expert riders, willing
to risk death daily. Orphans preferred. Wages $25 per week.”
The Gambler
A skilled intellectual, a student of statistics, risk management and human nature. There is
a sucker born every minute. Gamblers are flashy people. While they may or may not cheat,
they will definitely know how to spot a cheat, and will always have something up their sleeve.
Probably a derringer.
The Tenderfoot
An Easterner who recently arrived in the West, where his skills are suddenly useless. Who
knows why he came, it may be a death wish, it maybe that he had a dream of being a rancher
or a farmer. He will have to learn quickly or die.
The Barber
Often the guy in town who best knows how to handle a sharp knife. He will cut your hair
and trim your beard, and do minor surgeries. He is often also the mortician, because he
shaves corpses too. Barbers are sources of information, central repositories for gossip and
amateur psychologists. And if they are Italian, they have Family in Sicily.
The Blacksmith
Strong, because they pump massive bellows and wield heavy hammers, blacksmiths are in-
dispensable in any town that relies on horse powered transportation. They are also skilled in
crafting other things than horseshoes and nails.
Dr. Michaela Quinn: Tobacco? You know what that’ll do for your tuberculosis?
Kid Cole: No ma’am, but I’m sure you’re plannin’ on tellin’ me.
Dr Quinn, Medicine Woman
The Clerk
The Clerk is indispensable for creating paperwork in any business, and therefore, even if he
is scrawny and pale, he is a hero in his own world. He has skills of the mind and soul, so do
not discount him!
The Schoolmarm
She came from outside the community to lead a one room school with children of all grades
in one class. She is well educated and has upstanding morals, as stipulated by her contract.
Because she runs a whole school full of juvenile barbarians on her own, she should definitely
not be underestimated.
Clara Clayton: Emmett, do you think we’ll ever be able to travel to the moon like we travel across
the country on trains?
Doc: Definitely, although not for another eighty-four years and not on trains. We’ll have space
vehicles, capsules to sail off in rockets, devices that create giant explosions, explosions that are so
powerful that they...
Clara Clayton: [finishes Doc’s sentence] “They break the pull of the earth’s gravity and send their
projectile through outer space.”
[Doc stares at her in shock. Clara laughs]
Clara Clayton: Emmett, I read that book too. You’re quoting Jules Verne, “From the Earth to
the Moon”.
Doc: You’ve read Jules Verne?
Clara Clayton: I *adore* Jules Verne.
Back to the Future part 3 (1990)
Scarlett: Rhett, Rhett... Rhett, if you go, where shall I go? What shall I do?
Rhett Butler: Frankly, my dear, I don’t give a damn.
Gone with the Wind (1939)
Johnny Ringo: [waiting by an oak tree for Wyatt Earp for a showdown, he believes the person
approaching is Wyatt] Well,I didn’t think ya had it in you.
Doc Holliday: I’m your huckleberry.
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[Ringo is startled that it’s Holliday and not Wyatt]
Doc Holliday: Why, Johnny Ringo, you look like somebody just walked over your grave.
Johnny Ringo: Fight’s not with you, Holliday.
Doc Holliday: I’ll beg to differ, sir. We started a game we never got to finish. Play for blood,
remember?
Johnny Ringo: I was just foolin’ about.
Doc Holliday: I wasn’t
Tombstone (1993)
The Undertaker
An important service provider in town. He is often the only one to profit from violence in
town.
Megan Wheeler: [Reading from the Book of Revelation] And when he had opened the fourth
seal, I heard the fourth beast said: “Come and see.” And I looked, and behold a pale horse. And
his name that sat on him was Death.
[The Preacher rides up on his pale horse]
Megan Wheeler: And Hell followed with him.
Pale Rider (1985)
Sheriff J. P. Harrah: [Cole has just been treated for a gunshot wound] Doctor, can he be moved?
Dr. Miller: Sure, in a couple of hours, but don’t go bouncin’ him around.
Maudie: He can stay here. I’ll... I’ll make him comfortable.
Sheriff J. P. Harrah: Oh, I’ve got a fine bed over at my place. It’s, uh, narrow and it’s hard and
it’s uncomfortable, but, uh, he won’t get bounced around.
El Dorado (1966)
El Mariachi: You know, it’s easier to pull the trigger than play guitar. Easier to destroy than to
create.
Desperado (1995)
The chorus of ‘Hey Jude’ had petered out, and the piano was plinking some other old ballad.
Voices murmured like broken threads. The gunslinger paused outside for a moment, looking
in. Sawdust floor, spittoons by the tipsy-legged tables. A plank bar on sawhorses. A gummy
mirror behind it, reflecting the piano player, who wore an inevitable piano-stool slouch. The front
of the piano had been removed so you could watch the wooden keys whonk up and down as the
contraption was played.
Dark Tower I: The Gunslinger, Stephen King
Tonto: [to Reid] Eight men rode into canyon... I dug seven graves. Horse says, you are spirit
walker: a man who has been to the other side and returned, a man who cannot be killed at all...
The Lone Ranger (2013)
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The Half-Breed
Rejected by the whites for not being white enough, and rejected by the natives for not being
native enough, the Half-Breed is a loner on the edge of both societies, often with a chip on
his shoulder because of it.
When you see Apaches, be afraid; and when you can see no Apaches, be twice as afraid.
Shalako, Louis L’Amour
John Dunbar: [in Lakota; subtitled] And now they will hunt for me. And when they find me
they will find you. I think it would be wise to move the village to another location right now. As
for me... I will be leaving. I will be leaving with my wife Stands With a Fist as soon as possible. I
must go and try to talk to those that will listen.
[Shouts and protests immediately begin around the council. Wind In His Hair stands up and
screams his objection. Even Kicking Bird is protesting. However, Ten Bears rises both of his
hands as a sign to stop]
Ten Bears: [in Lakota; subtitled] Quiet! You are all hurting my ears! Leave us!
[all the Sioux file out of the tent, and within seconds Ten Bears and Dunbar are alone]
Ten Bears: [in Lakota to Dunbar; subtitled] You are the only white man I have ever known. I
have thought about you a lot. More than you think. And I understand your concern. But I think
you are wrong. The white man the soldiers are looking for no longer exists. Now there is only a
Sioux named Dances with Wolves.
Dances with Wolves (1990)
Kirby Yorke : [Paying tribute to his comrades] You’re wrong there. They aren’t forgotten because
they haven’t died. They’re living right out there, Collingwood and the rest. And they’ll keep on
living as long as the regiment lives. The pay is $13 a month and their diet is beans and hay. It
may be horse meat before this campaign is over. They fight over cards or rotgut whiskey but share
the last drop in their canteens. Their faces may change, the names. But they’re there. They’re the
regiment, the regular army—now and fifty years from now.”
Fort Apache (1948)
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HISTORY
Your character’s history is a short explanation of
ATTRIBUTES
Your character’s attributes are his or her inborn abilities. Think of it as your character’s
DNA. There are three attributes: Body, Mind and Soul
Body
The Body attribute is your character’s ability to do physical things.
It may be his ability to brawl, ride a horse, or shoot with a gun. The Body attribute also
reflects the character’s ability to survive harm, and when a character takes harm, it may
decrease temporarily.
Characters with Body +1 solve problems physically: They fight, shoot and ride.
Mind
The Mind attribute is a reflection of your character’s intelligence.
Characters with Mind +1 solve problems intellectually. They use their Awareness to assess
situations and gain advantages (The Read a Situation move grants +1 forward). They can
track their opponents through the wild, investigate clues and come to conclusions.
Soul
The Soul attribute has to do with your character’s emotional and relational abilities.
Characters with Soul +1 are leaders. They do not get their hands dirty but get others to do
the work by commanding, intimidating or charming them.
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SKILLS
A skill is something you can learn to do. Mechanically it adds a skill modifier to your roll.
Skill modifiers range from -1 to +2. A skill modifier can never be more than +2.
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Body skills: Mind skills: Soul skills:
Shoot Awareness Nerve
Brawl Investigate Charm
Ride / Drive Gambling Command
Rope Mechanics Intimidate
Athletics / Acrobatics Business Bluff / Deceive
Strength Medical* Empathy
Stealth Engineering* Provoke
Sleigh of hand Tracking/Survival* Music*
Manolito Juarez is a masked Mexican vigilante. He decides that his main weapons will be a
pistol, saber and a whip. Fighting with a saber requires the Brawl skill, but the GM rules that
Brawl does not cover the use of a whip, which can also be used to do other stuff, like swinging
from a balcony. So after discussing the issue, it is decided that Manolito will have Whip +1 as a
custom Body skill.
Body skills
Shoot
Handling a firearm. Shooting may be an opposed skill if the target is actively shooting back
at the character, like in a fast draw duel. Shooting a bow and arrow also counts as Shoot.
Brawl
Fighting with anything but firearms or bows and arrows, for example fists, knives, empty
whiskey bottles or chairs. Brawling is always an opposed skill. Throwing things in combat
such as knives and bottles counts as Brawl.
Ride / Drive
How well you can ride a horse, a mule, or drive a cart, a wagon, a buggy or a coach. Riding
or driving may be an opposed skill if there is a race.
Rope
Using a cowboy’s lasso. Tying knots.
Athletics / Acrobatics
Running, climbing, swimming. Anything that requires endurance and some sort of athletic
skill. Also jumping, swinging and falling with style. Athletics may be an opposed skill.
Strength
Lifting things, breaking things, opening things, bending things. Strength may be an opposed
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skill, for instance in an arm wrestling match or a tug-of-war.
Stealth
Doing things without being noticed, or simply hiding. It may be opposed by Awareness.
Sleight of hand
It includes things like picking pockets or card sharping. It may be opposed by Awareness.
Mind skills
Awareness
Awareness is a character’s ability to notice things in the environment, interpret them and
draw conclusions from them.
Investigate
Investigate is the skill of actively looking for clues and using them to come to conclusions.
The difference between awareness and investigate is that the awareness skill is used in the
moment, passively and on the fly. Investigate, on the other hand, is a premeditated, purpose-
ful and systematic process.
Gambling
This skill is used for games of chance, like poker, craps or betting on the outcome of a gun
draw. Gambling is often an opposed skill.
Mechanics
The ability to make or fix common stuff like a wagon’s axle, or shoeing a horse. It differs
from the Engineering skill in that Engineering is specialized, like fixing a steam engine or
blasting a mine tunnel open. If there is uncertainty about which skill to use, the GM makes a
ruling based on the complexity of the task. Is it something an ordinary person can do?
Business
Wheeling, dealing and negotiating. Hiring henchman. When used to negotiate, Business is an
opposed skill.
Medical*
Doctors, nurses, Native American traditional healers and army medics have this specialized
skill.
Engineering*
The specialized version of the Mechanics skill. See above. It includes things like railway
engineering, mining etc.
Tracking/Survival*
The skill of surviving in the wild. It includes tracking a prey (human or otherwise), hiding
your tracks, hunting, finding water and navigating in the wild. Tracking /survival is a special-
ist skill and may be an opposed skill, if you are trying to hide your tracks from someone, or
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vice versa.
Soul skills
Nerve
The ability to stay calm under stress. Charm, Intimidate and Provoke may be opposed by
Nerve. The GM should also ask you to roll + Nerve if you do something while under stress.
Charm
The ability to make people like you, trust you and do what you want them to do. It may be
opposed with the Nerve skill, depending on the situation.
Command
The ability to lead people. The Command skill makes people trust and respect you enough
to follow your orders.
Intimidate
The ability to make people do what you want by instilling fear in them. Intimidate may be
opposed with Nerve.
Bluff/Deceive
The ability to hide your true intentions. It is opposed with the Empathy skill.
Empathy
The Empathy skill is about emotional awareness. It allows you to read people’s true in-
tentions. It also induces people to confide in you. As an opposed skill, it may be used to
opposed with the Bluff/Deceive skill.
Provoke
The ability to rub people the wrong way to make them angry or lose their temper at times
that are advantageous to you. It can be opposed with Nerve.
Music*
Performing in public. It is a specialized skill.
Challenging Beliefs
One of the GM’s imperatives in Cowboy World is To Find the Conflict – By challeng-
ing their Beliefs. The GM will present the players with situations specifically designed to
challenge their beliefs. Therefore the character’s Beliefs are some of the main drivers of the
fiction in Cowboy World.
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“Does this roll involve a risk the character is taking for staying true to his or her Belief ?”
The question you have to answer when you play a Goal for a better or worse outcome is,
“Will succeeding with this roll bring the character closer to his or her Goal?”
When a character fails to act according to his Belief there will always be consequences down
the line.
Achieving Goals
When a character achieves his or her goal, take 1 Grit. You have one session to write a new
Goal.
ISSUE
Each character has a flaw, that may make things difficult at the most importune times.
Anything that makes a character’s life difficult may be an Issue. It may be an addiction, a
character flaw like obsessive compulsive disorder, unresolved emotional scars, a pathological
relationship or negative character traits like envy or greed. The important rule for Issues is
that it must have a high probability of coming into play.
The GM may at any time suggest that a player plays his character’s Issue. When this happens
the GM will say after the dice are rolled, “But you are...” (For example, “drunk”, if the char-
acter’s issue is “Addicted to Whiskey”) and give the reason why it is fictionally appropriate.
He then subtracts 1 from the roll total. If the player accepts this and therefore fails his roll,
he is awarded one Grit. The player may refuse the play by paying one Grit.
Resolving Issues
An Issue is resolved when the there is fictional reason to resolve it, and the player pays 5
Grit to make it so. The GM may impose a new fictionally relevant Issue on the character at a
later stage.
BONDS
Most Player Characters will already know each other when the game starts. Bonds are emo-
tions based on Player Characters’ shared history.
The Bond modifier is an indication of the strength of those emotions. 0 means indifference,
so there is no Bond. +3 means strong emotions, as in marry or murder each other.
Bond points may not be negative; even very negative Bonds (characters that hate each other)
have positive Bond points, since the Bond points reflect the strength of the emotion, not the
type of emotion between the characters.
Each character starts with 4 Bond points to distribute between 1 to 4 other characters. No
bond may be allocated more than 3 points. A character does not have to spend all 4 bond
points at the start of the game, and may have more than 4 Bond points allocated to different
characters later on in the game.
Types of Bonds
• Positive Bonds: These represent positive emotions like Love, Friendship, Respect,
Gratitude, Admiration etc.
• Negative Bonds: These represent negative emotions like Anger, Hate, Envy, Rivalry etc.
• Shared bonds: Both parties share more or less the same emotion.
• Unilateral bonds: One party couldn’t care less.
• Bonds of desire: “I wish [character name] would ________.”
• Bonds of intent: “I will do _______ to/for [character name]”
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George’s Bonds
1. Cathy. +3 (Strong Bond) Childhood sweetheart. “I wish Cathy would marry me.”
2. Billy. +2 (Weak Bond) Arrested him after a bank robbery. “I will see Billy hanged.”
3. Marv +1 (Weak Bond) Once rode in the same posse.
Playing Bonds
A Bond is “weak” if it has 1 or 2 Bond points, and “strong” if it has 3 Bond points.
Bond modifiers may be used instead of any Soul + Skill modifier in Player vs Player moves
when they are fictionally applicable.
Strong Bonds (+3 Bond) are Character Aspects and may be played for a better or worse out-
come when fictionally applicable. You may not use a Strong Bond as a Character Aspect
if you used the same Bond as the initial modifier for the same roll.
Resolving Bonds
Whenever players feel that their characters have forged a new Bond that replaces the old
one, the old Bond is resolved. Bonds can be resolved in both positive or negative ways. Lets
say two characters had a weak Bond because they grew up together. But then they fall in
love with the same girl. The fact that they were childhood friends before does not matter
anymore, that Bond is resolved. Their weak Bond of friendship has been replaced by their
strong Bond of rivalry and hatred. Or maybe the one character saved the other’s life. Their
weak Bond of childhood friendship has been resolved to be replaced by their strong Bond
of owing each other their lives.
When a Bond is resolved, the new Bond that is formed with that character must have 1
Bond point more or less than the previous Bond. Remember it cannot be more than +3 or
less than 0.
Whenever a Bond is resolved, the players involved take 1 Grit each.
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Infamy is an indicator of the amount of trouble you are in with the law.
Gaining Fame
A character gains 1 Fame whenever he performs a Heroic Deed in the presence of eye
witnesses. A “Heroic Deed” is anything that puts the character in danger for the benefit of
somebody else. Fame points are not awarded for saving cats from trees or helping old ladies
across the street. Fame points are only awarded for truly Heroic Deeds.
When a character already has 3 Fame and would gain another Fame, he does not gain that
point but there are situational consequences in the fiction: People swarm him, ask for his
autograph, try to elect him mayor, or make him head of the school board or something like
that.
Losing Fame
A character loses Fame when he gains Infamy, point for point.
Gaining Infamy
Whenever a character does something illegal in the presence of eye witnesses or when he
leaves evidence of his involvement, he gains Infamy. The amount depends on the felony,
petty crimes do not earn Infamy.
Redemption
A character may lose Infamy only if he does an Absolutely Epic Act of Redemption (the
whole table should agree that it is appropriate) and pays 5 Grit. His Infamy is then reset to 0
and his Fame to 3.
Billy has 3 Infamy. He wants to intimidate a cowboy into telling him something. He would
usually use his Intimidate skill, which is Soul + Intimidate = +1, but his Infamy is +3 so he
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chooses to use that instead.
GEAR
Standard gear
• You have a horse and a saddle.
• You have a firearm. Choose one: Revolver, Rifle or Shotgun.
• If you have the Shoot skill, you have two firearms.
• If you have the Brawl or Tracking / Survival skill, you have a bad-ass knife.
• You have all the stuff that is necessary for your occupation, for example mining tools,
medical kits, etc.
Optional gear
Whatever you decide you should have before a session, within the limits of the fiction and
your financial status. The GM may require that unusual items be written on your character
sheet before play starts, otherwise it does not exist. What is an “unusual item?” It is up to the
GM, she has the final say! You may also buy gear in the game fiction from for example, the
local general dealer. You may only buy things you could logically afford according to your
financial status.
Weapons in detail:
• Single action revolver: Range near. +1 to Harm.
• Lever action rifle: Range far. +1 to Harm.
• Shotgun: Range near. . +0 to Harm.
• Native American bow and arrow: Range far. +2 to Harm.
• Knife; Range hand (or close if thrown). +2 to Harm.
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WEALTH
You have some money depending on your High Concept and history. You are either
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TELLING THE STORYy
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PLAYING COWBOY WORLD IS TELLING A STORY
Because Cowboy World is collaborative storytelling, everything in the game happens in
conversation. So most of the rules of Cowboy World are concerned with giving structure to
that conversation. No game will run exactly as set out in this chapter; a lot of the talk around
the table will just flow naturally - discussion, jokes, role-playing in character and so on. But
whenever any significant conflict happens in the fiction, the basic underlying principles and
structure outlined here should always be present.
The GM makes a move: “Black Bart lifts the whiskey bottle ready to swing at your head, and
charges.” To indicate that the GM passes narrative control to the player he addresses, he adds
“What do you do, George?”
The player who controls George responds: “I jump on the table, grab the chandelier, swing and
kick him in the face.”
The GM decides that George has to use his acrobatics skill to do this, since George is “in danger,
under pressure or the stakes are high”. So he says, “That’s acrobatics. Roll for ‘Use a skill:
Athletics / Acrobatics’ ” If George had just gone in with flying fists, it would have been the
Brawl move, but this is way cooler.
George’s player rolls snake eyes. This means the GM gets to make a hard move. He says “You
jump on the table and grab the chandelier OK, but it breaks as you swing. Bart whacks you on
the side of your head with the bottle as you fly across the room. Take non-lethal harm.”
The player rolls for harm. “It’s a six.”
GM: “It feels as if your head explodes in a flash of blinding white light, and then everything goes
black as you fall on a chair, smashing it to pieces. You are knocked senseless.”
Since George is knocked out, it is the GM’s responsibility to move the story forward again. So he
makes a new move at somebody else: “Black Bart smiles with immense satisfaction. He turns to
you, Cathy, and growls, ‘So Missy, are you going to fight or are you going to come with me?’ So
Cathy, what do you do?”
• Beats.
• Exposition.
• Description.
