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Robert Bersch (order #6909358)

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Robert Bersch (order #6909358)

INSIGHTRPG SYSTEM ADD-ON

WILD WESTby Even V. Røssland

Cover Illustration: Shutterstock (Slava Gerj / MaKars)

Other Illustrations/Images: Shutterstock (Various Artists)

Book design, editing and production: Even V. Røssland

www.insight-rpg.com

2014 © Neomedia Even V. Røssland

ALL RIGHTS RESERVED. Any unauthorized reprint or use of this material is prohibited. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system without express written permission from the author except for the use of brief quotations in a book review or scholarly journal.

First Edition: 2014

PDF version

Published by

Neomedia Even V. Røssland (NEVR) 4879 Grimstad, Norway

www.nevr.no

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Symbols used

Essential Information

Example / Case

Note / Attention

ContentsLength & Weight 4Time & Location 4Professions 4

Weapon terms 5Single Action (manually cocked) 5Double Action (self-cocking) 5Rifles 5Shotguns 5Short-Barreled Shotguns 5Quick Draw 5Gunslinger 5Marksman 5Reloading 6Quick Reload 6Quicker Reload 6Using guns as melee weapons 6Fumbling when using revolvers 6Concealing Weapons 6Conceal Skill (BC) 6

Wild West Weapons 7Colt Peacemaker M1873, Single Action 7Smith&Wessonmodel3Schofield,SingleAction 8Colt Model 1861 Navy, Single Action 8Colt M1877 Lightning, Double Action 9Remington Model 1875, Single Action 9British Bull Dog, Double Action 10Remington Model 95 Derringer, Single Action 10WinchesterRifleModel1873,LeverAction 11SpencerRepeatingRifle,LeverAction 11SpringfieldModel1873,Breech-Loading 12ColtModel1855,RevolvingRifle 12Parker Brothers Shotgun, Double Barrel 13Coach Gun, Double Barrel Shotgun (Short-Barreled Shotgun) 13

Duels 14Throw Lasso 14Horses & Riding 15

Horse Quality 15The Riding Skill (BC) 15Bareback Riding 15Horse Taming 15

Gambling 16Card Games Skill (KN) 16Gambler 16Playing a game of poker 16Ante and Pot Limit 16Deal the Cards 16Bluffing 16Fold, Raise and Call 17Showdown - Determining the Winner 17Cheating 17

Pricelists 18

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Wild West Add-on

This Add-on is a supplement to the Insight RPG System Core Rulebook used for running campaigns in a Wild West setting. Skills, tasks, weapons and special features that are covered in this Add-on are related to the Wild West setting only. The basic rules are explained in the Core Rulebook.

Length & Weight

Converting meters to yards in the Insight RPG System: 1 meter = 1 yard.

Converting kg to pounds in the Insight RPG System: 1 kg = 2 lbs.

Time & Location

The Wild West Add-on is set to the years around 1880 to 1890, a few decades after the American Civil War. The location is optional, but should preferably be somewhere in North America or Mexico.

Professions

The Player Characters can have Professions like Cowboy, Bounty Hunter, Gambler, Outlaw, Blacksmith, Sheriff, Marshal, Deputy, Hired Gun, Miner, Farmer, Doctor, Merchant, Soldier, Bartender, Preacher, Teamster, Hunter etc.

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Weapon terms

Single Action (manually cocked)

You must cock the hammer before you can shoot. Single Action guns require the user to use both hands; one hand for cocking the gun, and one hand for pulling the trigger. The number of successes you get onthefirstshot(thecurrentRound)willdeterminethemaximumnumberof shotsyouareabletofirebeforeyoumustmakeaRecoverAction. If the number of successes exceeds your number of Combat Actions,youareabletofireasmanyshotsasyournumberof CombatActions.If onlyonehandisusedforbothcockingthegunandfiringit,youneedtouseaRecoverActionaftereveryshotfired.

Example

A Gunslinger with Specialized Small Guns Skill rolls 3 successesonhisfirst shot.Hemayfire twomoreshotsbefore making a Recover Action. After that, he may use hisfifthCombatActiontoshootagain.

Double Action (self-cocking)

A Double Action gun is cocked when pressing the trigger. This makes thegunlessaccuratewhenfiringit.TheDoubleActionmechanismwillcausetheDifficultyLeveltoincreasebyonepointforthesecondshotandallsubsequentshotsfiredsuccessively.

