Make your own free website on Tripod.com
WILD WEST RPG

31. HORSES

The horse was one of the most important possessions of the people of the west. This importance is reflected in the detail with which we treat horses in Wild West. In other games of this type the horses are treated as abstractions. Here, with more than one skill, it is man and horse together who succeed or fail, and, this is as it should be.

31.1 Horse Characteristics

These are the physical and mental traits that make up a horse's reliability. No other factor made such a difference towards the survivability of the cow hand as a good, reliable horse.

DESCRIPTION OF CHARACTERISTICS

All Characteristic Values (CVs) for horses are established by rolling 3d6.

31.2 Horse Skills

Horses have skills as do the PCs. When a riding maneuver is attempted, the average of the skill levels of the rider and his horse are used. All horse skills must be learned and experience is gained in each skill as is the case with humans. Skills are taught by horse trainers or horse owners. Those PCs with Horse Training Skill will enable the horse they are training to gain three times the normal experience for a training session. It should be noted that the Horse Training Skill can only be used once per day. This does not preclude additional training for the horse in the form of practice in which the rider does not use his Horse Training Skill, so that additional training time is at normal experience levels.

A. Cutting CV = (B + D) / 2

The ability to cut a single cow out of a herd. This skill also relates to the horse's ability to pace a fast moving animal, such as a calf or horse, being roped or an object such as a stage or train.

Experience Points: Fumble:
B. GUN CV = E

This skill prevents a horse from spooking when a firearm is discharged nearby.

Experience Points: Fumble:
C. HERD CV = (B + C) / 2

The ability to herd cattle.

Experience Points: Fumble:
D. JUMP CV = (A + D) / 2

The ability to clear obstacles with a rider. (Horse must be at a gallop.)

Roll is made as outlined under the PCs riding skill.

Experience Points:

All experience is for both horse and rider.

Fumble:

E. SWIM CV = (A + D) / 2

The ability to swim with a rider.

If the horse does not make his roll, he balks and will not swim. Use riding skill to see if the rider 'persuades' the horse to swim anyway. The higher roll 'wins' the argument.

Experience Points:

Fumble:
F. TRICKS CV = B

This includes opening gates, picking up hats, etc.

Experience Points: Fumble:
G. SPEED CV = Speed (MPH) / 2

This is a skill where the horse can do a "burst" of extra speed, getaways, etc.

Experience Points: Fumble: 31.3 Carrying Capacity

The carrying capacity of the horse depends upon his strength. The formula is A x 50 (Strength x 50) = carrying capacity in pounds. The pulling power of the horse is equal to twice his carrying capacity.

31.4 Speed & Wind

WIND FACTORS

To determine total wind factors, multiply Constitution by 1,000.

FORMULA: C (Constitution) X 1,000 = WIND The following chart outlines both wind expenditures and recovery rates:
 

ACTIVITY FACTORS LOST PER MINUTE
GALLOP
200
CANTER
50
TROT 
25
WALK (W/Rider)
+15 RECOVERED
WALK (Less Rider)
+50 RECOVERED 
REST 
+100 RECOVERED 

HELPFUL CALCULATIONS

Helpful calculations may be made using the speed of travel. The following factors are used in these calculations:

T = Time in Minutes S = Speed in Miles Per Hour D = Distance in Miles

PULLING POWER

FORMULA: A x 100 = Pulling Power

HORSE'S AGE

Age Is determined by die roll. The result of 3d6 is equal to the horse's age in years. For each year of age over 11 years, reduce both speed and wind by 3% and increase chance of death when winded by 2%.

HORSE'S INITIAL SKILLS

The number of initial skills is determined by a 1d6 die roll. Add the factor listed below to the result of this die roll. It is the Game Master's prerogative to select the specific skills for each horse. The initial experience points are also determined by die roll. Roll 1d6 for each initial skill and apply the factor listed according to the horse's age.
 

AGE OF HORSE
NUMBER OF SKILLS

(ADD TO 1d6)

EXPERIENCE POINTS

(MULTIPLY BY 1d6) 

1 - 3
0
x 10
4 - 8
+ 1
x 15
9 +
+ 2
x 20

Skills not held as initial skills start at zero Experience Points. The above applies only to Broken horses-Unbroken horses start at zero points in all skills.

31.5 Inflicting Damage (kick and bite)

31.6 Damage Factors

The maximum amount of damage that a horse may sustain before death are its Damage Factor. The formula for determining the Damage Factor of a horse is A + C x 15 = Damage Factor. (Strength + Constitution x 15).

31.7 Apportioning Damage Factors

As with people, the damage factors of a horse are apportioned to the various parts of its body. The following percentages of the total are used to calculate the total damage factor of each part of the horse's body and these figures are then filled in on the appropriate lines next to the diagram on the Horse Reference Sheet.

31.8 Effects of Damage by Location of Hit

A. Head:

B Chest: C. Abdomen: As for Chest.

D. Leg:

31.9 Wound Recovery Rate

Use the tables for human recovery (Section 15) substituting Veterinary skills for medical skills.