BEATS
As I said, the goal of Cowboy World is to tell stories. According to story gurus the basic
building blocks of stories are “story beats”. So the basic building blocks of the Cowboy
World story are Beats.
Let me start by defining a Cowboy World Beat: It is “An instance of conflict that results
in a change in the status quo and causes more conflict.” Think of Beats as dominoes.
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A domino standing on its own is in status quo. It just is. A domino falling over represents a
change in status quo. It changes from what it is (a standing domino) into something else (a
domino lying flat). A domino falling over and knocking another domino over is a Beat.
For instance, a story beat in a novel may look like this:
The door swings as George walks in; the saloon is suddenly dead quiet. Except for the clicking of
guns being cocked.
“Which one is Black Bart?”
“You’re looking for me?” Bart spits on the floor, twirling his gun carelessly.
“Bartholomew Sharpe, you are under arrest for cattle rustlin.”
The Beat here is George walking into the bar and telling Bart he is under arrest. It is an in-
stance of conflict that changes the status quo and causes more conflict. In novels or movies,
story beats are strung together to make scenes, and scenes add up to a complete story. All
the little conflicts escalate to a final big conflict that ties everything together in a unified,
satisfying whole.
In Cowboy World, a Move is a codified part of a Beat. Where beats are the fictional
building blocks of any story, Moves are the mechanical building blocks of those
Beats that make up the Cowboy World conversation.
Some terms
Soft move
A setup move the GM makes that follows from the fiction, narrates what happens, but stops
before the effect.
Player setup
The Player’s reaction to the GM’s soft move. It follows from the fiction, narrates what hap-
pens but also stops before the effect.
Clarification
The GM asks questions about the player’s setup in order to be specific about what happens
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and to create awesome fiction.
Hard move
When a character fails, the GM narrates the outcome and makes a Hard Move. He narrates a
bad thing that happens to the character, that follows from the fiction and is irrevocable.
Beat Setup
Beats always follow logically from the fiction of the preceding Beats. (Remember what I
said about Beats being like dominoes?) The Setup part of a Beat describes the intention of
the Beat, and is always a fictional narrative of an action. In Cowboy World you never say “I
make a spot or perception check”. You state your intention in the fiction by describing an
action, for example, “I look around the place, trying to figure out what just happened here!”
So this is how the Setup of a Beat works: The GM sets up a situation, asks the player “What
do you do?” and then the player gets to set up his response to the GM’s setup. When the
player is done the GM may ask the player questions for Clarification.
So the structure of Setup is:
GM setup → “What do you do?” → Player setup → Clarification
During Setup, both the GM and the player say what happens fictionally but stop before the
effect.
The GM signals that his setup is complete when he asks the player “What do you do?” or
something similar.
Player setup
The moment the GM asks “What do you do?” the player has to respond with his own setup.
Player setups always describe the Player Character’s action in response to the GM’s setup,
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and stops just before the effect.
Player setup may be just one action that will trigger a roll, for example:
I’m going to run to the edge of the roof, jump on him as he rides past below me, and slit his
throat.
Clarification
The GM asks questions to help the player to be specific about what the character does, to
narrate awesome fiction, and so that everybody at the table can be on the same page as far as
the fictional action is concerned.
• When a player names a move, have her describe her action in the fiction. Remember
that the Setup has to be fictional!
• When a player mentions an unspecified person or thing, ask her to specify it.
• When a player says what his character does, let him describe the action in detail.
• When a player makes a generalization, ask him to be specific.
• When a player has his character do something stupid, tell him the consequences and ask
him to reconsider.
If the player says, “I roll for Brawl,” ask “Exactly how do you attack him?”
If the player says, “I attack one of the thugs,” ask “Which thug do you attack and how do you
do it?”
If the player says, “I watch him closely to see if he is lying,” ask “What specifically are you
looking for?”
If the player says, “I insult them,” ask “All of them or someone in particular? And tell me
what you say!”
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If the player says, “This whole town is corrupt,” ask “Everybody? Is the sheriff corrupt too?
And what about the bank manager?”
If the player says, “I jump off the cliff ”, say “You will probably not survive it. Do you really
want to do it?”
As soon as everybody is clear about the setup, move on to the Mechanical Stuff.
Mechanical Stuff
The mechanical stuff that happens is simply deciding what Player Move, if any, is triggered,
and then following the text of the move. The moment the player’s intention is clear and
the fictional setup is good, the GM decides if a Player Move is triggered. There are three
possibilities
• A Player Move is not triggered. When this happens, see what happens. The GM may
continue to ask questions for clarification until a Player Move is triggered, the conversation
may just meander on for a while, or she may proceed to the Outcome. If the player’s setup
leads to obvious failure, proceed to the Outcome even if no move is triggered.
• A Player Move is triggered but no roll is required. This depends on the text of the
Move triggered. Resolve the move and proceed to the Outcome.
• A Player Move is triggered and a roll is required. Roll the dice according to the text of
the Move triggered, and proceed to the Outcome.
• The GM may decide that more than one roll will be required. In the example above, the
character will run on a roof, jump on a horse, and slit the rider’s throat. If the fictional
difficulty is relatively low, (flat roof, the target of the attack rides at a slow walk etc.) the
GM may decide that only one Athletics / Acrobatics roll is called for. But lets say it is a
pitched roof and the target rides at a gallop. The GM may decide that four rolls are called
for: An Athletics / Acrobatics roll to run on the pitched roof, another to jump onto the
running horse, another to hang on to the rider and then a Brawl roll to stab him.
Triggers
Player Moves are triggered when things happens in the fiction. A Player Move has a condi-
tion, for instance “When you do X...” or “When X happens...” If the condition happens
in the fiction, the Move is triggered, and the effect takes place.
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GM: “Roll for Influence, Command or Intimidate.”
• On a total of 10 or more (10+) the character succeeds at what he wanted to do and the
player narrates the outcome.
• On a total of 7-9, he succeeds but only partially or with cost. The GM adds a
complication and may make a new soft move against the active player or somebody else.
• On a total less than six (6-), he fails and the GM generally makes a hard move. After the
Hard Move, the next move the GM makes will be against somebody else.
George’s player says, “I walk to the bar counter and say to the barman, ‘You know where I can
find Black Bart?’ ”
Since this action of the of the player character does not satisfy the conditions of any moves, no
move is triggered.
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But let’s say the barman does not want to talk to George, because he is scared of Black Bart. If
Bart finds out that he betrayed him, he will be dead. The GM decides that even though George is
not in danger or under pressure, the stakes are definitely high, since the barman may be killed.
And because the stakes are high, a move will be needed. So the GM says, “The barman is scared.
He shuts up like a clam. What do you do?”
George now has a choice. He can try to charm, intimidate, or command the barman. Intimidate
seems to be the most appropriate choice, so he says, “I grab him by the shirt, and repeat my
question. ‘Where can I find Black Bart?’ in a tone that would scare the thorns off a cactus.”
This is satisfies the conditions of the move “Influence: “When you try to get somebody to do what
you want by commanding, intimidating, or charming him...” So George’s player has to roll dice to
find out what happens.
Modifiers
There are two main types of modifiers: Those added before rolling, and those added after
rolling.
Attribute modifiers
Every player character has three attributes: Body, Mind and Soul. They represent the charac-
ter’s innate abilities, and may be -1, 0 or +1.
Skill modifiers
Each of the Attributes have Skills associated with them. They represent the character’s
learned skills, and may be -1, implied 0, +1 or +2.
Opposing modifiers
When a move is “opposed”, the skill modifier of the target character is subtracted from the
roll.
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Move associated modifiers:
These are modifiers that are introduced by the text of a Move.
The Rock Hard, Iron Clad Law of modifiers added before rolling.
No matter how many +1’s moves tell you to take, you may never add more than +4 to any
roll before it is rolled.
• Archetype.
• Twist.
• Belief.
• Goal.
• Issue.
• Strong Bond (Bond = 3).
• Famous (Fame = 3).
• Infamous (Infamy = 3).
To add +1 to a roll after it has been rolled two things must happen
• The player must narrate why and how the Character Aspect changes the outcome of the
action.
• The player must pay 1 Grit.
So in the above example, George’s player rolls 6. He has Body of +1, and Shoot of +2. So
his total is 9. But Bart is one of the best gun fighters in history, he has a Shoot skill of +3,
which is deducted from the total. George’s roll total is therefore 6: A failure.
George’s player says:
“But Cathy is my True Love (they have a strong Bond), and Bart will go after her if he kills me
now.”
The other players agree that it is valid in this fictional situation since he would probably shoot
better to save his girlfriend. (The GM has the final say) So George’s player pays 1 Grit to add
+1 to his roll. He now has a total of 7, and succeeds with cost.
The GM may also, at any time suggest that a player plays one of his character’s Character
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Aspects for a worse outcome, after the dice are rolled. If the player accepts the suggestion,
he subtracts 1 from the total. If the total is now 6, he fails the roll and takes 1 Grit. The play-
er may pay 1 Grit to ignore the GM’s suggestion.
To subtract 1 from a roll after it has been rolled two things must happen
• The GM must narrate how and why the Character Aspect changes the outcome of the
action.
• The Player must accept the suggestion. (If he does not, he has to pay 1 Grit)
Marv, the Sheriff with a Shady Past, confronts Black Bart, and says “Stick them up, Bart,
you’re under arrest!” Marv’s player rolls 5 + 1 (Soul) +1 (Command) = 7. Whenever a player
rolls 7 or 10 after adding modifiers, the GM must decide whether to suggest a worse outcome or
not. If the player has a Character Aspect that makes it fictionally possible, he should probably go
ahead and do it. In this case it is almost too easy.
So the GM says, “Black Bart grins at you Marv, and says, ‘But don’t I know you from
somewhere? Ain’t you that guy from Dead End Gulch who held up the mail coach?’ ” If Marv’s
player accepts the play, he takes -1 to the roll, fails and takes 1 Grit. He may instead choose to
pay 1 Grit and not accept it by saying “You mistake me for someone else, punk!”
The Rock Hard, Iron Clad Law of modifiers added after rolling.
No matter how many applicable Character Aspects you have, you may never add more than
one modifier to any roll after it is rolled.
Outcome
There are three possible outcomes: Success, partial success or failure.
1) Success.
This may happen
The bottle shatters on his head and he falls backwards into the water trough. He is out for the
count.
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The bullet rips into his left thigh, he is flung to the ground by the force of it. I walk over to him
and kick his gun from his hand.
Is he telling the truth? (The GM has to answer truthfully) The bloody bastard is lying to me! I
draw my gun and stick it in his face.
Player: I jump from the roof to the balcony. (She rolls 9 on Use a skill, Athletics / Acrobatics)
GM: You miscalculate the distance and topple over the balustrade, you are now hanging on to the
railing by your right hand.
Player: I climb onto the balcony.
GM: Because you slipped, you are in clear view of the sharpshooter on the roof of the saloon.
Shots ring out and bullets tear into the wall behind you. You are now under concentrated fire.
What do you do?
3) Failure.
This happens whenever the outcome is negative for the player, even if no Move was trig-
gered.
It also happens when the player rolls a 6- after all modifiers are added.
GM: The native warrior gallops straight at you, rises from the saddle and throws his spear right
at your head. What do you do?
Player: I dive out of his way.
GM: Roll “Use a skill – Athletics / Acrobatics”
He rolls.
Player: “Four!”
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GM: “Take Lethal Damage, +2”
He rolls again, the total is six.
GM: “You dive to the left, but you are not fast enough. The spear nicks your right shoulder as
you fall, and then the horse is on you, trampling you with its hooves. You hear the Indian yelling a
curse as everything goes black.”
When the outcome of the Player Move is failure, the GM immediately makes a Hard Move
at the active player. If the failure happens because of a failed (6-) roll, the player takes 1 Grit.
The new Beat will be directed at another player.
The hard move should follow the text of the player move that was triggered
For example: If the Player Move says the character gets shot, he gets shot and takes lethal
harm.
Ruling not to roll when a roll should have been triggered, depending on
genre and Character Aspects.
Sometimes the player may want to do something that should trigger a Move with a roll when
a roll is clearly not necessary. This may vary according to the genre that you are trying to
emulate or according to the character’s Character Aspects.
Let’s say the player says, “I jump off the bridge on to the roof of the speeding train”.
In a more realistic setting, there would be no way that the character would survive the jump,
so the GM tells the player the outcome and asks him to reconsider. If the player insists, the
GM will make the player roll for lethal damage with a low modifier, or even simply narrate
the character’s bloody demise.
In a setting like that of Disney’s Lone Ranger movie, the GM would reply “Sure. Roll for
Use a Skill: Athletics / Acrobatics.”
The character’s Character Aspects are also important. If the character is an old banking
clerk, the GM may tell him he will not survive the jump, even if the setting is more light-
hearted.
If, on the other hand, the character’s History says “Grew up in a circus and trained as a
trapeze artist” the GM should let the player roll for Use a Skill: Athletics / Acrobatics even
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in the more realistic setting.
When the GM makes rulings like this, it is important to have all the players on board, by
explaining exactly why the ruling is made.
So to sum it all up
GM setup → “What do you do?” → Player setup → Clarification (if necessary) →
Triggering → Roll (if necessary) → Three possible outcomes.
→ Success: The player narrates the successful outcome.
→ Partial success or success with cost: The GM narrates the complications and may start
a new Beat with a Setup Move aimed at the same or another player.
→ Failure: The GM narrates the failed outcome and makes a Hard Move at the active play-
er’s character. He starts a new Beat with a Setup Move aimed at another player.
EXPOSITION
Exposition happens when the GM or a player explains something in the game world. This
may be a character’s back story, something that happened in the past, or any other explana-
tion of game world facts. When exposition happens, the rules of Narrative Authority have
to be respected. This will be explained later.
DESCRIPTION
Description is when the GM describes the surroundings the characters find themselves
in. This usually happens when the players enter a new Location. It is also the GM’s job to
describe people.
Describing Locations
Describing a location has three parts: Impressions, Areas and Tactical Elements.
Impressions
These are what your senses tell you about a location when you first enter it.
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Rules regarding Impressions.
• Use Impressions to create atmosphere: for example bright and cheerful, dark and
depressing, foreboding, scary, horror, impending doom.
• Use Impressions to make Cowboy World feel real!
• First give a brief overview of what the Location looks like.
• Then describe it in terms of the other four senses, sound, smell, and touch.
• How do people / animals /nature respond to the arrival of the Player Characters?
• Finally, describe the emotional feel of the place: What do the Player Characters feel in
their guts when they walk in?
GM: “You ride into town just as the sun is setting. It is small, the proverbial one-horse-town.
Dark storm clouds are gathering above, so it is darker than it should be. Even so, most houses
have no light in the windows. A dark figure disappears up an alleyway as you ride past. A
wooden sign creaks and flaps in the gusty wind; it says Lucas Messerschmidt, Blacksmith and
Undertaker. Mr. Messerschmidt has a brand new coffin on display outside the door, at a discount
price. Across the road is the saloon: Bright lights, bad piano music and shrill female laughter spill
into the road. As you approach, you cannot shake the feeling that you are being watched...
Areas
In Cowboy World, the action does not happen in a physical space but in a narrative space.
There will be no detailed map of where the encounters take place. When describing a Lo-
cation, it is always important to tell the players what the different areas in a location are that
the characters may move to and interact in.
Tactical Elements
Tactical elements are things in the Location the Player Characters may interact with, especial-
ly during combat: Tables that can be turned over and used as cover. Chairs and bottles that
can be used as improvised weapons. Rocks and shrubs that people can hide behind. A herd
of cattle that can be spooked to cause a stampede.
Tactical Elements may be made up at the spur of the moment, often in response to the
“Read a Situation” move.
GM: “You stop in front of the saloon, it is a poorly constructed double story wooden building with
a balcony on the first floor. There are about five horses tied to the post outside. Next to it is the
church, it is run down, the front door is boarded up and the windows are broken.”
Player: “Any good hiding places for a sniper?”
GM: “The belfry would be the perfect spot for a sniper... Oh, and there are a few barrels in the
alley between the saloon and the church. On the other side of the saloon is the general dealer, and
behind you next to the blacksmith, the stables. There are plenty of dark shadows between the
buildings where people could hide.
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In this example, the Areas are the road, the saloon, its balcony, alleys and the various other
buildings that may be accessible to the player. The Tactical Elements are the horses and bar-
rels, and whatever else the GM decides to make up at the spur of the moment to complicate
things. There may be a wagon coming around the corner, or anything.
Describing people
When describing an NPC, start with the obvious: Gender, apparent age, and look.
Try to give each NPC a memorable aspect, like something about his anatomy, clothes, a
mannerism or maybe an accent.
Use descriptive terms that say something about the character, not just how she looks.
Narrative Control
This brings us to the question of “turn order”. Whose turn is it?
The answer is simple, in Cowboy World, as in all games powered by the Apocalypse Engine,
there is no “turn order” or “combat initiative order” for that matter. But each person at the
table does get a turn. I prefer to call player turns “control” as in “narrative control.” In other
games you may have heard of the “spotlight”. “Control” is basically the same thing, but it is
more specific, because the player who has “narrative control” gets to say what happens next.
Usually, the GM decides who gets narrative control.
The GM has the responsibility to pass control around. And she does this according to the
following rules.
• Equity: Each character gets the same amount of time. This does not mean passing
clockwise around the table or timing player turns. It means that the GM has to have a
rough idea of how much time each character has had in an arbitrary period, say five
minutes, and make sure that every character has more or less the same time in control in
that period. Please note the words “more or less”. No fighting about turns allowed!
• The Story: Control often has to pass to specific characters as the story demands.
• Not the loudest player! It is a fact that some players are more vocal than others,
and demand more time in control. Don’t put them down or be rude, just pass control
according to rules 1 and 2. Or alternatively let them monopolize control for now,
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especially if the story demands it, but pass more control to other players later.
• Players always lose narrative control when they fail a roll.
• In player versus player (PvP) moves, the active player loses narrative control when
she rolls 6- or 7-9 and passes it to the target character’s player.
• In non-PvP moves, on a roll of 7-9 the GM takes narrative control to narrate the
complication, and then may pass it back to the active player, or another player. Rules 1 and
2 take precedence.
George is involved in a bar fight. Cathy has stayed out of the fight so far. So the GM says: “So
Cathy, you see Black Bart hitting George with a chair. What do you do?” This forces Cathy into
a decision. She is given the opportunity to join the brawl with flying fists or even to pull her shotgun
from under the counter. But even if she decides to do nothing, she still had narrative control for a
moment.
Asking players to narrate exposition passes narrative control. For instance the GM may ask,
“Cathy, you are from the town of Hallelujah. Tell us about the people there. Is it true that the
there was a serial killer? Who was it?”
Sometimes players will pass control among themselves. Players often discuss what they need
to do next, or there may be conflict between player characters. The rule here is very im-
portant: Let it happen if and as long as it moves the story forward. The moment you as GM
feel that the story is not moving forward, say something like “While you guys are standing
around arguing, Black Bart draws his gun. What do you do?”
Players also pass narrative control to each other when they get involved in player vs player
conflict.
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When the players get side tracked in discussions that do not lead anywhere, make a soft
move to get them going.
This technique instills a sense of urgency in the game. The players soon learn that when they
bore the GM bad things happen. There is one important caveat though: All soft moves must
follow from the fiction and move the story forward. Cowboy World does not do well with
random encounters that are unrelated to the story line!
Cliff hangers: When one character is at a make or break point, freeze his time to create a
cliff hanger and pass control to somebody else. For example:
“George, Black Bart puts his gun in your face and pulls back the hammer. He starts to squeeze
the trigger.” Normally you would say “What do you do?” but because this is an ideal cliff hanger
you stop right there and make a soft move against somebody else: “OK, we’ll freeze it there. Cathy,
the prospector aims an uppercut at your jaw. What do you do?” When Cathy has done her move,
come back to George and Black Bart. “OK George, that gun in your face, what do you do?”
Cliffhangers work very well when the party has split up, and you have to handle more than
one encounter at the same time.
As often as possible. It is important to reduce players’ down time to avoid boredom.
Watch your players for signs that their attention is wandering. Then pass control to
that player. It may be the guy who fiddles with his mobile phone or the one who builds dice
pyramids.