Rifles

2-handed Medium Guns

Riflesmustbeheldtobecombatready.Riflescannotbeusedwithonlyonehand.If youstilltry,theDifficultyLevelwillbeincreasedby 2 points.

Shotguns

2-handed Medium Guns

Shotguns cannot be used with only one hand. If you still try, the DifficultyLevelwillbeincreasedby3points.Duetoheavyrecoil,thesecondshotfiredinsuccessionwillhaveaDifficultyLevelincreaseby one point.

Short-Barreled Shotguns

1½-handed Small Gun

A short-barreled shotgun may be used with one hand, but is then treated as a Medium Gun and requires 2 Actions when used. If both hands are used, the short-barreled shotgun is treated as a Small Gun whichrequiresonlyoneActiontobefired.Duetoheavyrecoil,thesecondshotfiredinsuccessionwillhaveaDifficultyLevelincreaseby one point.

Quick Draw

Some guns have the Quick Draw Ability. When using these guns as your main weapon, your Small Weapon Skill’s Focus Points will work like auto-successes instead of adding dice to the initiative roll. The gun must be in its holster, ready to be drawn, or in the hand of the user.

Gunslinger

A Player Characters (or NPC) that is Specialized with the Small Guns SkillisdefinedasaGunslinger.AGunslingerisCombatReadyevenwhen the gun (pistol or revolver) is holstered. A Gunslinger may take advantage of a gun’s Quick Draw Ability and use the Small Guns Focus Points as auto successes in Initiative rolls instead of adding dice.

Marksman

A Player Characters (or NPC) that is Specialized with the Medium GunsSkillisdefinedasaMarksman.AMarksmanmayextendtheweapon’sRangewhenusingarifle(notshotguns).AddRangexFocusPoint with the Medium Guns Skill to the weapon’s initial Range.

AWinchesterRifle’sRangeis60meters.AMarksmanwith 1 Focus Point is able to shoot at a target within 120 meterswithnoDifficultyLevelincreaseduetoRange.2 Focus Points will increase its Range to 180 meters.

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Reloading

Reloading a revolver or a pistol without magazine takes timepercartridge.Youwillfindthenumberof CombatActions per cartridge (pc) in the weapons table e.g. a Colt M1861 Navy has a Reload time of 2 pc (2 Combat Actions per cartridge). Reloading all 6 cartridges on a Colt M1861 Navy will take 2 x 6 = 12 Combat Actions. A person with 3 Combat Actions per Round must spend 4 Rounds reloading the gun with 6 cartridges.

Quick Reload

Small and Medium Guns Skill Focus Points will reduce the reload time. Every Focus Point will halve the total reload time.

1 Focus Point with the Small Guns Skill will reduce the reload time for a Colt Peacemaker to 6 Combat Actions (2pc x 6 cartridges / 2 = 6).

2 Focus Point with the Small Guns Skill will reduce the reload time for a Colt Peacemaker to 3 Combat Actions (2pc x 6 cartridges / 4 = 3).

Quicker Reload

The Revolvers Knowledge (KN) Skill and the Rifles Knowledge(KN) Skill are both Item Knowledge Skills (see the Core Rulebook page 35). By training these Skills, you will become better at reloading your gun quicker. Every Focus Point will halve the total Reload Time.

A Player Character with 1 Revolvers Knowledge Focus Point will be able to reload 6 cartridges on a Colt Peacemaker in 6 Combat Actions (6 cartridges x 2 pc / 2 = 6).

A Player Character with 1 Focus Point with the Revolves Knowledge and 2 Focus Points with the Small Guns Skill will be able to reload 6 cartridges on a Colt Peacemaker in2CombatActions(6cartridgesx2pc/8=1.5≈2).

Decimal numbers are rounded up.

Using guns as melee weaponsYou may use the weapon’s stock as a bludgeoning weapon in melee combat. Small guns used as melee weapons require the Small Melee Weapons Skill. Medium guns require the Medium Melee Weapons Skill to be used as a melee weapon.