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Narrative Authority
While Narrative Control says who may say what happens next, Narrative Authority says
what may be said next. Each player, including the GM, has Narrative Authority over certain
aspects of the story.
The Players have Narrative Authority over who their characters are, what they think and
what they do. While other players may try to coerce somebody into some line of action,
only the character’s own player has final say in what that character does or does not do or
say. Never take away a player’s agency! There are one or two instances where other rules may
break this rule, for instance if a character goes insane.
The Players and the GM share Narrative Authority over what the players’ characters know
about the world. The GM might say,
“George, you worked as a cowboy for Smith’s outfit. How many hands do they have?.”
If a player’s character has no plausible reason to know something, the player does not have
authority to narrate that thing. A player may establish Narrative Authority over some-
thing by making up a good reason why her character would know it. The GM may
require a Use a Skill – Mind roll from the player. This allows the players to have a huge say in
the creation of the game world, although always with the GM as the final authority.
The GM has narrative authority over every other aspect of the game, including the Non
Player Characters, the world, geography, the weather etc.
Narrative Truth
This rule states that Whatever is Said is True, provided that
• The person who says it has the Narrative Authority to say it.
• It is plausible in the game world.
• It is consistent with previously established truths in the game world.
• If it triggers a move that requires a roll, the outcome is dependent on the roll.
This means that if a player says,
...it just happens since it satisfies all the conditions for Narrative Truth. The player has to roll
for the Shoot move.
This rule should be stated at the table, but not enforced too rigorously. In the example
above, the GM might ask as Clarification,
“His cowboys will kill you. Are you sure you want to do that?”
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The purpose of this rule is to educate everybody at the table to think before speaking and to
formulate what they want to do before doing it.
Geronimo
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GRIT
Grit is the in-game currency of Cowboy World. If you have played RPG’s before, you will
recognize it as experience points (XP), with some uses comparable to that of Fate Points in
the FATE Core RPG system.
Grit is represented by tokens during the game: Use small coins or glass beads for this pur-
pose. At the end of each session the players make a note on their character sheets of their
Grit in hand. At the start of the next session, each player takes the amount of tokens equal
to the Grit he had at the end of the previous session.
EARNING GRIT
Grit is mainly earned by failing. We learn by our mistakes!
• Whenever a player fails a roll (6 or less after all modifiers were applied) the character
takes 1 Grit.Grit is earned when two players resolve a Bond between their characters.
When that happens, each takes 1 Grit.
• Grit is earned when a Goal is achieved.
• Grit may be earned by a player whose character is the target of a Player vs Player
Influence move.
SPENDING GRIT
• Grit may be spent to ignore the GM when he suggests that you play one of your
character’s Character Aspects for a worse outcome.
• When you play one of your character’s Character Aspects for a better outcome, spend 1
Grit and take +1 to a roll after it is rolled.
• Grit may be spent to buy new skills and to buy skill points for existing skills to a
maximum of +2. The cost is 5 Grit per new skill or skill point. New non-specialist skills
start at +1. When you buy a new specialist skill, it starts at +0.
• Grit may be spent to change a character’s Archetype or Twist when there is enough
fictional reason to do it. The cost is 5 Grit.
• Grit may be spent to resolve a character’s Issue when there is enough fictional reason to
do it. The cost is 5 Grit.
• Grit may be spent to recover from a permanent Body debility. The cost is 5 Grit.
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Wyatt Earp, Lawman of Dodge City and Tombstone
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PLAYER MOVES
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BASIC PLAYER MOVES
USE A SKILL
When you use a skill when you are in danger, under pressure or when the stakes are
high, roll + Attribute Modifier + Skill Modifier.
If you do not have a general skill (a skill without an asterisk) you may still use that skill with
a skill modifier of +0.
If you do not have a specialist skill (a skill with an asterisk) you cannot use that skill.
On 10+ you succeed. You describe the successful outcome of your action.
On 7-9 you succeed but the GM adds one or more: Cost, danger, a worse outcome, or an
ugly choice.
“Use a Skill” is the basic Player Move of Cowboy World. All other moves are derived from
it.
The trigger
The important qualifier here is “...when you are in danger, under pressure or when the
stakes are high.” This is the basic prerequisite for all Player Moves in Cowboy World. For
example, if you are driving the buggy into town to buy coffee and chewing tobacco, you do
not need to roll for the Ride / Drive skill. But when a band of Native warriors attack you
on the way to town, and you want to escape them in the same buggy, you are definitely in
danger, under pressure, and the stakes are high, so you have to roll.
So what happens if the character is in danger, under pressure, or the stakes are high, but
the action does not correspond to any of the skills on the list? The answer is to treat it as a
general skill that the character does not have. All you have to decide is whether the action
involves Body, Mind or Soul, and make the player roll + Attribute + 0.
Cathy wants to bake a pie for the pie-baking competition. Even though she is not in danger, she is
definitely under pressure and the stakes are high, so she has to roll. Since Pie Baking is not a skill
on the list, it is treated as a general Mind skill: She has to roll + Mind + 0.
Full success
On a full success, the character succeeds and the player gets to narrate the outcome.
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GM: As you round the bend with the buggy, you are right in the middle of an ambush: Six
Apaches with rifles on horseback. They are about forty feet away when you see them. What do you
do?
George: I’m charging right through them.
GM: Roll “Use a Skill: Ride / Drive”
George: “Eleven. I whip the horses into a gallop, and ram them into the Apaches. Their horses
are spooked as I charge through them and down the road.”
Partial success
The GM introduces cost, danger, a worse outcome, or an ugly choice.
Cost:
GM: As you whip your horses into a gallop, the left front wheel of the buggy hits a stone in the
road and the buggy tilts dangerously on one wheel. As you struggle to gain control your shotgun
slips off the seat and falls in the road. You manage to ram through the Apaches though, spooking
their horses.
Danger:
GM: As you whip your horses into a gallop, the left front wheel of the buggy hits a stone in the
road and the buggy tilts dangerously on one wheel. You fall prone on the buggy’s seat, dropping the
reigns. Your horses are spooked, they barge through the Apaches, spooking their horses as well.
The buggy careens dangerously down the road, the horses running wild with the reigns dragging in
the road.
Worse outcome:
GM: As you ram through the Apaches, one of them leaps off his horse and on to your buggy.
Their horses are spooked as you race past them and down the road. The Apache draws a blade
and starts moving towards you.
Ugly choice:
GM: As you ram through the Apaches, one of them leaps off his horse and on to your buggy.
The Indians’ horses are spooked as you race past them and down the road. The Apache leaps
forward and grabs your shotgun. You can either kick him off the buggy and lose your shotgun, or
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grapple him and lose control of the horses.
INFLUENCE
When you try to get somebody to do what you want by commanding, intimidating, or
charming him, describe what you say and do, and roll + Soul + Command, Intimidate or
Charm. Fame or Infamy may be used instead of Soul + Skill if fictionally appropriate.
On 10+, the person complies, unless the GM thinks it is fictionally inappropriate.
On 7-9, the person complies unless the GM thinks it is fictionally inappropriate. The person
will also demand payment or a promise.
Note that the move for player vs player action is different.
Trigger
The “Influence” move differs from the “Henchman” move in the sense that the PC has no
relationship with or control over the NPC.
The move is triggered when you try to make an NPC do what you want. The reason why
there are three different skills to choose from, is because different personalities will try to
influence people in different ways. There is a huge fictional difference between charming and
intimidating someone, and the players should be encouraged to roleplay the situation. Note
that characters may use their fame or infamy as leverage to try and influence somebody.
Again this should be reflected in the fiction.
Full success
“Fictionally appropriate” means that nobody can be forced to do much more than a rea-
sonable person would do under the same circumstance.
Cathy: I smile sweetly and ask him to buy me a drink. I rolled eleven on Charm.
GM: Sure, he buys you a drink.
***
Cathy: I smile sweetly and ask him to give me the bag of gold. I rolled eleven on Charm.
GM: Sorry, there’s no way he’s parting with his gold, no matter how charming you are.
***
Cathy: I cock my gun and shove it up his nose, telling me to give me the bag of gold. I rolled eleven
on Intimidate.
GM: He yells, ‘Please don’t shoot me, Lady!’ and gives you the gold.
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Partial success:
The target NPC demands immediate payment or a promise of future compensation.
Payment:
Cathy: I smile sweetly and ask him to buy me a drink. I rolled eight on Charm.
GM: He’ll buy you a drink, but you realize you’re not going to get rid of him easily.
***
Cathy: I cock my gun and shove it up his nose, telling me to give me the bag of gold. I rolled eight
on Intimidate.
GM: I’ll give you the gold, if you let me have the horses!
(Cathy now has to decide whether she really wants to shoot him.)
Promise:
Cathy: I smile sweetly and ask him to buy me a drink. I rolled eight on Charm.
GM: He says, “First promise me you’ll talk to Bart!”
HENCHMAN
When you order a henchman to do something by commanding, intimidating or
charming him, roll + Soul + Command, Intimidate or Charm. Fame or Infamy may be
used instead of Soul + Skill if fictionally appropriate.
If the henchman has the appropriate Skill of +3, take +1.
If the henchman is commanded to Shoot or Brawl, the results of the roll is equal to that of
the Shoot or Brawl move. Otherwise:
On 10+, the henchman is successful.
On 7-9 he is only partially successful, or causes you cost, danger, a worse outcome or an ugly
choice.
On a fail the henchman fails, refuses or quits. The GM may make a hard move against the
Player Character.
Trigger
A “Henchman” is any NPC that has a definite relationship with a PC and is under com-
mand of the PC. It may be a gang member, an employee or a person deputized to ride in a
marshal’s posse.
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The player must roll for each individual henchman that is commanded. If a gang is involved
in a fight, rather use the Gang Fight move.
An NPC cannot be ordered to do something that requires a specialist skill if he does not
have that skill. For instance a henchman with no Tracking / Survival skill may not be ordered
to track somebody.
If the henchman has the appropriate Skill of +3, take +1 to the Henchman roll.
Full success
The henchman carries out the Player Character’s command successfully. If the henchman
shoots or brawls, the target character is disabled, as described in the combat moves.
Partial success
On a 7-9 the GM has to choose whether to reduce the effect of the henchman’s action, or to
have the henchman succeed but cause problems for the Player Character. Have a look at the
examples for the “Use a Skill” move! If the henchman shoots or brawls, the target character
is wounded, as described in the combat moves. Everybody takes +1 to all Body rolls against
them.
Fail
What happens on a fail is dependent on the henchman’s relationship with the PC. If he is
a loyal retainer, he will try and fail. If he was intimidated into doing it he will refuse. If the
situation is too dangerous or out of control, he may quit. As always on a fail, the GM should
make a Hard Move at the Player Character.
George has deputized Handsome Jack and Benny McLaughlin to catch Black Bart. They track
him through the desert. Since George does not have the Tracking / Survival skill and Jack does,
he Commands Jack to track Bart. Bart also has Tracking / Survival of +1. George has Soul
+0 and Command +1. Because Jack’s Tracking / Survival is +3, George’s player takes +1.
He rolls 8 + 0 +1 +1 = 10. Bart’s Tracking / Survival has to be subtracted since it is an
opposed move, giving a total of 9, a partial success. The GM decides that the cost of the partial
success is that Jack will foolishly lead them down a steep gully, causing Benny’s horse to break a
leg. They have to leave him behind.
They finally catch up with Bart at a water hole. George Shoots and fails. He is wounded by Bart
and cannot act for a moment, so he shouts “Shoot him!” Jack has no shooting skill. George’s
player rolls 9 + Soul (0) + Command (1) = 10. Since George’s player rolled a full success, Jack
shoots and mortally wounds Bart.
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READ A SITUATION
When you read a charged situation, roll+ Mind +Awareness
On 10+, ask the GM three of these questions.
On 7-9, ask the GM one of these questions.
You and your allies each take +1 forward when you act on the information.
Trigger
Read a situation only triggers when there is conflict or danger of violence. When there is no
conflict or danger, the Investigate move may be more appropriate. Looking at the questions
the player may ask will give you an idea of the situations where the move is appropriate.
A typical example would be a face off between individuals or groups that may escalate to
physical conflict.
GM: As you run from the vault with the bag of money, Sheriff Quigly is waiting for you with
about six or so guys he just deputized. He aims his Winchester right at your chest.
Biff: Any escape routes?
GM: Roll for Read a Situation.
Biff: Eleven.
GM: You think you can jump over the counter to your left, and from there out the window, but
you also think it is probably wiser not to resist arrest. You have two more questions.
Biff: Okay... Who is the most vulnerable to me?
GM: You mean the best target to shoot?
Biff: Yea...
GM: The sheriff. He is the closest, and you can see he is scared, ready to wet his pants.
Biff: The biggest threat?
GM: You recognize Jeremiah Scully at the back . You know him by his gunslinging reputation.
Biff: OK, I shoot the sheriff as I jump over the counter.
GM: “Right. Roll + Body + Shoot +1 (because you act on the information you just got.) Then
you are under concentrated fire, so roll + Body + Athletics / Acrobatics and take - 1 (for the
concentrated fire, which is canceled by the +1 for acting on the information) to jump over the
counter.
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This move is opposed with
This is not generally an opposed move.
• The enemy’s true position is exactly as you see it. Describe it.
• The enemy has a weakness that is not immediately apparent. Describe it.
• The enemy has some advantage that is not immediately apparent. Describe it.
When you describe the enemy’s true position, do not go into detail like :
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She has a loaded sawn off shotgun behind the counter.
She seems rather unconcerned by your threat. You think she may have her hand on a weapon
behind the counter.
GM: Bart is calling the shots here. That’s why he’s so obnoxious.
GM: You get the idea that Bart is acting on somebody else’s orders, but you are not sure whose.
GM: You are. These guys are mooks, they are scared out of their minds of you.
You and your allies each take +1 forward when you act on the information.
If the player asked three questions, she can potentially make three moves acting on the three
different answers. So she gets one +1 for each question she asked, but only if the move is
directly related to the answer.
Allies only get the +1’s if the character of the active player who rolled for Read a Situation
can, in the fiction, relay the information to those allies. If there is no communication, the
other characters cannot take the +1.
READ A PERSON
When you read a person in a charged interaction, roll+ Soul + Empathy
On 10+, ask the GM or the PC’s player three of these questions.
On 7-9, ask the GM or the PC’s player one of these questions.
Take +1 forward when you act on the information.
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• is your character telling the truth?
• what is your character really feeling?
• what does your character intend to do?
• what does your character wish I’ d do?
• how can I get your character to ___?
Trigger
There is a famous urban legend that states that 80% of communication is non-verbal: Body
language, the tone of voice, facial expressions etc. carry more information than the words
themselves. In movie-talk, it called subtext - that which is said that is not actually said. The
best actors are the best because they are the best at communicating subtext.
Since an RPG is very much confined to verbal communication (unless all the players are also
extremely good actors, which most are not) there has to be a way to emulate subtext. So this
move is triggered whenever a player wants to interrogate the subtext of the scene.
GM: She says she does not know where Bart is.
George: I think she’s lying!
GM: Roll Read a Person.
It is important for players to realize that when they ask Read a Person questions,
they are out of character. That is why the question is not “Are you telling the truth?” and
directed at the character, but “Is your character telling the truth?” and directed at the player.
Those questions in and out of character may have vastly different answers!
Asking the questions in character does not trigger the move.
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Body language: “She looks down and blushes...” or “He folds his arms across his chest,
glaring at you with naked hostility.”
Other knowledge of the target character: The character may be an alcoholic, greedy,
a killer, in mortal danger; anything that will give the active player’s character insight in the
target character’s actions and motivations.
Perceived emotion: This move does not give characters the ability to read minds, so the
answers are not precise and on the nose. Do not name the characters’ emotions, but describe
their emotions as perceived by the other characters. Begin your descriptions with statements
of vagueness, like, “You think she may be...” or, “He seems to be...”
GM: He simply cannot look you in the eye as he says it. You think he is lying.
GM: She looks at you with wide pleading eyes. Either she is telling the truth or she is the best
actress in the state.
George’s player: George’s left eyelid flickers. You recognize his poker tell. You think he is lying.
GM: He drums his fingers impatiently on the desk. You are fairly certain he does not like what he
is hearing.
GM: She’s on the verge of tears.
Cathy’s player: (In character) I’m annoyed as hell!
George’s player: George looks at her, blushing. You think he may be in love with Cathy...
GM: She grabs her shotgun and storms out the door.
GM: It’s obvious he’s going to go after Bart, you know him well enough by now. He is as obstinate
as an ass.
Cathy’s player: Cathy turns her back on you. You don’t think she is going to follow orders.
George’s player: George is just standing there. He seems to have no idea of what to do next.
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GM: He says, “We’ll be okay. Please go!” but he seems to be scared out of his mind and wants
you to stay.
GM: She turns to Handsome Jack and starts speaking to him. Consider yourself dismissed.
Cathy’s player: Cathy is very annoyed. She says, “I want my money. Now!”
George’s player: Let’s just get the hell outta here!
INVESTIGATE
When you investigate a scene
If you are in a human settlement, roll+ Mind + Investigate.
If you are in the wild, roll + Mind + Tracking / Survival.
On 10+, the GM tells you three relevant facts.
On 7-9, the GM tells you one relevant fact.
Take +1 forward when you act on the information.
Trigger
Whenever a character is looking for something like and object, clues or evidence, and the an-
swer is not obvious, this move is triggered. If the character is looking for his keys that he left on
the dining room table, the move does not trigger. If he is looking for somebody else’s keys in
a dark room, the move will trigger.
Relevant facts
There may be lots of interesting things to say about a scene that are not relevant to the prob-
lem at hand. Obvious things that require no skill to find also do not count towards the fact
count. On a 10+, the player will definitely know what is relevant or not. On a 7-9 the GM
may tell the player a few facts anyway, of which only one may be relevant.
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GM: You find a burnt out campfire at the water hole. Looks like they made camp here.
George: I look around for tracks and stuff. (Rolls 11 on Investigate - Tracking / Survival.)
GM: The coals are still hot. The fire is not more than an hour or two old. Somebody scraped
the remains of his beans into the coals. (Anybody could see the warm burnt out fire, no skill
is required, so it does not count.) You see the footprints of Indians over the boot prints of the
cowboys. It seems like there was a fight. (First fact) You find some empty shells where the horses
were tied. (Second fact) There is a small blood stain on the log the horses were tied to.(Third fact)”
George: “Which way did they leave?”
GM: “Sorry, the ground is too rocky, so you can’t tell.” (George already got his three relevant
facts.) “You’ll have to circle the camp to find the tracks again.”
Take +1 forward
There must be a direct link between the fact that the character learned and the move that
gets the +1. It does not need to be immediately, it can even be days later.
George found a knife in the chest of a murder victim, which he identified as Bart’s. He catches up
with Bart a week later and decides to intimidate him, using the information that links him to the
murder as leverage. He takes +1 to that Influence roll.
Note that you can get only one +1 forward per fact learned.
TEAM WORK
When you work together as a team to help one another, each helping character rolls +
Attribute + Skill.
Only the highest of all the rolls counts.
On 10+, you do it faster, more efficient and with a better outcome as a group than you
would have on your own.
On 7-9, you succeed but with cost, danger, a worse outcome or an ugly choice. If anybody
rolled a fail, that person causes the complication.
Trigger
When characters work as a team. Be careful: Working together must make sense in the fic-
tion, and all the characters must have the appropriate skill if it is a specialist skill.
“We all chase Bart” does not trigger the move since one character cannot make the others run
faster.
“We corner Bart in the barn” will trigger the move since the more people try to cut him off, the
easier it will be to trap him.
“We shoot the cowboys” does not trigger the move if everybody shoots at a different target.
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“We lay down covering fire for George so he can run across the field” will trigger the move.
The GM needs to make the ruling before the players roll. If you do not allow the move to
be triggered, make sure everybody understands why.
OPPOSED MOVES
When you make a move in direct opposition to somebody else, subtract that character’s
Skill (for an NPC) or Attribute + Skill (for a PC) from your roll.
For instance:
• When you shoot at somebody who is actively shooting back at you, like in a quick draw
duel (Shoot).
• When you brawl with somebody (Brawl).
• When you race horses (Ride).
• When you track somebody who is trying to hide his trail (Survival / Tracking).
• When you lie to someone (Bluff / Deceive vs Empathy).
The GM has the final say whether it is an opposed move or not.
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COMBAT
In Cowboy World there is no special combat mode. There is no turn order or initiative.
There are no miniatures and no map. Combat happens exactly the same as any other actions
in the game.
Tactical games are about numbers that simulate range, speed, accuracy, tactical positioning
and so on. In Cowboy World combat is more like directing a movie. The focus is on the
characters and the cool things they do. Watch any modern action movie. When fight scenes
happen, there is no explanation of the combatants’ powers and skills, or tactical positioning.
You just see what they do as the camera zooms right in to the point of impact. A fist con-
nects with a jaw, flinging the head back. A knife flashes and blood gushes forth. When the
camera pulls back you see the aftermath.
Cowboy World combat is fast. It may be resolved with two or three rolls. This is an inten-
tional design feature, as we wanted the focus of the game to be on drama and role-playing,
not drawn out combat simulations.
Cowboy World combat is deadly. Again this is intentional. Veteran fantasy RPG players
may come to the game thinking they can solve everything with violence. But if they play as
murder hobos they will not survive long. They will soon learn to talk instead of fight, and to
brawl instead of drawing their guns.
Remember, if a character fails three consecutive rolls, she is dead. (Shoot, Harm and Heal)
And there is no resurrection. Dead means dead. Period.
If you are uneasy with a high mortality rate and want a more lighthearted game, then make
the weapons less lethal by increasing their Harm modifiers, and give less NPC’s shooting
skills.
One Move or roll does not represent one blow or shot fired, but one significant out-
come. This means that each roll may represent a lot of blows in a brawl or many shots fired.
The GM and involved players are free to narrate as many or as few blows during a brawl as
they want to, as long as the outcome of the exchange of blows conforms to the result of the
die roll.
The same goes for a gunfight. Each Shoot roll may represent many shots fired. During the
infamous gunfight at the OK Corral in Tombstone, thirty shots were fired in thirty seconds.
In Cowboy World that whole gunfight would be represented by a maximum of four or five
rolls.
It is up to the GM and players to narrate the most awesome battle possible.
Every fight must be motivated. All characters, NPC’s included, must know exactly why
they fight and what is at stake. Do not make an NPC draw his gun on a PC unless there is a
good reason (being drunk may be a valid motivation for a gunfight) because he will proba-
bly die. NPC’s must have a high self-preservation instinct. If the odds are against them they
should surrender or run.
Describe the fictional space: When there is a fight, make sure the players have an idea of
the fictional space the characters find themselves in. If it is an a saloon, they should be using
chairs and bottles as weapons, and tables as cover. In a canyon in the Sonora, there are boul-
ders and shrubs to hide behind, and rocks to start rock falls with. In Cowboy World, things
in the environment that are important for fights are called “Tactical Elements”.
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A Shoot roll should seldom be the first roll of combat. The most important part of a
cowboy movie gunfight is that long moment when the antagonists measure each other up
before the shooting starts. Stay true to the genre and build the tension before the stuff hits
the fan! Use the Read a Situation move to create an advantage. Use the Read a Person move
to see if you can find a psychological weakness. Make them roll + Soul + Nerve to see if
they have what it takes to face death.
GM: Bart stands 20 feet away in the street, facing you, his feet apart and his hand hovering over
the butt of his Peacemaker. “You got what it takes, Yellerbelly?” Since Bart is known as the best
gunfighter in the territory, roll + Soul + Nerve.
George: I rolled 8. I want to see if I can make him lose his temper. He has to draw first,
otherwise I’ll be in trouble.
GM: Roll for Read a Person.
George: Eight again. How can I get him to lose his temper?
GM: You remember something about his mother being a lady of ill repute. Maybe if you insulted
her...
George: I say, “I hear your mother was so ugly, her pimp had to pay your old man to have her!” I
take +1 forward... That’s ten on Use a Skill, Provoke.
GM: Bart roars in anger and draws-
George: I shoot him.
Put them under concentrated fire. They will soon learn how deadly it is. If a person is
under Concentrated Fire, he takes -1 to -3 to all Body rolls. Remember that when a person is
under concentrated fire at Close range, the penalty to Body rolls is the shooter’s Shoot skill.
The solution for the PC’s: Make use of Covering Fire. If the PC’s do not work together in a
fight they will probably not survive.
GM: Bart draws his gun and starts shooting at you at close range.
George: I attack him with my knife.
GM: Roll brawl, and since you are under concentrated fire at close range, take -3 for Bart’s Shoot
skill.
***
GM: Bart and his gang are hunkered down behind the turned over wagon, ready to shoot. If you
want to cross the road to the saloon, you will be under concentrated fire.
George: I run for it!
GM: Shots ring out and the bullets whistle part your head. Roll + Athletics / Acrobatics and
take -2 for being under concentrated fire.
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If an NPC draws his gun on a PC and the PC does not shoot back in response, he will come
under concentrated fire. On the other hand, if the PC is already under concentrated fire,
even shooting is at a penalty. If a PC is under concentrated fire and he does not do some-
thing or take cover, tell him the consequences. If he still does not act, he is shot.
Keep track of the NPC’s: When there are more than one NPC in a fight, identify each ene-
my so that the players can keep track of them. There is more than one way to do it:
NERVE
When you face an obviously stronger, famous or infamous enemy in conflict, roll +
Soul + Nerve
On 10+, you’re full of bravado. Take +1 forward to escalate the conflict.
On 7-9, you’re OK.
On 6-, you flinch. The conflict escalates. If you decide to stand your ground, take -1 for-
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ward.
Trigger
Antagonists sizing each other up before a fight is an important trope of the cowboy movie
genre. The GM should consider this move whenever there is conflict, especially if the PC’s
antagonist is famous or infamous.
Escalating conflict
There are different tiers of conflict. They are as follows:
1. Verbal conflict.
2. Threat of brawling.
3. Brawling.
4. Threat of a gunfight.
5. A gunfight.
Escalating conflict means that the conflict moves from a lower to a hig.her tier. It does
not need to escalate one tier at a time. Conflict may jump straight from verbal conflict to a
gunfight, or any other tier in between. On a 10+, if the player chooses not to escalate the
conflict, he does not take +1 forward.
“George lifts his fists and says ‘Come on big boy, show me what you’ve got!” (Threat of brawling)
“He draws his knife.” (Threat of brawling)
“She swings the shovel at your head.” (Brawling)
“He swings an uppercut at your jaw.” (Brawling)
“She opens her jacket, exposing her gun.” (Threat of a gunfight)
“He draws.” (Gunfight)
De-escalating conflict
If the player rolls a success or partial success, she may choose to de-escalate the conflict.
The GM may require an Influence roll. If she fails the roll, the conflict escalates and
cannot de-escalate.
On a fail
The conflict escalates. The player character has to take evasive action or take -1 forward.
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BRAWL
When you brawl, roll + Body + Brawl
On 10+, you disable your opponent.
On 7-9, you wound your opponent and everybody takes +1 ongoing to Body rolls against
him. You are open for attack and may take harm.
On a fail, you take harm.
Note that the move for player vs player action is different, it is described later on.
Trigger
Brawling means any form of combat excluding firearms and Native bows and arrows. A
fist fight, throwing chairs or dynamite sticks, super-ninja-kung-fu, knife fighting or sword
fighting all count as brawl.
The move only triggers if the opponent actually fights back. Pistol whipping somebody from
behind does not trigger the move, you just do it.
If a character has a unique fighting style, you may consider using a custom skill instead of
Brawl; see the “Whip” example in a previous chapter.
Disabled
“Disabled” means the opponent is out of the fight. He may be knocked senseless, winded,
grappled and restrained, or just scared and running away.
Wounded
“Wounded” means your opponent has taken a knock that makes it more difficult for him to
fight. He may have a broken hand, be stunned from a knock on the head or a bleeding cut
on his brow. Everybody now takes +1 to all body rolls against him. Note that the +1’s stack!
On a fail
The character has to roll for harm.
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SHOOT
Tags
Range Point Blank: Within arm’s reach.
Range Close: Just beyond arm’s reach and a bit more.
Range Near: You can see the whites of their eyes.
Range Far: Beyond that.
Area or effect: Hits several targets at the same time.
Messy: Blood and gore.
Concealable: Can be hidden on the person.
Firearms
Single action revolver: Range Near. +2 Harm.
Lever action rifle: Range Far. +2 Harm.
Derringer: Range Close. Concealable. +2 Harm.
Shotgun: Range Near. +1 Harm. Messy.
Gatling gun: Range Far. Area of effect. No reloading. +0 Harm. Messy.
Native American bow and arrow: Range far. No reloading. +2 Harm.
(Harm modifiers only matter when PC’s take harm from these weapons.)
Shoot
When you shoot at a target when you are in danger, under pressure or when the
stakes are high, roll + Body + Shoot
If the target is beyond the range of your weapon, take -1 for each tier.
On 10+, you hit your target. If it is a person, you mortally wound your opponent. He is
disabled and may die.
On 7-9, you hit your target. If it is a person, you wound your target, and everybody takes +1
ongoing to Body rolls against him. You are put in danger or must reload.
On a fail, you may take lethal harm from enemy fire, or the GM may make another hard
move according to the fiction.
Note that the move for player vs player action is different, it is described later on.
Trigger
If you shoot at a can on a fence or hunting deer, there is no danger, pressure or high stakes
and the move does not trigger. If you are shooting at cans on a wager of $100, the move
triggers. If it is you last bullet and you are about to die of hunger, then hunting deer would
definitely trigger the move.
On a fail
You may be shot. It may be your target that shoots you, it may be somebody else. If there is
nobody shooting at you, the GM will make another fictionally appropriate hard move at you.
When you are under concentrated fire, take -1 to -3 to all Body rolls.
When you are under concentrated fire at Close range, use the shooter’s Shoot skill as
penalty for being under concentrated fire instead of 1, unless the shooter’s skill is less than 1.
When you fail any Body roll while under concentrated fire, you take lethal harm from
being shot.
When you fail to take action while under concentrated fire, you take lethal harm from
being shot.
When you reload your firearm you cannot do anything else for a few seconds. This means
that you lose narrative control.
Triggers
Covering fire means that you continue shooting at the enemy so that they do not get the
chance to shoot at the ally you are covering. You are not trying to hit them, you are trying to
keep their heads down so that they cannot shoot back.
Concentrated fire means someone (one or more persons) is trying to shoot you.
Take -1 to -3
When only one person is shooting at you, take -1. When one guy with a gatling gun or a
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whole regiment is shooting at you, you need to take -3.
GANG FIGHTS
When player characters and their allies fight against a large group of opponents,
declare your objective and Roll+Buff
On 10+, The PC’s gang succeeds in its objective with very few casualties. The enemy takes
heavy casualties and may rout or surrender.
On 7-9, The gang succeeds in its objective with more casualties. There are also other com-
plications.
On 6-, The gang fails its objective with heavy casualties. The NPC members of the PC’s
gang may be routed or may surrender. NPC’s or even PC’s may be taken captive or hostage.
Important NPC’s may die.
Once an objective is resolved, declare your next objective.
Trigger
A Gang is any group of people that fights together against a common enemy. It may be an
army unit, a posse under the command of a US Marshall or a gang of outlaws and despera-
does. Use the gang move if there are more than three or four NPC’s under the PC’s com-
mand.
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• Describe the outcome of the battle phase according to the roll: Whether the PC’s
achieved their goal or not.
• If the battle is not over, the PC’s declare their next objective and the current phase of
battle flows into the next phase.
Describe the fictional odds. Before the battle starts, be sure that everybody understands
the fictional odds. Describe the gangs, terrain and other tactical considerations in detail. The
players should be able to guess the Buff from your description . If they succeed a Read a
Situation roll, be more specific.
If a PC takes the lead, let him decide if he wants to boost his gang by commanding or intim-
idating them. On a success add +1 to the Gang Buff (maximum +4). On a miss, subtract 1.
The players declare their first objective. In Cowboy World battles are broken up in
phases as defined by specific objectives the PC’s may have. Many battles will have only one
phase, described by objectives like
• Massacre them.
• Subdue them.
• Capture them.
• Drive them off.
• Escape from them.
• Forcefully take a MacGuffin from them.
Bigger and more drawn out battles will have more phases, defined by consecutive Player
Character objectives like
Describe the start of the battle or phase of the battle in the fiction. Narrate how the
cavalry unit charges the fort, or how the group of Player Characters and their gang storm
from the front door of the bank, breaking the siege.
Zoom in on the PC’s actions. Once bullets start flying and things start exploding, like a
movie director focusing on the individual heroes’ actions, describe and resolve individual
PCs’ fights against individual high profile enemies according to the normal Cowboy World
procedure. Remember that PC actions can swing the battle, for instance if they take down
the guy who mans the Gatling gun, or if they blast the enemies’ cover with a stick of dyna-
mite. This may have a significant effect on the Gang Buff.
The PC’s may command NPC’s under their control to do things during the fight using the
Henchman move.
When appropriate, roll the Gang Fight move to resolve the battle or battle phase. Don’t
let it last longer than it should. A good time would be when the PC’s have taken out an im-
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portant target, or when the PC’s have taken or caused significant harm.
Describe the outcome of the battle phase according to the roll: Whether the PC’s
achieved their goal or not. If they have achieved their objective, describe it, and give them
a moment to savor it. If they did not achieve their goal, describe the aftermath: The dead
and the wounded.
If the battle is not over, the PC’s declare their next objective and the current phase of
battle flows into the next phase. Decide now if the battle is over or not. If not, the GM
describes the new situation and passes control to the players. The players start a new phase
by declaring their new objective.
HARM
In Cowboy World, Harm (being injured) has two components. The first is mechanical, the
second is fictional.
Modifiers
• When the harm is caused by a shotgun or explosion, take +0.
• When the harm is caused by a revolver or rifle, take +1.
• When the harm is caused by unarmed brawling, take +1.
• When the harm is caused by an arrow or blade, take +2.
• When the harm is caused by something else, the GM will add a modifier according
to the cause. The higher the modifier, the more likely that it will not harm the character
much.
Optional rule: When the harm is caused by a firearm at point blank range, take an addition-
al -1.
Types of harm
Lethal harm: Gunshots, explosions, knife wounds, saber wounds, arrow wounds, falling off
a cliff etc.
Non-lethal harm: Unarmed brawling, being hit with a chair, falling off a horse etc.
On 10+, the harm is but a scratch or a bruise, but you cannot act for a moment.
On 7-9, you take a wound. Describe it and write it on your character sheet. You cannot act
for a moment and take -1 ongoing to Body rolls until you are healed.
Lethal harm heals in a few days. If wounds are not attended to, it will become septic and
healing will be prolonged.
Non-lethal harm heals after a short rest. (About an hour.)
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-1 modifiers to Body rolls stack as you take more harm. This means that the more harm you
take, the bigger your chances are of being disabled.
On 6-, you are disabled and cannot act at all.
Lethal harm: You are mortally wounded and will probably die, the GM will decide when.
Non lethal harm heals after a long rest. (About three hours to a day.)
Fictional Harm
While the fiction is dependent on the mechanical component (the roll), it is more important
than the roll. When a player rolls for harm, the GM has to narrate what happens to the char-
acter, based on the outcome of the roll.
His fist hits you on the jaw. It hurts, but you shake it off. (10+, non-lethal harm)
You feel sudden pain in your right thigh as the bullet grazes your skin. You realize it is just a
superficial flesh wound, you are OK. (10+, lethal harm)
The bullet rips through your right hand, making it useless. You can now only shoot with your left.
Take -1 to all Body rolls. (7-9, lethal harm)
As you stand up, a sharp pain shoots through your right ankle. You realize it is sprained. Take
-1 to all Body rolls. (7-9, non-lethal harm)
The bullet slams into your chest. It is as if the air is sucked out of your lungs. You cough, and the
blood on you hand is the last thing you see before you pass out. (6-, lethal harm)
Your head explodes as the bottle hits you on the right temple. You are out for the count. (6-, non-
lethal harm)
If you find it difficult to come up with injuries, use this rule of thumb: For lethal harm,
7-9 wounds are generally flesh wounds or fractured arms, and 6- wounds are broken legs or
wounds to the trunk. A shot to the chest could be fatal in hours, a shot to the belly in up to a
week. If you want someone to die immediately, make it a head shot.
Then write down the description of the wound in the “Wounds” box on the character
sheet and make sure that the wound plays a role in the fiction until it is healed!
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HEAL
When you heal somebody who is mortally wounded, roll + Mind + Medical
When an NPC heals you when you are mortally wounded, roll + [The healer’s skill. The
GM decides, it can range from -1 to 3]
On 10+, the mortal wound becomes a wound that will heal in a few days. Describe it and
write it on the patient’s Character Sheet. The patient takes -1 to all Body rolls until it is
healed.
On 7-9, the mortal wound becomes a permanent debility. Describe it and write it on the
patient’s sheet. The patient’s Body modifier is permanently decreased by 1. The player may
pay 5 Grit to recover from a permanent debility after she has undergone suitable rehabilita-
tion in the fiction.
On 6-, the patient dies.
Trigger
Only mortal wounds need to be healed with the Healing move. Other lethal harm wounds
heal naturally in a few days, and when they are not attended to, they become septic and
healing is prolonged.
On 10+
The mortal wound becomes an ordinary wound that heals in a week or so.
On 7-9
The patient gets a permanent debility. Describe it, and write it in the first slot on your char-
acter sheet, marking it as a debility. This will usually be a Body debility, but in the case of a
head injury, the GM may choose to make it a Mind or even a Soul debility. The Attribute in
question is permanently reduced by 1.
The player may pay 5 grit to remove a debility. This represents the result of prolonged reha-
bilitation.
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PLAYER VERSUS PLAYER MOVES
INFLUENCE (PVP)
When you try to get another Player Character to do what you want by commanding,
intimidating or charming him, roll + Soul + the appropriate Skill. You may choose to
roll + Bond instead, if it is fictionally appropriate.
On 10+, if the target character’s player chooses to comply, he takes 1 Grit.
On 7-9, if the target character’s player chooses to comply and demands payment, a promise
or a deal, he takes 1 Grit.
On 6-, If the target character’s player refuses, he takes 1 Grit.
BRAWL (PVP)
When you brawl with another player character, roll + Body + Brawl
On 10+, you harm the target character (who rolls for harm) and retain narrative control.
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On 7-9, you harm the target character (who rolls for harm), but the target player may choose
to harm you or to introduce some other complication. The GM has to agree on the compli-
cation. Narrative control then passes to the target player.
On 6-, you fail to harm the target character, and the target player may choose to harm you
or to make another hard move against you. The GM has to approve this move. Narrative
control then passes to the target player.
Only the player with narrative control rolls dice.
SHOOT (PVP)
When you shoot at another player character, roll + Body + Shoot
On 10+, you harm the target character (who rolls for harm) and retain narrative control.
On 7-9, you harm the target character (who rolls for harm), but the target player may choose
to harm you (if he is in a position to shoot back) or to introduce some other complication.
The GM has to agree on the complication. Narrative control then passes to the target player.
On 6-, you miss, and the target player who may choose to harm you (if he is in a position to
shoot back) or to make another hard move against you. The GM has to approve this move.
Narrative control then passes to the target player.
Only the player with narrative control rolls dice.
George’s player says, “I hit Joe on the chin with a left uppercut!” That’s a Brawl move. Joe intents
to fight back, so George’s player has to deduct Joe’s Body + Brawl from his score. George’s player
rolls a 5. He adds his own Body + Brawl for a total of 8, but has to subtract Joe’s Body +
Brawl so he ends up with 6, a fail.
Since the action was aimed at a Player Character, Joe’s player gets narrative control: “Well, I
block, and punch you in the belly!” Because George failed, Joe’s counter attack was a success, but
he does not roll for it. George’s player rolls for non-lethal harm.
Since Joe’s player now has narrative control, he gets to make the next move and roll for it if
necessary. If George’s attack were successful, George’s player would have retained narrative
control.
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EXTRA MOVES
When the session starts, review your Beliefs, Goals and Bonds, and take Grit tokens equal
to your Grit in hand.
When you play one of your Character Aspects for a better outcome, explain why it is
fictionally appropriate, pay 1 Grit and take +1 to a roll after it is rolled.