The damage dealt per success when striking an opponent with a revolverorpistol is2-3dependingon the sizeof thegun.A rifleor a shotgun used as a bludgeoning weapon will deal 4-5 points of damage per success. Having the Forceful Maul Skill will add your Strength to the damage. (See Core Rulebook page 32)

Fumbling when using revolversWhenever you fumble when using an old west revolver, make a Fumble Roll using the table below. If your fumble has more than one 1s, roll the number of dice corresponding to the number of 1s. All effects will stack if rolled more than once.

Concealing Weapons

Conceal Skill (BC)

The Conceal Skill makes you able to hide items. The number of successes when concealing an object is the Concealment Quality. Anyone that tries to detect a concealed item must make a Perception Skill Roll with a Complexity Level equal to the Concealment Quality.

Example - Concealing a revolver

You want to conceal a revolver. You need to make a Conceal Skill Roll (can be combined with Revolver Knowledge Skill). The number of successes will determine how well the gun is concealed. An opponent must make a Perception Skill Roll in an attempt to detect the weapon. Vision andTouchcanbeused,but there is aDifficultyLevel increase by 2 points when using Vision (trained dogs will use the Smell Ability to detect weapons with a DifficultyLeveldecreaseof 3).

D10 Effect

1 All remaining cartridges explode in the barrel. Reduce the gun’s Quality equal to the number of remaining cartridges. The user receives damage to the hand equal to the number of remaining cartridges x 2. Make a Reaction Skill Roll to reduce the damage by two points per success.

2 One cartridge explodes in the barrel, making the rest of the cartridges useless. Reduce the gun’s Quality by one point. The user receives two points of damage to the hand. Make a Reaction Skill Roll with at least one success to avoid being hurt.

3 The cartridge fails to fire, jams the revolver and must be discarded from the barrel before the gun can be used again.

4-10 The revolver is malfunctioning. You need to spend your next action as a Recover Action to fix the gun.

REVOLVER FUMBLE TABLE

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Weapon Caliber Rounds Dam. Range Hands Reload actions Skill Quality ROF QD

British Bull Dog .44 5 13 0* 1 2 pc S. Guns 3 SS N

Colt Lightning .38 6 14 15 1 2 pc S. Guns 5 SS Y

Colt M1861 Navy .36p 6 14 15 1SA 2 pc S. Guns 4 SS Y

Colt Peacemaker .45 6 15 15 1SA 2 pc S. Guns 6 SS Y

Derringer .41 2 12 0* 1SA 3 pc Any Guns 4 SS N

Remington M1875 .44 6 15 15 1SA 1 pc S. Guns 6 SS Y

S&W Schofield .44 6 13 15 1SA 1 pc S. Guns 5 SS Y

Colt 1855 Rifle .36p 6 14 45 2 2 pc M. Guns 5 SS N

Spencer Rifle .52 7 19 45 2 1 pc M. Guns 6 SS N

Springfield Rifle .45 1 22 60 2 3 M. Guns 6 SS N

Winchester Rifle .45 15 22 60 2 1 pc M. Guns 7 SS N

Coach Gun M1881 12g 2 30S 15 2 2 pc S. Guns 5 SS N

Shotgun, Parker B. 12g 2 30S 30 2 2 pc M. Guns 8 SS N

Wild West Weapons

Colt Peacemaker M1873, Single Action

Rounds: 6 Caliber: .45 Colt Weight: 1 kg Length: 279 mm Price: $25

Special:InaCombatSituation,GunslingersmayreducetheDifficultyLevelbyonepointforthefirstshotfiredineveryCombatRoundwhenusing the Colt Peacemaker.

pc Actions per cartridge (round/shot/bullet); if 2 pc you need to spend 12 actions reloading 6 cartridges. p Paper cartridges 1SA Single Action Gun * PocketGunsmaybeusedatH2Hrange.TheDifficultyLevelincreasesbyonepointevery15meters(SR) S Shotgun damage is full within its Range. The damage is reduced by 10 points for every 15 meters added. QD Quick Draw

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Smith & Wesson model 3 Schofield, Single Action

Rounds: 6 Caliber:.44Schofield Weight: 1.3 kg Length: 305 mm Price: $20

Special:InaNon-CombatSituation(alsoSurpriseAttacks),theSchofield’sRangeis30m.

Colt Model 1861 Navy, Single Action

Rounds: 6 Caliber: .36 Paper-wrapped Weight: 1.2 kg Length: 330 mm Price: $17

Special: The cartridges are useless if they get wet. If you fumble while using this weapon, the number of 1s is doubled.