When the GM tells you to play one of your Character Aspects for a worse outcome
and he explains why it is fictionally appropriate, take -1 to a roll after it is rolled. Alter-
natively pay 1 Grit to ignore the GM.
When you fail a roll after all modifiers are added, take 1 Grit.
When you achieve your Goal, take 1 Grit and write a new goal.
When you resolve a bond with another character, take 1 Grit and write a new bond with
that person.
When you get better at what you do, pay 5 Grit to
When you buy a new skill, tell the other players why you are good at it, and write it on
your character sheet. The GM will tell you when you may start using the new skill. You may
have to take time to practice a bit more! If there is no fictional reason why you would have
learned the new skill, the GM will veto it.
When you recover form a permanent Body debility, pay 5 Grit.
When the session ends, review your Beliefs, Goals and Bonds, and write down your Grit in
hand equal to your amount of Grit tokens. Write a short session report on the back of your
Character Sheet.
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98
’
THE GM S GAME
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THE GOAL OF COWBOY WORLD
...is to tell stories about interesting characters in conflict, set in the Old American West.
The GM has four Imperatives: Things that she must do when playing Cowboy World in
order to reach the goal.
Make it personal
• by placing what they treasure in jeopardy.
• by taking what they treasure away.
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MAKE THE CHARACTERS INTERESTING
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All men are equal with inalienable rights... Let the NPC be an ex slave owner with an attitude.
We must bring the light of civilization... Let the NPC sell liquor to the Natives.
Law and order is everything... Let the NPC rob a bank and murder somebody
The law is for the weak... Let the NPC be the law in town.
Money rules the world... Let the NPC rob him of all his possessions.
I was destined to have this ranch... Let the NPC take his ranch by force.
I am the fastest gun in the West... Let the NPC be the fastest gun in the West.
I deserve a better deal in life... Let the NPC deny him his deserved due.
I will never be humiliated again... Let the NPC humiliate him.
My sister is vulnerable... Let the NPC threaten or kill her sister.
The question that must be answered when a Belief is challenged is “What is the character
willing to sacrifice for this Belief ?” A belief is challenged when the character is forced
into the decision of making a sacrifice for that belief, or not.
I will defend the downtrodden. Let the NPC abuse a helpless person.
I will make peace with the Natives. Let the NPC incite war against the natives.
I will arrest Black Bart. Let Black Bart escape from prison.
I will rob the bank. Let the sheriff hear of his plans.
I will find gold in those hills. Let his claim be stolen from him.
I will defend my ranch with my life. Make him do it.
I will challenge Black Bart to a draw. Bart accepts the challenge.
I will take my share of the claim. No you won’t!
I will kill Joe Dalton. Joe Dalton does not agree to this!
I will defend my sister’s life with mine. The NPC will try his best to kill them both.
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I am addicted to whiskey. The PC gets robbed while he is drunk.
I am obsessed with gold. Tempt him with riches at great cost.
I have a compulsion to gamble. Make her lose all her money.
I am distracted by blonde women . The main antagonist is a beautiful blonde.
I am afraid of spiders. Tarantulas everywhere!
I am afraid of trains, heights etc. Make him do it!
I lie about my past achievements . Somebody who knew her way back then shows up.
Ranching
Ranchers war over pasture, water and cattle. Rustlers steal cattle and brand new brands over
old ones. Cattle drives take massive herds cross country to railroad heads, so they can be
shipped to the big cities for profit. Ranchers are in conflict with homesteaders, who erect
barbed wire fences across the prairie, cutting off cattle drive routes.
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Mining
Prospectors fight over claims. Illegal mining in Indian territories cause unrest. Mining com-
panies buy tinpanners out, often under the threat of violence. When miners strike it rich,
they are targets for outlaws and thieves. Mining accidents happen; mines cave in and get
flooded. Labor unrest may turn violent.
Banking
The main purpose of banks in Cowboy fiction is to get robbed. Bankers may be evil loan
sharks who are after innocent homesteader’s land, or potential employers who hire bounty
hunter’s to catch bank robbers.
Entertainment
Every boom town in the West has its saloons, gambling houses, theaters and cat-houses. The
proprietors are often crime bosses with their own gangs of private enforcers. Think turf
wars, protection racketeering, smuggling, and human trafficking. Any trope in the gangster
and Mafia genre goes.
Transport
As railroad barons lay their tracks across the continent there is conflict over land, water and
destinations. Often different companies compete to be the first to service a mining boom
town. Shady deals are struck to give one company an advantage over others. Stage coach
and railway lines that service towns are often vulnerable to hold-ups and robberies. The
coach line that services a town like Deadwood may carry millions in bullion to the outside
world.
The Law
Every town has its sheriff, who may deputize citizens and form posses as needed. US mar-
shals cover bigger areas. Circuit judges come to town when cases have to be tried. There will
always be conflict between outlaws and the law. Lawmen hunt the outlaws, and outlaws will
be out for revenge. Nobody is above a personal vendetta. Bounty hunters live on the fringes,
they are vultures who are probably no better than the outlaws they pursue.
Military conflict
Tensions of the Civil War are still alive, there are veterans who simply refuse to accept it is
over. Treaties between the United States and local Indian tribes are fragile. They often only
last until gold is found on Native territory. Natives fight a losing guerrilla war against settlers
and wagon trains. The army is often called in to protect vulnerable and weak.
MAKE IT PERSONAL
Why would somebody get involved in a conflict that could get him killed? One of the
reasons may be personal insult or injury. Screen writers call this the Unity of Opposites:
The good guys and bad guys are irrevocably bound together by their conflict, because it is
personal. No one can just walk away. Two men enter, only one can leave.
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GM MOVES
SOFT MOVES
After every soft move, ask “What do you do?”
If you confront the sheriff now, the town whole town will want to lynch you. You really wanna do
it?
You can run over to save your sister, but you will be under concentrated fire the whole way.
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The saloon doors swing open and a stranger walks in. He has a wanted poster with your face on
it, Marv.
You freeze as your arachnophobia kicks in. Take -1 to that roll. (And take 1 Grit)
You are drunk, so take -1 to that roll. (And take 1 Grit)
Bart is open for attack, but you can’t shoot him from there. You’ll have to expose yourself to
concentrated fire if you want to get to him.
You can get through that ventilation shaft, but you’ll have to leave your gear behind.
The bar girl says, “Bart will be here in a minute. Better get your ass out of his chair.”
You hear footsteps coming down the corridor. Somebody speaks, you cannot make out what she
says, but you recognize the voice.
He takes a dynamite stick from his coat pocket and lights it with his cigar.
A band of Native horsemen appears on the summit of the hill, ready to charge.
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Escalate the stakes
“Sorry, Kid. It’s nothing personal. Bart just pays better.” He draws his gun.
A woman enters through the door on the left, walks over to Bart and kisses him on the cheek. It’s
Penny. “Poor Jack. He really thought I loved him...”
It’s the man who killed your father, helpless on his knees. You can kill him now. But then a small
girl comes in, her eyes big with fear. “Daddy, who are these people?”
HARD MOVES
Hard Moves
• Inflict harm.
• Turn their moves back on them.
• Capture someone.
• Take something they need or cherish away.
• Reveal the truth about something or someone.
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• Make the bad thing happen. With consequences.
Inflict harm
As you kick him he grabs your boot and twists it. You fall on your face and he is on your back,
pinning you down.
“No, you dog. You drop your gun. See Tommy over there with the Winchester aimed at your
head?
A bullet slams into her chest, flinging her back into the wall.
You are clean out of ammo.
Your horse stumbles and falls. You manage to roll as you fall, and are unhurt. But your horse has
broken a leg.
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NON-PLAYER CHARACTERS
• Name.
• Look.
• Drive.
• Goal.
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• Skills.
• Bonds.
• Bio.
Fictional characters, like ogres and onions, have layers. NPC’s in Cowboy World have levels.
Well, it is more a continuum than levels. You are not going to create an “sixth level gun
fighter” to confront your PC’s. Cowboy World NPC levels range from zero-th level to top
level, if that makes sense. NPC’s become more and more complex as the story progresses
and demands.
A zero-th level NPC is just an extra, somebody that fills up a scene. He has no name, no
drive, no bond, no skills, goals or anything. He is just “A guy with a big sombrero sitting on
the veranda, plucking a chicken.” Or a “Southern lady stepping from the stagecoach.”
Then when you need somebody to step up and do something because the story went south
for a moment. The Southern lady suddenly gets a name: Violet O’Hara. You can call her
first level now, if you want to. Marv takes notice of her, his player has decided that he is
smitten at the sight of her. You realize that she needs a skill. So you give her Charm +3, and
while you are at it, you decide that her drive is to Seduce. As the story develops, you decide
that she should be an antagonist, so you give her a hidden motive: To con Marv out of his
money.
And eventually she ends up with bonds and a full back story to be a top level NPC.
Name: Have a list of names ready, when you use one, scratch it out.
Look: Just one to three words that describe the person. Examples: “Dirty, feral, built like a
bear.” or “Young, arrogant, seductive.”
Drive: The purpose of Drives is to give the GM a handle on role-playing the character.
List of possible NPC drives: Greed, Revenge, Fear, Love, Survival, Domination, Fame,
Power, Infamy, Wealth, Redemption, Glory, Death, Respect, Acceptance, Spite, Malice,
Philanthropy.
If a character is driven by “Greed” he will speak and act differently than one driven by
“Fear”. Of course a character may have more than one drive, but in general, keep your Non
Player Characters simple, with only one drive. If you complicate things, you just make it
difficult for yourself.
Goal: The NPC’s goal will generally be at odds with that of the PCs’ in order to create con-
flict. Hidden goals are the source of interesting story twists and reveals.
Examples of NPC’s goals: To control the town. To revenge somebody’s death. To make
money illegally. And so on. For bad guys, remember the Bermuda Triangle that man’s morals
disappear into: power, sex and money, and you’ll be OK. For good guys and allies, make their
goals coincide with that of the Player Characters.
Skills: Most NPC’s will have no skills or maybe one. Big Bad Evil Guys may have two or
three. You may give characters skills on the spur of the moment as fiction demands, but
make sure you make a note of it on their index cards!
NPC’s have bonds with other NPC’s in order to drive the story and create more conflict.
Violet O’Hara the grifter has a gunslinger husband. Bart has a cousin from Minnesota who
will revenge his death. And so on.
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Bio: And finally the NPC’s bio is just one sentence to say where the person comes from.
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FRAMING SCENES: SKIPPING THE BORING STUFF.
A SCENE IS...
...The action at a single location and continuous time.
It is where the interesting stuff happens.
FRAMING SCENES
You ride east for two days. On the morning of the third, as you follow the trail into a narrow
canyon, a shot rings out from the cliff on your left.
It is about an hour’s drive with the buggy to the ravine. When you arrive there, Bart is waiting for
you in the shade of an acacia tree.
You don’t see any of the cowboys for about a week. Then one morning when you are having
breakfast in the canteen, Bart walks in as if nothing happened.
Each scene has a beginning. The Story Hook is the first scene of the session, is set by the
GM and always involves conflict, even if the significance of it is not immediately apparent.
Subsequent scenes will very often be decided on by the players, when they decide what to
do and where to go next. For instance, they may decide to go to the sheriff ’s office to break
a gang member from jail. Or to go to the general store to find out what happened to the
owner of the dance hall. Or track a bank robber through the desert.
When you set the scene, describe the location, if necessary, and name the significant char-
acters present. Then decide what your goal as GM for the scene is. The GM’s purposes for
a scene may differ drastically from what the players had in mind when they decided on the
scene. As GM you need to learn how to hijack scenes for your own nefarious purposes,
which may include:
• Introducing antagonists.
• Establishing conflict with the antagonists.
• Introducing your Harbingers of Doom.
The middle of the scene is how you reach the goal of the scene. Find the conflict, as
dictated by the purpose of the scene, and make sure the conflict is meaningful in terms of
the story so far and where you think it may be going.
The climax of the scene is defined as the moment the scene reaches its goal. If the
scene’s purpose was to progress the story through conflict, it is the climax of that conflict. If
is was to develop characters, it is the moment the characters in question make their decisions.
If it was to find stuff out, it is the moment the characters get the information.
The scene ends as soon as possible after the climax. Often there will be a few more
beats in the aftermath of the climax, but do not let it drag on to long. Scenes that are going
nowhere because they have no purpose should also be ended as soon and as gracefully as
possible.
To end a scene, simply state what has been accomplished, and ask the players “What do
you want to do next?” Players may decide to continue with the same scene for a while, but if
the scene has now purpose any more, then cut it short.
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So now you know that Violet O’Hara is wanted in Hallelujah for theft. What do you want to do
now?
Bart lies dead in the middle of the street. What do you want to do now?
The Dodge City Peace Commission. June 10, 1883. (Standing from left)
William H. Harris (1845–1895), Luke Short (1854–1893), William “Bat” Master-
son (1853–1921), William F. Petillon (1846–1917), (seated from left) Charlie
Bassett (1847–1896), Wyatt Earp (1848–1929), Michael Francis “Frank” McLean
(1854–1902), Cornelius “Neil” Brown (1844–1926).
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TIME IN COWBOY WORLD
• Frame scenes and skip over boring mundane life like eating, sleeping and traveling.
• Give characters time to heal
In Cowboy World it takes many days of game time to recover from wounds, so when your
player characters are wounded just give them a week or so of game time to recover. Some-
thing like this:
You hide out in Molly’s Boarding House for about week, eating nothing but her baked bean and
bacon stew, tending to you wounds with whiskey and bandages torn from her linen. By Friday you
can walk around but with some pain. You are as fit as you will be, but that -1 debility means you
have a stiff left shoulder.”
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IMPROVISING
COWBOY WORLD
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GM TOOLS FOR IMPROVISING GREAT SESSIONS
• Prepare for the first session.
• Get your NPC’s, conflicts and possible story twists from character creation.
• Give the Player Characters reasons to be in the story together.
• Story hooks: Start in media res.
• Ask establishing questions.
• Establish conflict.
• Make the stakes obvious.
• Escalate the danger.
• Escalate the stakes.
• Introduce believable twists.
• Make the climax climactic.
• Write a short session report.
• Prepare for the next session.
GET YOUR NPC’S, CONFLICTS AND POSSIBLE STORY TWISTS FROM CHARACTER CREATION
When you play your first session of Cowboy World, you will start with Character Creation.
Hand out the character sheets and character creation cheat sheets. Give the players a quick
rundown of how it works, and explain to them that since Cowboy World characters share
back stories, character creation is a collaborative activity. It is important not to be bogged
down with all the details that need to be written on the character sheet. The players may fill
in the details during the first session or even afterwards. As they play they will get more ideas
about their characters, and make changes and additions where necessary.
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When everything except the Bonds are done, start the introductions. Go around the table,
and let each player introduce her character in the first person. (Bond creation is done after
the introductions.)
Now, listen carefully and take notes! You want the players to give you antagonists and sourc-
es of conflict. Look for clues in what the players tell you about their characters, find threads
that you can pull on and interrogate those threads. Do not be afraid to ask leading questions!
Player: I believe slavery is wrong, therefore I will bring justice to previous slave owners.
GM: You were a slave.
Player: Damn right I was!
GM: Who was your owner?
Player: (Thinks) Rhett Butler.
GM: Do you know where he is now?
Player: Word has it that he came west after he lost everything in the war.
So the GM writes down, “Rhett Butler, bankrupt ex cotton baron and slave owner.”
Issue
Try to get at least one major villain and a few supporting bad guys from character creation.
Remember that fiction is not like real life, so it is completely plausible that the assassin that
was hired to track the one player, has a scar on his face... Rhett Butler is not forgotten, he
will play a role in a future session. Or he may appear in this session too, who knows?
It is a good idea to draw a quick conflict map during this part of the game. It only takes a
minute. Take a piece of blank paper and write some of the characters’ names in bubbles on
the paper. Then draw lines between them, and write the relationships between them on those
lines.
In the above example: Jesse the PC has a relationship with a scar-faced cowboy. Frank the PC
has a relationship with a crime boss (call him McDonald) back in Chicago. The same scar-faced
cowboy was hired by McDonald to take Frank out.
The scar-faced cowboy introduces himself as Abernathe. He seems congenial, and his goals seem to
align perfectly with that of the PC’s. He wants to find out what Frank has done with the money
before he kills him. So he gains Frank’s trust over the course of a few sessions, before he finally
reveals himself in a big story twist.
You are in a mail coach on you way to Tombstone, about an hour’s drive from town. As you
pass through a narrow pass, you hear a gunshot from behind the coach and the next moment the
shotgun rider shoots at something to your left. About five riders come over the rise, charging the
coach on an interception course. The driver cracks his whip, and the horses accelerate to a mad
gallop. What do you do?
***
You are in the Wells & Fargo Bank in Tombstone. As you are standing in line to do your
banking business, six cowboys storm in with guns drawn.
“Everybody down!”
What do you do?
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ESTABLISH CONFLICTS
It is very important to establish characters and conflicts very early in the session.
In Cowboy World the GM invests in conflict early in the session that will pay off in the
climax. So you have an idea who the bad guys are. As soon as the Story Hook is over, if your
main bad guys were not involved, (better if they were) introduce them (or their minions) to
the PC’s now. Create conflict between them and the PC’s.
Why are your Player Characters involved in the conflict? Of course their beliefs, goals and
histories are important. But that is not what is important here and now, when the finger is on
the trigger. Stakes are what makes conflict significant. Stakes are what will be lost or gained
because of the outcome of this conflict.
On the most basic level, it may just be survival of the character. It may be the character’s
respect. It may be a lot of money. It may be the life of a loved one. It may be anything that
the PC’s value.
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ESCALATE THE DANGER
Where there is conflict, there is danger. Even if the danger is just losing respect, it is still
danger. As the scene progresses, make sure that the conflict gets more dangerous. Start out
with a brawl that causes only non-lethal damage. Then someone draws a knife. And then
somebody starts shooting. The same principle goes for the whole session: As the session
progresses, put the player characters and their allies in increasing danger.
The way to increase the danger is to increase the fictional odds of the characters failing.
(Note that I said fictional odds, not mechanical odds!)
The sheriff ’s daughter was in danger in the beginning. Now it is her and her whole school full of
children.
At first the player characters were in it for the gold. Now they are fighting for their lives.
It started as a riot over wages at the mine. Now dozens of men are trapped behind a cave in
caused by the mine boss.
It was a dispute with a Native chief over a few cases of trading goods. Now a full scale war is
threatening.
The scar faced cowboy who killed your parents is your real father.
The bank robbers worked for the bank owner, it was an insurance scam.
There is no gold in the mine. The claim you paid a fortune for is worth nothing.
The convicted killer had an affair with the judge’s wife, and is actually innocent of the crime. You
fought the wrong guy.
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MAKE THE CLIMAX CLIMACTIC
The rule here is go big or go home. You have escalated the stakes. You have escalated the
danger. Now the Player Characters have to go all in for the win. There are epic gun battles
and big explosions. Whole towns go up in flames and trains go over blown up bridges into
gorges. Native hordes attack and whole armies get massacred.
Or not.
The climax could also be a quiet emotional train wreck such as
Scarlett: Rhett, Rhett... Rhett, if you go, where shall I go? What shall I do?
Rhett Butler: Frankly, my dear, I don’t give a damn.
Gone with the Wind (1939)
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Billy the Kid
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LESS IMPROV
MORE PREP
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LESS IMPROV, MORE PREP
Right, sometimes you need to prep a bit more than I described in the previous chapter. If
you have played games Powered by the Apocalypse before, this will be old hat to you. If you
have played other RPG’s like Pathfinder or Dungeons and Dragons before, this will be new
to you. You may have to be re-educated.
Traditional RPG’s fall in two categories: Map driven and encounter driven. In map driven
sessions players move on a map, from room to room or from hex to hex, and then find
whatever needs to be found and do whatever needs to be done in each location. In encoun-
ter driven sessions the GM has a pre-planned story that consists of encounters. Instead of
moving from location to location on a map, the PC’s now move from encounter to encoun-
ter on a pre-planned story line. Both map and encounter driven sessions may be “linear”,
“multi-path” or “sandbox” but the principles are basically the same: The GM decides before-
hand what will happen, and the players have to conform to that. Even in sandboxes, the GM
often has decided beforehand what will happen at a specific location or encounter. The play-
ers are railroaded down a specific path. The fact that the GM may use misdirection to make
the players think they are not railroaded, really does not change the fact that it happens.
Cowboy world is not like that. In Cowboy World, as with all other Powered by the Apoca-
lypse games, you have to play to find out what happens. No planned encounters. (Except for
the first one of the session, the Story Hook.) No story planned.
Prepping for a Cowboy World session is like doing amateur chemistry in your garden shed.
You may have an idea of what may happen when you mix certain volatile substances togeth-
er, but there is only one way to find out: Do it and see.
Hopefully the result will be spectacularly dangerous and memorable.
Remember that Cowboy World is about Interesting Characters in Conflict? So the volatile
substances you mix together are interesting (actually interestingly dangerous) characters with
conflicting goals. While most of the ingredients in your mix will be people, you may also add
forces of nature: Droughts, wild fires, hurricanes and so on. And of course the bad guys
always have resources at their disposal to make life hell for the characters.
• Setting.
• Bad Guys.
• Stakes.
• Dangers.
• Harbingers of Doom.
• Impending Doom.
• Locations.
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SETTING
The Setting is where your game session is going to take place.
BAD GUYS
A Bad Guy is anybody that makes life dangerous for the characters. In Cowboy World, Bad
Guys (or gals) are people who have their own goals. These goals are so important to them
that they will stop at nothing to achieve them. They have specific plans of action to reach
those goals. And they will do whatever is necessary to reach those goals.
If left to themselves.
The character’s goals are usually in direct conflict with that of the bad guys.
STAKES
Stakes are those things that bind characters to their goals. The reasons why they cannot just
shrug and walk away. Stakes are what makes risking their lives worth while. Nobody puts his
life on the line just for a lark. It may be Money. Fame. Redemption. Saving a loved one. Re-
claiming their honor. Saving the World. Revenge. Like stags with locked horns have to fight
to the death, the Stakes bind the Player Characters irrevocably to the Threats in a conflict to
the death.
Stakes may be formulated as questions, for example:
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DANGERS
Dangers are the resources that the Bad Guys have at their disposal to reach their goal and to
destroy those in their way (including the characters). It may be the bad guy’s henchmen. It
may be a trap that protects his safe.
A gang of cowboys
A regiment of deserters.
A crate of dynamite.
A war band of natives.
A beautiful seductress.
A gun for hire.
A master card sharp.
A Gatling gun.
HARBINGERS OF DOOM
Harbingers of Doom are the signs that the characters see that tell them that the Bad Guys
are busy doing their thing. If the Bad Guy wants to start a ranch war, a few dead cattle at a
poisoned water hole may be a harbringer of doom
IMPENDING DOOM
The Impending Doom is what will happen if the Bad Guy gets what he wants. It is what the
Characters must stop from happening at all cost. Usually the Impending Doom would mean
that the characters lose their Stakes.
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The sheriff ’s daughter is killed.
The cowboys take over the town.
A character loses his respect.
The gold is lost.
War with the Natives.
LOCATIONS
Locations are where the action happens. In Cowboy World, Locations have Impressions,
Areas, and Tactical Elements. Locations may or may not have maps associated with them.
Impressions are what the characters experience when they first enter a location. These may
be sights, sounds, smells or the background action in the location. Impressions are important
to set the mood and immerse the players in the story. Write a few down for each planned
location.
Areas are simply a smaller parts of a location that have an impact on the action. For in-
stance, a pub may have three areas: The public area, the area behind the bar and the balcony.
During a scene characters will interact with these areas to create the fiction.
A storeroom to the left with more animal hides, and a few crates.
The kitchen that is accessed through a door behind the bar counter.
Tactical Elements are those things in a Location that the character may use to their advan-
tage during conflict. It may be tables that can be overturned, a chandelier that one may swing
on, a row of bottles behind the bar counter. Tactical elements may be made up on the spur
of the moment by the GM or the players as the fiction demands it.
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Guns for sale in a glass display case.
Shovels and trapping equipment on the shelves.
TO SUM IT UP
So to build a Cowboy World session you need these elements, or at least make them up while
you play:
• A Bad Guy with a Goal, Plan of Action, Dangers, Harbingers of Doom, and an
Impending Doom.
• Characters with Goals in direct opposition to that of the Bad Guy, and Stakes that bind
them irrevocably to their conflict with the Bad Guy
• Conflict. This follows naturally from the Bad Guys and the Characters. It may go
without saying, but it is extremely important that the GM and the players know what the
conflict is about. They have to know why they fight.
• Locations. It is clear from the above that where something happens is not as important
as why it happens. For this reason locations in a session may be fluid. Locations have
Areas, Tactical Elements and Impressions.
• A Story Hook with Establishing Questions.
Of course you will not use all these elements when you prepare for a session. But knowing
which tools are available and how to use them makes the job just so much easier.
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STEALING FROM
THE MOVIESovies
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CHEATING YOUR WAY TO GM SUCCESS
Published adventures and modules have been the staple of RPG’s since Gary and Dave
produced the first edition of Dungeons and Dragons way back when. Many GM’s pride
themselves in the fact that they produce their own settings, but it is also a fact of life that we
cannot always be super creative. GM’s block is a very real thing!
While there are no published modules for Cowboy World, there is good news: Every single
Cowboy flick ever produced is a potential Cowboy World module.
So here are the tools for stealing from the movies:
• Watch the movie. (See, even prepping for Cowboy World is fun.) Internet streaming is
the best thing for Cowboy World GM’s since sliced bread.
• Remember that if you port a movie to Cowboy World, you do not need a hero because
Cowboy World comes with its own heroes, the Player Characters. So you have to make a
decision: Dump the hero or demote him to a Bad Guy or even just an ordinary NPC.
• Remember also that in Cowboy World, you have to play to find out what happens. So
along with dumping the hero of the flick, also dump his story. You will not dump the
complete story, but more about that a few bullets down.
• Make a few notes about the setting: Geography, climate etc. When you describe the
settings to your players, just tell them vividly what you saw in the movie.
• Make a list of the locations in the setting. Again, when you describe the locations, you
will just be telling the players what you saw in the movie.
• Make a list of the Bad Guys: Villains, rivals and opposition to whatever your PC’s goal
in the story will be.
• Make a list of the most important characters in the movie, primarily as they relate to the
Bad Guys, but also those NPC’s who will be possible allies.
• Now the million dollar question: What would have happened in the movie if the hero
did not show up? The answer to this will be the Impending Doom. Sometimes, however,
the answer will be “Nothing”. If it is “Nothing”, then you should probably find a different
movie, or be creative.
• When you have the Impending Doom, it is easy to work backwards and find the Stakes
and the Habringers of Doom. The countdown to Doom will be the only bits of the plot
that you will use. It is the movie plot as it would have been if the hero of the movie did not show up
when he did.
• Lastly, you have to find a Story Hook. Since you have taken the hero out of the story,
and most of the plot also, the inciting incident of the movie is probably not the best
source for a Story Hook. Find a scene in the movie’s first act that seems appropriate to
drop the PC’s into the adventure. Or make one up yourself. (The screenwriter did the rest
of the work for you, so writing a Story Hook is not too much to ask, is it?)
• If it is necessary, disguise the fact that you stole the movie by changing the setting’s
name and description, and also the character’s names. If you are confident that your
players did not watch the movie (which will probably be more than 50 years old, if you are
a Cowboy movie nut) you do not even need to do it.
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STEALING FROM THE MOVIES: A FISTFUL OF DOLLARS
A Fistful of Dollars is the 1964 Sergio Leone Spaghetti Western that propelled Clint East-
wood to stardom. It is worth watching both A Fistful of Dollars and Yojimbo, the Japanese
movie it is based on, for both are masterpieces.
SETTING
San Miguel, a small town south of the Mexican border.
IMPRESSIONS
It is hot. And dry. And dusty. Whitewashed hovels line the street, women and children watch
from behind closed shutters. The church bell rings. A horse walks out of town with a corpse
strapped to the saddle, a piece of paper with the words “Adios Amigo” pinned to his back.
LOCATIONS
Silvanito’s cantina
A run down building built of adobe bricks with a wooden porch. Abandoned saloon. A
piano under sheets, it has not been played for a while. A broken roulette wheel. No whiskey
in the cantina – only water. A kitchen and bedroom at the back. A balcony overlooking the
main street.
The church
Small. Empty. Broken pews.
The cemetery
Some way out of town, halfway up a hill. A white arch spanning the gate. Broken fences.
Large boulders around. Poorly tended graves. A few fresh ones.
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BAD GUYS
The town is dominated by two rival gangs trying to wipe each other out: The Rojos and the
Baxters.
The Rojos
Three brothers, Don Miguel, Esteban and Ramon Rojo run a gang smuggling liquor to Na-
tive territories north of the border.
Esteban Rojo
• Drive: Cruelty.
• Goal: To kill the Baxters.
• Skill: Brawl +3. Shoot +1.
• Bonds: Brothers Don Miguel and Ramon. Gang members.
Ramon Rojo
• Drive: Lust.
• Goal: To dominate women.
• Skill: Shoot +3 (With his Winchester rifle). Intimidate +2.
• Bonds: Brothers Don Miguel and Esteban. Gang lieutenant.
The Baxters
John Baxter is the town sheriff and runs a gang that smuggles guns.
John Baxter
• Drive: Greed. Power. Fear.
• Goal: To be rich, and to drive the Rojos out of town.
• Skill: Command +3.
• Bonds: Wife, Dona Consuelo Baxter. Son, Antonio Baxter. Gang boss of about twenty
gang members.
Consuelo Baxter
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• Drive: Ambition. Intrigue.
• Goal: To dominate everybody, including her husband.
• Skill: Bluff / Deceive +3.
• Bonds: Husband, John Baxter. Son, Antonio Baxter.
Antonio Baxter.
• Bonds: Father, John Baxter. Mother, Consuelo Baxter.
OTHER NPC’S
Julio
• Bonds: Wife Marisol. Son Jesús.
• Goal: To kill Ramon Rojo.
The bell-ringer
• Goal: To keep the townspeople informed.
STAKES
• Will the Rojos be held accountable for the massacre of the American and Mexican
soldiers and stealing the gold and weapons?
• Will Marisol escape from Ramon Rojo?
• Will Julio and Jesús survive?
• Who will win the gang war: The Rojos or the Baxters?
• Will the town finally be freed from gang tyranny?
• What will happen to the Mexican army’s gold?
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DANGERS
HARBINGERS OF DOOM
IMPENDING DOOM
All out gang war with destruction of the town.
STORY HOOK
Story Hook
The PC’s are crossing the Rio Grande when the hear the sound of a Gatling gun and men
and horses screaming.
ESTABLISHING QUESTIONS
Make it personal: Use the answers to involve the Player Characters personally in the con-
flict. (In the movie, the hero is simply a drifter who passes through. You can do better than
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that!)
If the PC’s follow the sound of the Gatling gun, they will come upon the massacre in
progress: Rojo gang members in the uniforms of American soldiers mowing down Mexican
soldiers with rifles and a Gatling gun. When all the Mexicans are dead, they load a chest (the
gold) from the Mexicans’ wagon onto a wagon that is loaded with guns. They move off in
the direction of San Miguel.
If they do not follow the sound immediately, they will later come upon the aftermath of the
massacre, with the corpses of the Mexican and American soldiers arranged in such a manner
that it looks as if they killed each other.
What happens next? I don’t know, but...
Do not try to follow the plot of the movie. You have to play to find out what happens!
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GOING WEIRDweird
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GOING WEIRD
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COWBOY WORLD WEIRD
Henry Sturgess: There is darkness everywhere! You are not the only one who has lost everything.
Abraham Lincoln, Vampire Hunter (2012)
The dark man in the leather coat comes over to your side of the bar. He sits down, and places his
glass of rot-gut whiskey in front of him on the counter, studying it intently.
“You’re Calvin Dumas,” he says after a long silence.
“What’s it to you?”
“Nothing. Names don’t matter.”
He dips his finger in his whiskey and draws something on the stained countertop. A cross. “I hear
Mortdecay Bozeman doesn’t like you. I’d say you’re a dead man walking.”
You shrug. Twelve gunfights, and still kicking. “I can help myself.” The gears in your prosthetic
right arm hum as you slap your six shooter on the counter top. “In fact, this here Peacemaker’s for
hire.”
The stranger is amused. “It won’t help you in this fight. You’ve got no idea.”
A spark of anger rises in your chest. “Get to the point, man.”
He thumbs five dollars off a wad of notes and places them next to the Colt. “I need a body
guard. Will that cover tonight?”
“I thought you said guns won’t help,” you say as you pick up the notes and count them.
He shrugs and gets up.
“If there’s a fight, you’ll owe me twenty.”
“Only if you help.” He turns and walks out the bat-wing doors.
You swear, and follow him out into the cold night, crossing the street to the Colorado Saloon.
Bad piano music and a woman’s laughter spill out the front door. For a moment you think that’s
where he’s heading, but then he makes a sharp right turn and slips into the alley next door to the
undertaker’s. He stops, and backs into a shadow.
“We wait here,” he whispers and pulls you in beside him.
Minutes pass.
Then a woman screams behind the Colorado.
The stranger leaps over a barrel and races around the corner. You run after him, the butt of your
Peacemaker firmly in your right hand.
Light spills from the Colorado’s scullery door, illuminating someone stooping over a fallen body. It’s
a woman, her long black hair cascading down her back.
The stranger stops. “Get away from her,” he growls.
She gets up and stands with her back to the stranger. When she speaks, it is like honey.
“Why Obadiah. You found me at last.”
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“Step away from her. Now!”
She turns and flies at him with animal ferocity, her eyes blazing with hellfire and her lips curled
back to reveal impossible fangs. Fresh blood drips from her chin onto her white dress.
Your response to the horror of the demon’s face is instant, a survival reflex: You fire. Three bullets
rip into her left breast, flinging her back against the wall. But then she snarls and leaps forward at
Obadiah, clawing at his throat.
He sidesteps and grabs her by the throat with his right hand.
“Tell Mortdecay I am coming for him. His time is up. Then go kill yourself, before I find you
again and make you wish you did.”
She screams in fury as he shoves her away. Then she turns and runs, disappearing into the night.
Obadiah kneels next to the body lying in the dust. He gently turns it over. It is a young girl, one
of Bullshit Mary’s new recruits.
Her throat is ripped out.
Essential research:
• Anything by HP Lovecraft.
• The Dark Tower series by Stephen King.
• Wild Wild West (1999).
• Abraham Lincoln, Vampire Hunter (2012).
• The Sixth Gun by Cullen Bunn and Brian Hurtt.
Cowboy World Weird is an homage to the weird tales and pulp fiction of the first half
of the previous century. It combines the cowboy genre with weird horror and steam-
punk. Enter a world of vampires, skin walkers, demons, ghosts, empty men, elder gods and
steampunk gadgets. The land itself is blighted by wandering spirits. Evil reigns. Characters
have a Sanity stat, if it is reduced to 0, they go insane and are removed from the game.
“Horror” is a feeling of overwhelming despair because of seemingly invincible evil
forces hunting you. At first your only hope of survival is to run. Then you realize that your
only chance is to turn, face the evil, and fight. But the odds are stacked against you. The
things that go “bump” in the night really are going to eat you.
You may have Weird +2 but be a first level Weird user, or Weird +1 and be a fifth level
Weird user.
All characters with Weird as a specialist skill start at Weird level 1. The maximum Weird
level a character can have is 5th. So doing something at 7th level always carries at least a -2
penalty.
Weird users can buy Weird levels at the cost of 5 Grit.
GOING WEIRD
When you go Weird, roll + Soul + Weird
If you attempt to go Weird at a level higher than yours, subtract the difference between
the level you want to go Weird at and your Weird level from your roll. So if you are level 1
and attempt to go Weird at level 3, you have a -2 penalty. (Using Weird at a level lower than
your own does not make it easier.) Subtract the Weird skill (or Soul + Weird for a PC) of an
opposing Weird user from your roll if appropriate.
On 10+, you are successful. If you cause harm, you disable the target.
On 7-9, the GM adds cost, danger, a worse outcome, or an ugly choice. If you cause harm,
the target is wounded and everybody takes +1 on all body rolls against it.
On 6-, The GM makes a Hard Move. In addition, if you went Weird at level 3 or more, roll
for Sanity and subtract the Horror rating of the level you went Weird at from your roll.
Level Cause Harm using Weird Weird mind stuff
1 Communicate with a raven.
3 A creature your own size. Feel the presence of Weird users or Weird creatures
Horror +0 Harm modifier: +2 you do not share a Bond with. Sense their emotions.
See short, vague visions of the past, present or
future.
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4 A creature double your size, or two Communicate telepathically with Weird users you
Horror +0 creatures your size. share a Bond with.
Harm modifier: +2
5 A creature the size of a horse. Read the mind of a creature with human intelligence
Horror +1 Harm modifier: +1 against their will.
Communicate telepathically with Weird users or
Weird creatures you do not share a Bond with.
See short visions of the past, present or future.
6 A creature the size of a wagon. Influence a creature with superhuman intelligence.
Horror +2 Harm modifier: +1 Read the minds of Weird users or Weird creatures
you do not have a Bond with, against their will.
7 A creature the size of a locomotive. See short but detailed visions of the past, present
Horror +3 Harm modifier: 0 or future.
Trigger
When you cause harm using Weird, remember that Weird is not a physical force. It is a
spiritual force that may harm the physical body. So describe it like that. It may be a feeling of
cold, despair, being forsaken, terror, abandonment, hate, desperation and so on. It may also
be an excruciating headache or chest pain. But the ultimate effect is physical in that it may
have the same effects as a physical wound. It’s like a heart attack: It is a real physical wound,
just not visible on the surface.
Influencing people is similar to the Influence move, except that it is done telepathically (al-
though it is often accompanied by speaking to the subject).
GM: She bares her fangs at you and growls, “I will have you as a midnight snack!” You feel
something invisible grabs your throat and starts squeezing the life out of you. What do you do?
George: I go Weird. I’m going to fry this undead bitch’s brain.
GM: That’s Weird level 2. She has a Weird skill of +1
George rolls 9, adds his Weird (+1), subtract the difference between his weird level and the level
he has to go Weird at (-1) and the vampire’s Weird (-1). His total is 8.
George: Eight! I focus all my anger and hatred at her rotting brain.
GM: She grabs her head, screams in pain and the invisible fist around your throat dissipates. You
can breathe again. She’s wounded, so take +1 to Body rolls against her.
RITUAL
When you perform a ritual to do something massively weird the GM will tell you what
you need in terms of time (minutes to weeks) and resources (mundane or weird), depending
on the desired effect. The effect only happens after all the GM’s conditions have been met
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and you Roll to go Weird at at least level 5. The GM decides the level.
On 10+, you succeed.
On 7-9, you need more time and resources, or the GM adds danger, a worse outcome, or an
ugly choice. The effect only happens after all the GM’s additional conditions have been met.
On 6-, The GM makes a Hard Move. In addition, roll for Sanity and subtract the Horror
rating of the level you went Weird at.
Trigger
Examples of rituals are: Summoning Weird beings, like spirits or demons, or binding them
to places or objects. Cursing or breaking curses. Finding or hiding things. Causing harm to
people or property over long distances. The important principle for rituals is that you should
allow the players to do almost any ritual, but to balance the effect with the cost and danger.
Resources
Examples are: Physical stuff, like the heart of a vampire, the pelt of a skin walker, water
from a cursed Native spring, eye of newt and wing of bat and that sort of thing. It may also
be non-physical, like a secret revealed, a spell learned or an incantation chanted. The resourc-
es needed are always in proportion the intended effect of the ritual.
On 6-
The hardness of the move is in proportion to the intended effect of the ritual. It may be
instant death. It may even be the apocalypse, if appropriate. It is important that the players
will have a good, but not exact, idea of what the severity of the consequences of failure will
be, before they attempt the ritual.
PRAYER
When you pray, the GM chooses one
Trigger
Anybody can pray at any time. Whether it will work or not, depends on the rules of Prayer
and the GM.