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Colt M1877 Lightning, Double Action

Rounds: 6 Caliber: .38 Long Colt Weight: 0.8 kg Length: 240 mm Price: $22

Special: The Colt Lightning has an additional +1S bonus to initiative when used by a Gunslinger.

Remington Model 1875, Single Action

Rounds: 6 Caliber: .44 Remington Weight: 1.1 kg Length: 270 mm Price: $19

Special: When fumbling using this gun, one fumble die may be removed. This weapon will only malfunction if rolling two or more 1s when fumbling. One fumble die will count as a failure.

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British Bull Dog, Double Action

Rounds: 5 Caliber:.44ShortRimfire Weight: 0.5 kg Length: 152 mm Price: $10

Special:Thisgunmaybeusedwhile inH2Hposition.Froma rangegreater thanH2H, theDifficultyLevelwill increasebyonepoint,includingthefirst15meters.DifficultyLevelisreducedby1whenconcealingthisgun.

Remington Model 95 Derringer, Single Action

Rounds: 2 Caliber: .41 Short Weight: 0.5 kg Length: 76 mm Price: $12

Special:ThisgunmaybeusedwhileinH2Hposition.FromarangegreaterthanH2H,theDifficultyLevelwillincreasebyonepoint,in-cludingthefirst15meters.DifficultyLevelisreducedby2whenconcealingthisgun.ThisweaponcanbeusedwithanyGunsSkill(Small,Medium and Large) as a small gun, but any Focus Point advantages are reserved the Small Guns Skill.

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Winchester Rifle Model 1873, Lever Action

Rounds: 15, Tube Magazine Caliber: .45-70 Long Colt Weight: 4.3 kg Length: 125 cm Price: $35

Special:If you’reSpecializedwiththeMediumGunsSkill,thefirstshotfiredwithaWinchesterRifleduringaCombatRoundwillonlyrequire one Combat Action. This will only apply if using a Standard Attack Action, and cannot be used for Aiming or Called Shots.

Spencer Repeating Rifle, Lever Action

Rounds: 7, Tube Magazine Caliber: .52 Spencer Weight: 4.6 kg Length: 120 cm Price: $28

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Springfield Model 1873, Breech-Loading

Rounds: 1 Caliber: .45-70 Long Colt Weight: 4.9 kg Length: 130 cm Price: $30

Special:Thisweaponcanhaveabayonetattachedtoit.UsingthefixedbayonetasameleeweaponrequirestheMediumMeleeWeaponsSkilland the use of both hands.

Fixed bayonet: Type P(B); Damage 9; Hands 1½; Force Required 3; Quality 5; OC 20

Colt Model 1855, Revolving Rifle

Rounds: 6 Caliber: .36 Paper-wrapped Weight: 4.1 kg Length: 115 cm Price: $25

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Parker Brothers Shotgun, Double Barrel

Rounds: 2 Caliber: 12 Gauge Weight: 3.9 kg Length: 110 cm Price: $12

Coach Gun, Double Barrel Shotgun (Short-Barreled Shotgun)

Rounds: 2 Caliber: 12 gauge Weight: 2.9 kg Length: 99 cm Price: $12

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Duels A Player Character may challenge or be challenged to a duel, using revolvers. The rules for a duel are easy.

A duel is a one-round combat situation where both participants have one Combat Action each only.

The range between the two participants is 15 meters.

Both participants make an Initiative roll (Combat Skill + Reaction). Theparticipantwiththemostsuccessesmayshootfirst,andisthemost likely to win the duel (if he is able to kill the opponent with one shot).

Only one shot is allowed in a duel. If you miss, you are not allowed to shoot again. If your opponent is killed by the one shot, he may not shoot back, but if the shot wasn’t lethal, he may shoot.

The winner is the one who stands upright afterwards. If both participants are wounded, and none of them are able to stand upright, it’s a tie.

Throw Lasso

Alassoisnotdefinedasaweapon,anddoesnotrequireany Weapons Skills to be used even when used against people or animals. Throwing a lasso effectively will require a Skill Combination of Throwing (BC) + Ropes Knowledge (KN).

Lasso Range: 15 meters

When attempting to capture a person or an animal using the lasso, you need to spend 3 Combat Actions, using both hands.

Make a Lasso Throw Skill Roll. The opponent may roll a Dodge Skill Roll to avoid getting captured. If captured, the number of successes determines the Capturing Quality. The Capturing Quality tells you the number of successes you need to break free from the ropes, using the Force Skill.

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Horses & Riding

Horse Quality

A saddle horse’s Quality ranges from 1 to 10 (Horse Quality). You may of course use a draft horse as a saddle horse, but the Horse Quality would be limited to a maximum of 4. Regular saddle horses’ Quality is 4-5, while a good saddle horse has a Horse Quality of 6-8. A horse with a Horse Quality of 9-10 is very rare and very expensive.

The Horse Quality will limit the rider’s successes when performing physical taskse.g.firingagunfromthehorse’sback.If theHorseQualityis4,themaximumnumberof successeswhenfiringthegunis limited to 4.

The Riding Skill (BC)

In addition to the Horse Quality, the rider needs the Riding Skill (Basic Skill in the Wild West setting) to be able to perform physical tasks from the horse’s back. Before you can perform a task while riding,youneedtomakeaRidingSkillRoll.If youfail,theDifficultyLevel is increased by one point. If you fumble the Riding Skill Roll, you must use as many Recover Actions as 1s in the fumble. A critical fumble will make you fall of the horse.

The GM may ask the player to make a Riding Skill Roll whenever the Player Character is attempting a riding task that has a Complexity Level. Riding slowly on a road has a Complexity Level of 0. Jumping over a normal sized fence has a complexity level of 1. Catching a train on a horse’s back while dismounting and jumping onto the train, will have a Complexity Level of 2 to 4 depending on the train’s speed and the terrain.

Bareback Riding

BarebackridingwillincreasetheDifficultyLevelbyonepointwhenmaking Riding Skill Rolls if not Specialized with the Riding Skill.

Horse Taming

A wild horse can be tamed using a Skill Combination of Animal Insight (RE) + Riding (BC). The GMmust define a ComplexityLevelforthetask.TheComplexityLeveldoesnotreflectthehorse’sQuality.

When a horse has been tamed, the GM should make a random roll to determine the horse’s Quality. The average of 2d10 determines the Horse Quality. Decimal numbers are rounded down.

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Gambling The Wild West has saloons where professional and amateur gamblers gather around tables for a game of poker, or any other game, hoping to win some quick money. There are three different ways of winning a game of poker. You can bluff, cheat or just be lucky.

Card Games Skill (KN)

Card Games is a Knowledge related Skill. It can be used in different Skill Combinations used when gambling.

Gambler

ApersonwithaSpecializedCardGamesSkill(KN)isdefinedasaGambler.Beingagamblerwillhave somebenefitswhen joiningagame of poker or other games of gambling.

Playing a game of poker

Ante and Pot Limit

The GM (or a player) decides the beginning pot and the pot limit. Thiswilldeterminetheante(thefirstpot).

Deal the Cards

All participants roll one d10 each. The value rolled is the Quality of your hand. An NPC with a poor Hand Quality (1-2) is most likely to Fold. The GM should know what Hand Quality the Player Characters have, but the Player Characters should not know the NPC’s Hand Quality. This is because the players should not be able to use their real-life bluff Skills to bluff the GM. Participants who folds after rolling the Hand Quality die will lose their part of the ante.

A Gambler may roll additional Hand Quality dice equal to his Card Games Skill’s Focus Points and choose one die.

Hand Quality = 1d10 (a random number)

Bluffing

The players may use Bluff (Convincing Skill) as an attempt to convince the NPCs that their hand is either good or bad. The Quality of the Bluff is determined by the number of successes rolled. A poker player can use the Skill Combination: Bluff + Card Games Knowledge to increase the chance of achieving a higher Bluff Quality. Emotion Control may be added as an enhancement, creating an Advanced Skill Combination. Bluffing is the most commonway of winning a game of poker and is not considered cheating. A professional gambler would most likely have chosen to train Convincing Skills, Card Game Knowledge and Emotion Control.

Bluff Quality = Number of Bluff successes

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Bluff = Convincing Skill (Bluff) (SO)

Improved Bluff = Convincing Skill (Bluff) (SO) + Card Games Skill (KN)

Advanced Bluff = Convincing Skill (Bluff) (SO) + Card Games Skill (KN) + Emotion Control Skill (SO)

A Bluff can be revealed by making a Human Insight Skill Roll with equal to or more successes than the Bluff.