Healing
Rolling with +3 instead of +Mind +Medical means that somebody who does not have Med-
ical as a specialist skill may still try to heal somebody with Prayer.
SANITY
• 3 Sanity: You experience irrational terror. If you choose to stand your ground, take -1
ongoing to all rolls as long as the situation lasts.
• 2 Sanity: You are disabled by abysmal despair, paranoia and hallucinations. You may
recover once the situation has been resolved and you have rested for an hour or so.
• 1 Sanity: You feel an overwhelming sense of allegiance to the horror you are facing,
and experience paranoia against your friends and allies. The GM uses your character as
an NPC for his own nefarious purposes for one move only to attack or thwart the other
Player Characters, then you are disabled. You may recover once the situation has been
resolved and you have rested for a few hours.
• 0 Sanity: You go insane and are removed from the game. The GM may use you as a
monster, if she so chooses.
To recover all lost Sanity, perform some act of redemption or purification and pay 5 Grit.
Trigger
There are two triggers for the Sanity move: If a player character experiences something hor-
rific like being attacked by a Weird monster, if another player character loses sanity or when
a player rolls a fail when going Weird at level 3 or higher.
On 6-
Note that the negative effects of failing happen before Sanity is decreased. This means that
when a character drops to 0 Sanity, he only goes insane the next time he fails a Sanity roll.
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GM: You realize you are staring through a portal into another dimension. You see eyes staring
back at you - the cold, unblinking eyes of something that looks like a gargantuan mutating spider.
Roll for Sanity, Horror +3
George rolls, the total is 6.
GM: What is your sanity?
George: One...
GM: You mind goes numb with fear as the monster forces its will into your brain. It is as if you
can hear a million doomed souls screaming. Then you suddenly see the light - you realize that this
monster is the ultimate good, you have been deceived. Everything you thought you knew up till now
was a lie. You look at Cathy, and know instantly what your have to do.
Cathy, you see that George suddenly gets very calm, he seems totally at peace. Then he draws his
knife, and lunges at your throat. What do you do?
Recovering Sanity
Then Frodo stirred and spoke with a clear voice, indeed with a voice clearer and more powerful
than Sam had ever heard him use, and it rose above the throb and turmoil of Mount Doom,
ringing in the roof and walls.
‘I have come,’ he said. ‘But I do not choose now to do what I came to do. I will not do this deed.
The Ring is mine!’ And suddenly, as he set it on his finger, he vanished from Sam’s sight.
The Lord of the Rings, JRR Tolkien
Losing your Sanity in Cowboy World Weird is not just a question of mental insta-
bility. It is spiritual corruption. Evil is seductive, it destroys the mind by enslaving the will
with promises of power and delight. That is why simple pharmacotherapy, electroconvulsive
therapy or frontal lobotomies won’t work.
The nature of the “act of redemption or purification” is up to the GM, but should be
difficult. The essence of the horror genre is the despair that flows from the seeming inevi-
tability of destruction. If recovering Sanity were too easy, the whole point of the mechanic
would be lost. But it is also important to balance the difficulty of regaining Sanity with the
rate at which characters lose their Sanity in your specific game. If characters regularly go
down to 1 or 0 Sanity, recovering it should be easier. If they seldom lose Sanity, it should be
more difficult to recover.
Redemption or purification should always involve some personal sacrifice. Examples are:
Saving someone innocent, being involved in a great cause, standing up for justice, making
peace, righting a great wrong, etc. Always let all the other players give their opinion on
whether an act of redemption or purification was adequate or not.
They were the first, fully two hours ahead of anyone else and four hours before the hanging, so
Gallows Hill stood deserted – except for the rooks and ravens. The birds were everywhere. They
roosted noisily on the hard, jutting bar that overhung the trap – the armature of death. They sat
in a row along the edge of the platform, they jostled for position on the stairs.
Dark Tower I: The Gunslinger, Stephen King
MONSTER STATS
Fight: Boss monsters have the Fight skill: PC’s have to deduct it from their Shoot and Brawl
rolls when they are in combat with monsters.
Armor: Monsters may have Armor points. A monster will pay 1 Armor point to negate one
hit against it.
Horror: Some weird creatures have a Horror rating. If a creature has a Horror rating, Player
Characters must roll for Sanity when they are first encountered, and when they are in combat
with one. The player must deduct the creature’s Horror from his Sanity roll.
Monsters have Moves that describe what they do and how they fight.
VAMPIRE
When in human form:
Drive: Hunger. Power.
Goal: According to the fiction.
Skills: Weird 3. Goes Weird at level 3 to 7. When in human form it has skills like any other
human.
Bonds: According to the fiction.
Bio: According to the fiction.
Will never go into direct sunlight. Avoids holy symbols and hallowed ground.
When it is in direct sunlight or on hallowed ground: Take +1 against it.
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When manifest:
Skills: Horror 0 – 3, Weird 3. Goes Weird at level 3 to 7.
Will never go into direct sunlight. Avoids holy symbols and hallowed ground.
When it is in direct sunlight or on hallowed ground: Take +1 against it.
When killed, it will come back to life within minutes. It can only be permanently killed by a
stake in the heart or if the whole body is burnt to ash.
Attacks with fangs, claws and available weapons. Harm +2 to +0.
Feeds whenever possible.
May turn human victims into vampires. Good humans cannot be turned into vampires.
In animal form:
Skills: Horror 0 – 3, Fight 0-3, Harm +2 or +1
Can only be harmed with silver.
Hunts relentlessly. Attacks ferociously with fangs and claws.
DEPARTING SPIRITS
When a person dies, his spirit still lingers around for a few hours or until the corpse is bur-
ied. Departing spirits are carried off to hell by ravens.
One may communicate with a departing spirit by going Weird.
Skill: Horror 0.
It can only be harmed with Weird.
GHOSTS
A ghost is an undeparted spirit. There is always a reason why a ghost has not left. It may be
spite, greed, or revenge that drives it to stay. Or it may have been bound by unholy energy.
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One may communicate with a ghost by going weird.
Skills: Horror 0, Weird 1, Goes Weird at levels 3-5.
Will attack with Weird if angered.
ZOMBIES
Corpses reanimated by Weird energy.
Skill: Horror 0.
Move in hordes. Shamble forward relentlessly. Tear apart with claws and teeth.
EMPTY MEN
These are living people who have had their spirits ripped from their bodies by powerful
Weird forces. They are often used as slaves, are controlled by the person who created them,
and cannot do anything unless they have been commanded. They do not speak.
Skill: Horror 0
Attack with available weapons, but only if commanded by their master.
DEMONS
Demons are the spawn of the elder gods. When they break through to the material
universe, they may manifest in corporeal form and may take on any of the following: Fangs,
claws, hooves, horns, tentacles, chaotic forms, darkness, fire, frost, lightning etc.
Describe every demon in detail.
Demons may possess corpses or empty men. When they do that, they may fool some people
into thinking that they are human. Demons cannot enter hallowed ground. They avoid con-
tact with holy symbols at all cost. Their physical bodies can only be harmed with cold iron or
salt.
When killed, they may possess any available corpse and keep on fighting.
Demons may be summoned, banished, contained within containment circles, or bound to
objects with Weird rituals.
Skills: Horror 0-3, Weird 3, Goes Weird at levels 3-7, Fight 0-3, Harm +0
Attack ferociously with fangs, claws, tentacles, horns or fire, and Weird.
May cause Blight: Plants wither at their touch, and animals flee in terror before them, or die.
RAVENS
These carrion birds are the heralds of death, they can sense when something is going to die.
They carry departing spirits off to hell.
One may communicate with a raven by going Weird at level 1.
CHUPACABRA
They say it is as big as a dog, dark as night and has eyes that reflect the fires of hell.
Skill: Horror 1
Hunts at night. Attacks sleeping prey and feeds on its blood. Harm +1.
Blinks away into the dark.
It can only be harmed with silver, if you can hit it before it blinks away.
THUNDER BIRD
The thunder bird is a giant bird that causes thunder storms and lightning with the flap of its
wings. It will destroy those who defile the land, with bolts of lightning from the sky.
It can not be harmed with mundane weapons.
BLOODY MARY
When you call on her, she may appear in a mirror to tell your future. But beware, the future
has a way of folding in on itself. And you may just open a portal for other things to step
trough the glass...
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HALLOWED GROUND AND HOLY SYMBOLS
HALLOWED GROUND.
Churches and churchyards are examples of hallowed ground. Some monsters, including all
demons, cannot enter it. Other monsters like vampires are weakened when they are on hal-
lowed ground. Player Characters take +1 on all rolls against weakened monsters.
HOLY SYMBOLS
Vampires, demons and some other Weird monsters will avoid contact with holy symbols at
all cost. It causes them excruciating pain.
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GADGETRY
In Cowboy World Weird, steam technology is far more advanced than what it was in the real
Victorian era. There are steam driven gadgets of all kinds, including prosthetic body parts
and robots. Some of these gadgets are driven by Weird energy, or may even be possessed
with demons.
Mechanical eye
The mechanical eye is usually not for sale. If you find one on a dead body, good for you.
When you have lost an eye in battle (or otherwise), you may install (with the help of weird
healing to splice gears to nerves) a mechanical eye in your eye socket. The mechanical eye
consists of two parts: One part is fixed to your eye socket. The other part can be removed.
When you remove your mechanical eye you can still see with it even if it is miles away. As an
upgrade, your mechanical eye can see in the infra-red spectrum. You can see the heat signa-
ture of living creatures in total darkness.
Prosthetic legs
Run short distances almost as fast as a horse. Jump a story high.
TRANSPORT
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GADGETEER
When you build a new gadget, describe it’s function. The GM will tell you if it is feasible,
and how much time, money and other resources you must spend.
Then roll + Mind + Engineering.
On 10+, the gadget works more or less as planned.
On 7-9, it does not work quite as planned, and tends to break down.
Examples of gadgets
• Sleeve gun: A derringer that automatically extends from its hiding place in your sleeve.
• Disguised guns: Guns disguised as pens, flower pots etc.
• Exploding devices: Gas grenades that deliver various type of drugs. Flash grenades.
• Self returning throwing knives.
• A pocket welding torch.
• A doomsday weapon.
• Mind altering drugs that turn people into mindless killing machines.
• A clockwork exoskeleton that gives the user special abilities.
• A device that freezes time.
AUTOMATON
An independent clockwork agent, as small as a bug or as big as a horse. Its artificial intelli-
gence is based on clockwork mechanisms harnessing Weird energy. It is roughly as smart as a
trained monkey.
Choose its form: arachnoid, insectoid, reptiloid etc.
It has a mechanical eye and can record everything it sees, to be read later by anybody with
the technological know how.
Choose 2 upgrades
• It is stealthy.
• It can squeeze through very small openings.
• It can fly with mechanical propellers or wings.
• It is waterproof and can move under water with no problem.
• It has mechanical ears and can record sound also.
• It has a built-in derringer pistol and can deliver one shot at close range to a
predetermined target.
When you have wound the automaton you may send it to scout, it will come back a bit
later with information. It can retrieve small objects. It must be wound up for a few minutes
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before it can be used again.
Demons may be bound to automatons, in which case they become highly intelligent,
malevolent and independent agents.
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CANYON DIABLO
SETTING
Canyon Diablo, Coconino county, Arizona, was
founded in 1882 when the Atlantic Pacific Rail-
road company needed to build a bridge over the
canyon, and the one they ordered was too short.
So pending the building of the bridge, a small
town sprang up and the end of the railway line.
The town is the railway head for Flagstaff, the
closest town to the west. There is a daily coach
and wagon service to Flagstaff.
IMPRESSIONS
The town is dry and wind-swept, with desper-
ately shabby shacks, false fronted buildings,
shotgun houses and tents lining Hell Street, the
main road that stretches for a mile east from
the yellow railway depot. Canyon Diablo never
sleeps: There are fourteen saloons, ten gam-
bling houses, four brothels, two dance halls, no
churches and no law. The 2000 or so railroad
construction workers, cowboys, prospectors,
hunters, gamblers, prostitutes, ex-Civil War
soldiers, thieves, and cutthroats are suspicious,
ready to attack weaker prey, ready to kill at the
slightest affront.
John Shaw in hell (street)
LOCATIONS
Meteor Crater
There is a meteorite impact crater 2 hours by horse south of Canyon Diablo. The Indians
have always known that it is an unholy place. They whisper about dark creatures that stalk
the region at night, and humans who have been changed beyond recognition by the dark
power of the sky-rock that the gods cast there. These things-that-once-were-men crave for
the warm blood and soft flesh of the living and go hunt for it in packs driven by their ever
growing hunger.
Only the most powerful shamans visit the place, in ancient times some built their pit houses
on the rim of the crater to have easy access to the source of power below. It is said that
a shard of the sky-rock will make you immortal and powerful; with such a shard you may
control the things from the pit.
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The railway depot
The main building of the railway depot is painted bright yellow, so you can’t miss it. It is the
first thing you see when you get off the train, and marks the start of Hell Street. It consists
of offices, including the telegraph and post office, a warehouse, coal store, lumber yard, and
several cattle and sheep corrals.
Colorado Saloon
The grandest establishment in town. It is one of the few permanent buildings in town; it is a
double storied wooden structure. It is the headquarters of Mortdecay Bozeman.
Impressions: Honky-tonk music, and the buzz of conversation. Polished wooden floors
and expensive rugs. Works of original art on the walls. A crystal chandelier. Large mirrors. A
selection of expensive drinks behind the bar. A faro table and a few poker tables.
Areas: Downstairs: The main saloon with staircase and balcony. Gambling room at the
back. Bozeman’s office with luxurious furniture and an iron safe. Kitchen and store room.
The cellar door is in the store room. A staff room with six bunk beds.
Upstairs: Six bedrooms that are rented out by the hour.
Cellar: A storeroom with a secret door to stairs down. It opens up in a room, lit by tallow
candles. There is a blood stained altar and a few iron cages. One has a fresh corpse inside.
Texas Saloon
The Texas Saloon belongs to Gordon Scurry, a small time crime boss on his way up.
Impressions: The smell of tobacco smoke and cheap liquor. Patrons drinking bad whiskey.
Cheap furniture, a rough bar counter. A few poker tables. The far end of the saloon has a
small stage for dancing girls. The piano is out of tune with a few dead notes, but nobody
cares. Scurry’s cowboys are always loitering around.
Areas: The main saloon. Storeroom and kitchen. Scurry’s office. His enforcers sleep in a
bungalow in the back yard.
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Bughouse Joe’s
Bughouse Joe’s was formerly known as Joe’s. Then Joe went mad. Some say that it was after
a romantic visit by Clabberfoot Annie. Others think that he spent too much time at Wong’s
den. Whatever the case may be, Joe went raving through town one Sunday afternoon, wild
eyed, screaming and shooting wildly at invisible monsters. Eventually he ran as if chased
by a legion of demons to the canyon and threw himself off the cliff. Since nobody felt like
climbing down to retrieve his corpse on a Sunday, it was eaten by the coyotes that night. On
Monday morning Rob Grub, a friend of Mortdecay Bozeman, moved in as the new propri-
etor.
Impressions: A rickety plank and canvas shotgun house. It is cheap. And grubby.
Areas: Only two rooms: The saloon in front and storeroom at the back.
Other saloons
There are quite a few more saloons on Hell Street that are similar to Bughouse Joe’s: Two of
them are The Last Drink Saloon and the Road to Ruin
Cootchy-Klatch
Cootchy-Klatch is Scurry’s dance hall. A few cents for a few minutes with one of the ladies.
For a few dollars you can take her next door to Bullshit Mary’s for serious business.
Bullshit Mary’s
Mary herself is a landmark in town, with a body that could pull planets out of orbit and ap-
petites and a temper to match. She runs her cat house like a general runs his army, and only
called on Scurry for protection when her girls started disappearing. It was about the same
time Clabberfoot Annie opened her competing establishment right across the road.
Impressions: Dimmed lamplight, crummy red velvet and cheap perfume.
Areas: Downstairs: Small reception area. Office. Several small booths. Kitchen and store
room. The more expensive rooms are upstairs.
Clabberfoot Annie’s
More classy but more expensive than Mary’s, and right across the street within cursing dis-
tance.
Impressions: Dimmed lamplight, slightly less crummy red velvet and slightly better per-
fume.
Areas: Downstairs: Reception area with a small saloon with a well stocked bar. A few poker
tables. An office with a safe. Several private rooms. A kitchen, with stairs down to the cellar.
Upstairs: Several suites.
Cellar: One storage area. Secret door and tunnel to the Colorado Saloon.
BAD GUYS
Mortdecay Bozeman
Vampire.
When in human form:
Look: Young and charming with a winning smile and cruel eyes.
Drive: Power. Revenge.
Goal: To find a powerful meteor shard, and become a vampire prince.
Skills: Weird +3. Goes Weird at level 5.
Bonds: Clabberfoot Annie. His gang members (All human).
Bio: He was bitten and became a vampire in Boston during the rebellion, and joined the
local vampire clan fighting for the king. He was excommunicated decades later for personal-
ity clashes and insubordination to the prince of Boston. He moved to Canyon Diablo after
he heard rumors of the Weird power of the crater. He owns several of the gambling houses,
dance halls and brothels in town. He has a gang of enforcers who collect protection money
from the businesses on Hell Street and conduct his human trafficking business. He feeds on
the most desperate prostitutes and drunks in town.
Bozeman has registered a mining claim in the center of the crater – a cause for speculation
among the townspeople since there has been no reports of gold, or anything of value, found
in the area. And miners who work for him seem to disappear one after the other...
Bozeman will never go into direct sunlight and avoids holy symbols and hallowed ground.
When manifest:
Horror 3. Brawl +3. Weird +3. Goes Weird at level 5.
When he is in direct sunlight or on hallowed ground: Take +1 against him.
When killed, he will come back to life within minutes. He can only be permanently killed by
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a stake in the heart or if the body is burnt to ash.
Attacks with fangs, claws and available weapons.
Feeds whenever possible. Escape as a bat when injured.
May turn human victims into vampires, if he so pleases.
Clabberfoot Annie
Vampire and cat-house madam.
When in human form:
Look: Past her sell-by date, but desperate to still look the part.
Drive: Vanity. Explosive temper.
Goal: To destroy Bullshit Mary, and be the only madam in town.
Skills: Weird +1 She goes weird at level 3. Charm +3.
Bonds: Mortdecay Bozeman.
Bio: She was only the madam of a house of ill repute, till she met Mortdecay. He changed
her life...
When manifest:
Skill: Horror +0
When she is in direct sunlight or on holy ground: Take +1 against her.
When killed, she will come back to life within minutes. She can only be permanently killed
by a stake in the heart or if the body is burnt to ash.
Attacks with fangs, claws and a double barreled shotgun.
Feeds whenever possible. Escapes as a bat when injured.
May turn human victims into vampires, if she so pleases.
In animal form:
A mountain lion.
Skill: Fight 3.
Can only be harmed with silver or Weird.
Attacks with fangs and claws.
Gordon Scurry
Confederate army veteran turned businessman.
Look: Powerful, commanding. He has a right prosthetic arm with a built-in shotgun, and a
left mechanical eye.
Drive: Greed
Goal: To make every dollar he can out of Canyon Diablo by protection racketeering, human
trafficking and gambling. To get rid of Bozeman, who threatens his income.
Skills: Intimidate 3. Business 3.
Bonds: Obadiah Grimm. His gang of enforcers.
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Bio: He lost everything in the war, including a limb and an eye. A boom town without any
law seemed to be the fastest way to make money. When Bozeman arrived a turf war erupted
between them. Bozeman tried to kill him, and Scurry recognized him as a vampire – he had
seen weird shit during the war. He promptly wired for a vampire hunter from back east.
Scurry has about ten different mechanical eyes that he has installed all over town, he can see
through any one of them at any time.
Obadiah Grimm
Vampire hunter for hire. Poses as a Faro dealer.
Look: Obadiah is unremarkable. Mid thirties, or maybe older? You can’t remember. What
color is his hair? You think it was brown... Or maybe not...
Drive: Survival. Revenge.
Goal: To rid the world of vampires. To not be noticed. To find his undead wife.
Skills: Weird 2. He goes Weird at level 3. Shoot 3. Brawl 3. Awareness 3 (His absent minded-
ness is an act.)
Bio: His wife and children were killed by marauding vampires during the war.