Reveal Bluff = Human Insight (RE)

Improved Reveal Bluff = Human Insight (Bluff) (SO) + Card Games (KN)

Advanced Reveal Bluff = Human Insight (Bluff) (SO) + Card Games (KN) + Idea (RE)

Fold, Raise and Call

Whether or not an NPC believes a Bluff to be true, he will fold, raise or call. If the NPC believes that his hand is worse than his opponent’s, he will fold. If the NPC believes that he has better cards than the opponent, he will raise. If the NPC don’t know if he’s got better or worse than the opponent, he will call.

Raise

If one of the participants raise the pot, all other participants may roll a Human Insight Skill Roll (or a Sense Motive Skill Combination) versus an Emotion Control Skill Roll to determine if the raise is a bluff or not.

Fold

Player Characters and NPCs may fold if they believe that they’re losing the game.

Call

Player Characters and NPCs may call if they believe that there is a chance of winning.

Showdown - Determining the Winner

The GM should reveal the NPCs’ hands at the end of the game. The one with the highest Hand Quality wins. If there is a Hand Quality tie, roll again to determine which hand was the best. A Gambler may roll additional dice equal to his Card Game Skill’s Focus Points and choose one die.

CheatingA player may choose to cheat to win. The Skill used to cheat in a game of poker is the Pick Pocket (BC) Skill. You are free to rename this Skill, if you feel that Sleight of Hand sounds better. The Pick Pocket Skill can be combined to a Skill Combination with Card Games (KN) to improve the task. In a game of poker, the other participants may roll a Visual Perception Roll to detect the cheater. The Perception Skill Roll can also be combined to a Skill Combination with Card Games (KN). This will improve the chances of detecting a cheater. The cheater is detected if the Perception Skill Roll is equal to or higher than the cheaters Cheat Roll.

Cheat = Pick Pocket (BC)

Improved Cheat = Pick Pocket (BC) + Card Games (KN)

Advanced Cheat = Pick Pocket (BC) + Card Games (KN) + Emotion Control (SO)

ThereisnoautomaticDifficultyLeveldecreaseduetoanon-combatsituation when gambling, because the circumstances are more or less similartoacombatsituation(withnoweaponsused).TheDifficultyLevel can be increased if the NPCs are very aware and suspicious. This should be determined by the GM before the game begins. If an NPC is aware, the Player Character may attempt a relevant Social Skill to divert the attention. (The Get Attention Skill can be used to divert attention to another player. Deceive, Mislead and Seduce are a selection of Convincing Skills that can be used to reduce the NPC’s awareness.)

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PricelistsGold1 troy ounce of gold $20.00 1 gold bar $3,000

GoodsWhiskey (1 gal) $3.00Flour (1 barrel, 50 kg) $8.00Ale (cask) $10.00 - $20.00Cotton fabric (1 meter) $0.1Fur (from various animals) $3.00 - $100.00

Service1 Stagecoach ticket $10 pr 100 milesHotel room $2.00 - 5.00 per nightStable rent $2 per weekGlass of whiskey (served) $0.50Meal (served) $1.00 - $2.00Medical treatment $3.00 - $10.00Surgery $20.00 - $50.00

ApparelBoots $10.00 - $30.00Hat $3.00 - $6.00Clothing (commoner’s) $10.00 - $30.00Clothing (cowboy’s) $30.00 Clothing (classy) $80.00 - $200.00Leather coat $10.00 - $20.00

Weapon AccessoriesGun cartridges (50) $1.00 - $3.00Gun holster $2.00 - $8.00Pearl grip for revolver $80.00Gun maintenance kit $3.00

ToolsHunting knife $6.00Wood axe $5.00Pickaxe $4.00Panning equipment $2.00Dynamite bar $1.00Lamp $4.00

AnimalsDraft Horse $75.00Saddle Horse (Quality 4) $100.00Saddle Horse (Quality 5) $150.00Saddle Horse (Quality 6) $250.00Saddle Horse (Quality 7) $400.00Cow $25.00Bull $80.00Pig $5.00

Horse EquipmentSaddle $30.00 - $50.00Harness $40.00Wagon $50.00 - $80.00Stagecoach $250.00

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Robert Bersch (order #6909358)