He has a cross tattooed in each palm; touching a vampire with his palms cause them severe
pain.
He has two Colt Peacemakers, and a double barreled shotgun that shoots a wooden stake
from the left barrel. (Range close).
Catherine Grimm
Vampire, and wife of Obadiah Grimm.
Look: Beautiful, seductive, in her mid twenties.
Drive: Hate.
Goal: To destroy Obadiah Grimm.
Skills: Charm +3. Bluff +3. Weird +1. She goes weird at level 3.
Bond: Obadiah Grimm.
Bio: Her father was an abusive drunk. She married Grimm to escape, and always hated him
for it. The best thing that ever happened to her, was being bitten by a vampire. She works for
Bozeman.
STAKES
• Who will win the turf war between Scurry and Bozeman?
• Will the skin walkers get revenge on Bozeman?
• How many people will be slaughtered by the vampires? Will the vampires take over the
town?
• What will Grimm do when he finds his wife?
• Will Bozeman find a shard of the sky stone in the crater? If he does, how great will his
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power be? Will he become a powerful vampire prince and become a tyrant?
• Will Bozeman unwittingly create a portal to the demon dimensions and unleash a
demon plague on the land?
DANGERS
• Cowboys.
• Vampires.
• Skin walkers.
• Demons.
• Empty men.
HARBINGERS OF DOOM
Harbingers of Doom may be used to craft Story Hooks.
IMPENDING DOOM
• Bozeman finds the source of unlimited power in the meteor crater. He becomes a
powerful vampire prince, and eventually president of the United States of America.
Or
• Bozeman unwittingly opens a portal to the demon dimensions, and an elder god enters
into this world. He causes the apocalypse and destroys the continent.
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HANDOUTS
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COWBOY WORLD
Name: Age:
Look: Gender:
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CHARACTER CREATION CHEAT SHEET
Choose an Archetype from the list or invent your own:
The Cowboy / Cowgirl The Rancher The Barber The Music Man
The Drifter The Cattle Baron The Blacksmith The Indian Maiden
The Gunslinger The Railroad Baron The Frontier Doctor The Magical Indian
The Outlaw The Homesteader The Schoolmarm The Medicine Man
The Bandido The Chinese railroad worker The Southern Gentleman / Belle The Half-Breed
The Retired Outlaw The Medicine Showman The Undertaker The Savage Indian
The Bounty Hunter The Prospector The Preacher Man The White Man Gone Native
The Circuit Judge The Pony Express Rider The Cat-house Madam The Army Scout
The Pinkerton Detective The Gambler The Mountain man or woman The Cavalry Officer
The Sheriff The Tenderfoot The Pioneer The U.S. Marshall
Twist and History
Twist: What makes your character unique, interesting and awesome?
History: How did your character get here?
Attributes and Skills
Allocate the modifiers -1, 0 and 1 to the three attributes Body, Mind and Soul. 3: Negative skills must come from different attribute groups.
Rules for skills: 4: Custom skills (that are not on the list) are encouraged.
1:All the starting skill slots on the character sheet must be filled. 5: Negative skills may not be custom or specialist skills.
2: Each skill must be tied fictionally to the character’s High Concept
Choose your skills from this list: Asterisked skills are specialist skills.
Body skills: Mind skills: Soul skills:
Shoot Awareness Nerve
Brawl Investigate Charm
Ride / Drive Gambling Command
Rope Mechanics Intimidate
Athletics / Acrobatics Business Bluff / Deceive
Strength Medical* Empathy
Stealth Engineering* Provoke
Sleight of hand Tracking / Survival* Music*
Beliefs and Goals
Beliefs: Look at the examples and then write your own belief. It has to be anchored in the game fiction.
Your Goal is the direct consequence of your belief: “I believe X therefore I will do Y.” Your goal must be concrete and attainable in the game.
Look at the examples, then write your own goal.
Belief examples: Goal examples:
All men are equal with inalienable rights... therefore I will defend the downtrodden
We must bring the light of civilization... therefore I will make peace with the ________
Law and order is everything... therefore I will bring outlaws to justice
The law is for the weak... therefore I will rob Wells & Fargo
Money rules the world... therefore I will find gold in those hills
I was destined to have this ranch... therefore I will defend it with my life
I am the fastest gun in the West... therefore I will challenge Black Bart to a draw
I deserve a better deal in life... therefore I will demand my share of the claim
I will never be humiliated again... therefore I will kill _______
My sister is vulnerable... therefore I will protect her with my life
Issue
Choose your Issue from the list, or write your own:
I am addicted to _____ I made an enemy of ________ My rage is triggered by _________ I freeze when ________
I am obsessed with ______ I am haunted by _______ I am lazy when _______ I owe _______ _______
I have a compulsion to ________ I am hunted by ________ I hate ________ I am on the run from _______
I am distracted by _______ I betrayed ________ I am a loose cannon I envy __________
I am afraid of _________ My skeleton in the closet is ______ I am naive about _____ I was found guilty of ______
I lie about ________ I get nightmares about _______ I am intolerant of ______ I am in trouble with ________
Bonds
Distribute 4 Bond Points among one to four other Player Characters, and describe those bonds. A Bond may not have more than 3 points.
Gear and wealth
You have a horse and a saddle. You have a firearm. Choose one: Revolver, Rifle or Shotgun. If you have the Shoot skill, you have two firearms. If you have the Brawl or
Tracking / Survival skill, you have a bad-ass knife. You have all the stuff that is necessary for your occupation, for example mining tools, medical kits, etc.
You are either Rich, Comfortable, Poor or Broke, according to you High Concept and history.
Rich: You can buy property and pay workers or henchmen.
Comfortable: You can buy an extra horse, a cart, or farming or mining tools.
Poor: A simple roof over your head and a decent meal a day.
Broke: You probably have to sleep under a tree, but you can still buy some beans and stale bread. For anything more than that, you’ll have to beg or steal.
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COWBOY WORLD PLAYER MOVES
Basic Moves
Use a skill Influence
When you use a skill when you are in danger, under pressure or when the When you try to get somebody to do what you want by commanding,
stakes are high, roll + Attribute Modifier + Skill Modifier intimidating, or charming him, describe what you say and do, and roll + Soul +
If you do not have a general skill (a skill without an asterisk) you may still use that Command, Intimidate or Charm. Fame or Infamy may be used instead of Soul +
skill with a skill modifier of +0. Skill if fictionally appropriate.
If you do not have a specialist skill (a skill with an asterisk) you cannot use that skill. On 10+, the person complies, unless the GM thinks it is fictionally inappropriate.
On 10+ you succeed. You describe the successful outcome of your action. On 7-9, the person complies unless the GM thinks it is fictionally inappropriate.
On 7-9 you succeed but the GM adds one or more: Cost, danger, a worse outcome The person will also demand payment or a promise.
or an ugly choice. Note that the move for player vs player action is different.
Henchman Read a situation
When you order a henchman to do something by commanding, intimidating When you read a charged situation, roll+ Mind +Awareness
or charming him, roll + Soul + Command, Intimidate or Charm. Fame or Infamy On 10+, ask the GM three of these questions.
may be used instead of Soul + Skill if fictionally appropriate. On 7-9, ask the GM one of these questions.
If the henchman has the appropriate Skill = +3, take +1. You and your allies each take +1 forward when you act on the information.
If the henchman is commanded to Shoot or Brawl, the results of the roll is equal to • where’s my best escape route / way in / way past?
that of the Shoot or Brawl move. Otherwise: • which enemy is most vulnerable to me?
On 10+, the henchman is successful. • which enemy is the biggest threat?
On 7-9 he is only partially successful, or causes you cost, danger, a worse outcome • what should I be on the lookout for?
or an ugly choice. • what’s my enemy’s true position?
On a fail the henchman fails, refuses or quits. The GM may make a hard move • who’s in control here?
against the Player Character.
Read a person Investigate
When you read a person in a charged interaction, roll+ Soul + Empathy When you investigate a scene
On 10+, ask the GM or the PC’s player three of these questions. If it is in a human settlement, roll+ Mind + Investigate
On 7-9, ask the GM or the PC’s player one of these questions. If it is in the wild, roll + Mind + Tracking / Survival
Take +1 forward when you act on the information. On 10+, the GM tells you three relevant facts.
• is your character telling the truth? On 7-9, the GM tells you one relevant fact.
• what is your character really feeling? Take +1 forward when you act on the information.
• what does your character intend to do?
• what does your character wish I’ d do?
• how can I get your character to ___?
Teamwork Opposed moves
When you work together as a team to help one another, each helping character When you make a move in direct opposition to somebody else, subtract that
rolls + Attribute + Skill. character’s Skill (for an NPC) or Attribute + Skill (for a PC) from your roll.
The highest of all the rolls counts.
On 10+, you do it faster, more efficient and with a better outcome as a group than
you would have on your own.
On 7-9, you succeed but with cost, danger, a worse outcome or an ugly choice. If
anybody rolled a fail, that person causes the complication.
Combat Moves
Nerve Brawl
When you face an obviously stronger, famous or infamous enemy in conflict, When you brawl, roll + Body + Brawl
roll + Soul + Nerve On 10+, you disable your opponent.
On 10+, you’re full of bravado. Take +1 forward to escalate the conflict. On 7-9, you wound your opponent and everybody takes +1 ongoing to Body rolls
On 7-9, you’re OK. against him. You are open for attack and may take harm.
On 6-, you flinch. The conflict escalates. If you decide to stand your ground, take On 6-, you take harm.
-1 forward. Note that the move for player vs player action is different.
Shoot Covering Fire
When you shoot at a target when you are in danger, under pressure or when When you provide covering fire for someone, roll+ Body + Shoot
the stakes are high, roll + Body + Shoot On a 10+, you keep them from coming under concentrated fire.
If the target is beyond the range of your weapon, take -1. On a 7–9, you keep them from coming under concentrated fire for a few moments.
On 10+, you hit your target. If it is a person, you mortally wound your opponent. On a fail, they are under concentrated fire now.
He is disabled and may die.
On 7-9, you hit your target. If it is a person, you wound your target, and everybody After providing covering fire, you must reload. (You lose narrative control.)
takes +1 ongoing to Body rolls against him. You are put in danger or must reload.
On a fail, you may take lethal harm from enemy fire, or the GM may make another
hard move according to the fiction.
Note that the move for player vs player action is different.
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Concentrated Fire Gang Fight
When you are under concentrated fire, take -1 to -3 to all Body rolls. When player characters and their allies fight against a large group of oppo-
When you are under concentrated fire at Close range, use the shooter’s Shoot nents in a skirmish or battle, declare your objective and Roll+ Buff
skill as penalty for being under concentrated fire instead of 1, unless the shooter’s On 10+, The PC’s gang/unit succeeds in its objective with very few casualties. The
skill is less than 1. enemy takes heavy casualties and may rout or surrender.
When you fail any Body roll while under concentrated fire, you take lethal harm On 7-9, The gang/unit succeeds in its objective with more casualties. There are also
from being shot. other complications.
When you fail to take adequate cover while under concentrated fire, you take On 6-, The gang/unit fails its objective with heavy casualties. The NPC members
lethal harm from being shot. of the PC’s gang may be routed or may surrender. NPC’s or even PC’s may be taken
captive or hostage. Important NPC’s may die.
Once an objective is resolved, declare your next objective.
Harm and Healing
Types of Harm and Harm modifiers.
Lethal harm: Gun shots, explosions, knife wounds, sabre wounds, arrow wounds, When the harm is caused by a revolver or rifle, take +1
falling off a cliff etc. When the harm is caused by unarmed brawling, take +1
Non-lethal harm: Unarmed brawling, being hit with a chair, falling off a horse etc. When the harm is caused by an arrow or a blade, take +2
Modifiers: When the harm is caused by something else, the GM will add a modifier accord-
When the harm is caused by a shotgun or explosion, take +0 ing to the cause.
Harm Heal
When the GM tells you to take lethal or non-lethal harm, roll + Body + When you heal somebody who is mortally wounded, roll + Mind + Medical
modifiers, then record your wound on your character sheet. When an NPC heals you when you are mortally wounded, roll + [The healer’s
On 10+, the harm is but a scratch or a bruise, but you cannot act for a moment. skill. The GM decides, it can range from -1 to 3]
On 7-9, you take a wound. Describe it and write it on your character sheet. You On 10+, the mortal wound becomes a wound that will heal in a few days. Describe
cannot act for a moment and take -1 ongoing to Body rolls until you are healed. it and write it on the patient’s character sheet. The patient takes -1 to all Body rolls
• Lethal harm heals in a few days. If wounds are not attended to, it will become until it is healed.
septic and healing will be prolonged. On 7-9, the mortal wound becomes a permanent debility. Describe it and write it
• Non-lethal harm heals after a short rest. ( About an hour.) on the patient’s sheet. The patient’s Body modifier is permanently decreased by 1.
On 6-, you are disabled and cannot act at all. The player may pay 5 Grit to recover from a permanent debility.
• Lethal harm: You are mortally wounded and will probably die, the GM will On 6-, the patient dies.
decide when.
• Non lethal harm heals after a long rest. (About three hours to a day.)
Extra moves
When the session starts, review your Beliefs, Goals and Bonds, and take Grit When you get better at what you do, pay 5 Grit to
tokens equal to your Grit in hand. • Buy a new general skill with a +1 modifier.
When you play one of your Character Aspects for a better outcome, explain • Buy a new specialist skill with a +0 modifier.
why it is fictionally appropriate, pay 1 Grit and take +1 to a roll after it is rolled. • Add +1 to an existing skill to the maximum of 2.
When the GM tells you to play one of your Character Aspects for a worse • Permanently overcome your character’s Issue, if the fiction allows it. At some
outcome and he explains why it is fictionally appropriate, take -1 to a roll after stage you will get a new Issue, as the fiction dictates.
it is rolled. Alternatively pay 1 Grit to ignore the GM. • Permanently change the Archetype or Twist of your character’s High Concept.
When you fail a roll after all modifiers are added, take 1 Grit. When you recover form a permanent Body debility, pay 5 Grit.
When you achieve your Goal, take 1 Grit and write a new goal. When the session ends, review your Beliefs, Goals and Bonds, and write down
When you resolve a bond with another character, take 1 Grit and write a new your Grit in hand equal to your amount of Grit tokens. Write a short session report
bond with that person. on the back of your Character Sheet.
Player vs Player Moves
Influence (PvP) Brawl (PvP)
When you try to get another Player Character to do what you want by When you brawl with another player character, roll + Body + Brawl.
commanding, intimidating or charming him, roll + Soul + the appropriate Skill. Subtract the target character’s Body + Brawl.
Subtract the target character’s Soul + Nerve. On 10+, you harm the target character (who rolls for harm) and retain narrative
You may choose to roll + Bond instead, if it is fictionally appropriate. control.
On 10+, if the target character’s player chooses to comply, he takes 1 Grit. On 7-9, you harm the target character (who rolls for harm), but the target player
On 7-9, if the target character’s player chooses to comply and demands payment or may choose to harm you or to introduce some other complication. The GM has to
a promise, he takes 1 Grit. agree on the complication. Narrative control then passes to the target player.
On 6-, If the target character’s player refuses, he takes 1 Grit. The GM makes a On 6-, you fail to harm the target character, and the target player may choose to
hard move against the active player as the fiction demands. harm you or to make another hard move against you. The GM has to approve this
move. Narrative control then passes to the target player.
Only the player with narrative control rolls dice.
Shoot (PvP)
When you shoot at another player character, roll + Body + Shoot On 6-, you miss, and the target player who may choose to harm you (if he is in a
Subtract the target character’s Body + Shoot if he shoots back at you. position to shoot back) or to make another hard move against you. The GM has to
0n 10+, you harm the target character (who rolls for harm) and retain narrative approve this move. Narrative control then passes to the target player.
control. Only the player with narrative control rolls dice.
On 7-9, you harm the target character (who rolls for harm), but the target player
may choose to harm you (if he is in a position to shoot back) or to introduce some
other complication. The GM has to agree on the complication.
Narrative control then passes to the target player.
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Name: Age:
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Weird Moves
Going Weird
When you go Weird, roll + Soul + Weird
If you attempt to go Weird at a level higher than yours, subtract the difference between the level you want to go Weird at and your Weird level from your roll. So if you are
level 1 and attempt to go Weird at level 3, you have a -2 penalty. (Using Weird at a level lower than your own does not make it easier.) Subtract the Weird skill (or Soul +
Weird for a PC) of an opposing Weird user from your roll if appropriate.
On 10+, you are successful. If you cause harm, you disable the target.
On 7-9, the GM adds cost, danger, a worse outcome, or an ugly choice. If you cause harm, the target is wounded and everybody takes +1 on all body rolls against it.
On 6-, The GM makes a Hard Move. In addition, if you went Weird at level 3 or more, roll for Sanity and subtract the Horror rating of the level you went Weird at from
your roll.
3 A creature your own size. Feel the presence of Weird users or Weird creatures you do not share a Bond with. Sense their emotions.
Horror +0 Harm modifier: +2 See short but vague visions of the past, present or future.
4 A creature double your size, Communicate telepathically with Weird users you share a Bond with.
Horror +0 Harm modifier: +2
5 A creature the size of a horse. Read the mind of a creature with human intelligence against their will.
Horror +1 Harm modifier: +1 Communicate telepathically with Weird users or Weird creatures you do not share a Bond with.
See short visions of the past, present or future.
6 A creature the size of a wagon. Influence a creature with superhuman intelligence.
Horror +2 Harm modifier: +1 Read the minds of Weird users or Weird creatures you do not have a Bond with, against their will.
7 A creature the size of a locomotive. See short but detailed visions of the past, present or future.
Horror +3 Harm modifier: 0
Ritual Prayer
When you perform a ritual to do something massively weird the GM will tell When you pray, the GM chooses one
you what you need in terms of time (minutes to weeks) and resources (mundane or • Nothing happens (for now).
weird), depending on the desired effect. The effect only happens after all the GM’s • The GM allows you to use +3 instead of a PC’s Mind + Medical or an NPC
conditions have been met and you Roll to go Weird at at least level 5. The GM healer’s skill when somebody is healed.
decides the level. • The GM allows you to pay 1 Grit to change any die roll to a 10+ result.
On 10+, you succeed. • The GM causes something to happen providentially that helps the PC’s in their
On 7-9, you need more time and resources, or the GM adds danger, a worse righteous cause. Examples: It starts raining, the cavalry arrives, there is a tree grow-
outcome, or an ugly choice. The effect only happens after all the GM’s additional ing out of the side of the cliff or a wagon load of hay that breaks your fall, etc.
conditions have been met. Then, if it worked, permanently decrease your Weird skill by 1.
On 6-, The GM makes a Hard Move. In addition, roll for Sanity and subtract the
Horror rating of the level you went Weird at.
Sanity Gadgeteer
All Player Characters start with 3 Sanity. When you build a new gadget, describe it’s function. The GM will tell you if it is
When you are confronted with horrifying Weird stuff, when someone else feasible, and how much time, money and other resources you must spend.
loses sanity, or when you fail a Weird roll at level 3 or higher, roll + Soul + Then roll + Mind + Engineering
Nerve. Subtract the Horror rating of the monster that triggered the move or the On 10+, the gadget works more or less as planned.
level you went Weird at from the roll. On 7-9, it does not work quite as planned, and tends to break down.
On 10+, you are full of bravado, take +1 forward.
On 7-9, you are OK
On 6-, things happen to you according to your Sanity. Then lose 1 Sanity.
3 Sanity: You experience irrational terror. If you choose to stand your ground, take
-1 ongoing to all rolls as long as the situation lasts.
2 Sanity: You are disabled by abysmal despair, paranoia and hallucinations. You may
recover once the situation has been resolved and you have rested for an hour or so.
1 Sanity: You feel an overwhelming sense of allegiance to the horror you are
facing, and experience paranoia against your friends and allies. The GM uses your
character as an NPC for his own nefarious purposes for one move only to attack or
thwart the other Player Characters, then you are disabled. You may recover once the
situation has been resolved and you have rested for a few hours.
0 Sanity: You go insane and are removed from the game. The GM may use you as a
monster, if she so chooses.
To recover all lost Sanity, perform some act of redemption or purification and
pay 5 Grit.
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