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Exploring the Mystical West

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100% found this document useful (1 vote)
38 views10 pages

Exploring the Mystical West

Uploaded by

tanela9354
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Rough

Riders
Game Materials The System
Let me tell you something, friend. everyone. ■ Two poker decks: the Game Deck and In this game, you’ll perform trial and fate
This West is not like the others. Only the bravest dare to follow them, the Combat Deck. rolls when there is uncertainty in the
venturing into uncharted lands full of ■ You will use the Game Deck when fiction.
Here, the veil between the real and the
mysteries. drawing cards normally. You’ll add cards to your hand when your
spiritual is as thin as a desert breeze at
You will use the Combat Deck only trial rolls succeed, burn them to gain
sunset. I’ve ridden those paths, felt the weight of
when determining positions at the start momentum, and, most importantly,
I’ve seen things you wouldn’t believe, and the shadows, and seen what hides in every
of Combat. continually collaborate in moving the
I’ve heard stories from the natives, who ray of sunlight and in every dark corner of
To avoid confusion, it is recommended story in interesting directions.
are called the Dreamers. They hold the canyons.
that these decks have different backs. Additionally, the game features:
ancient secrets, knowledge that allows This is a place where adventures are as
Shuffle the discarded cards after each ■ Exploration mechanics, with a map for
them to walk between dreams and speak vast as the plains that make it up.
scene and whenever the deck is empty. detailing everything you encounter as
with the spirits that dwell in the land. Here, protecting the Frontier from ■ A full set of polyhedral dice. you travel through this mysterious West.
Those spirits don’t just roam these lands; supernatural forces, negotiating with Each region will have a risk index,
they protect them. There are places where beings from other dimensions, and ■ A map sheet.
usually ranging from 1 to 3.
time doesn’t flow as it should, where the unraveling prophecies are just the ■ A bottle of whiskey, or any other alcohol
■ Tables to resolve specific situations.
laws of nature twist and fade. beginning. of your choice, and a shot glass for each
When you encounter one of these
player.
And the prophetic visions… they If you have the courage to ride into the tables, draw a card from the Game
sometimes come to you at twilight or in unknown, this West full of dreams and ■ 2 to 4 friends, with one of them acting Deck and consult the suit on the table.
the middle of a storm, and they’re not for shadows is waiting for you. as Game Master (GM). Then discard it.
■ A couple of hours per session. ■ Two solo modes.
Guidelines
Game Master (GM) Players
■ Guide the story. ■ Listen and pay attention.
■ Telegraph danger. ■ Narrate your actions.
■ Show the world as it is. ■ Align on things as a group.
■ Check-in with the players. ■ Share the spotlight.
■ Pause or rewind if needed. ■ Engage with the fiction.
■ Be a fan of the characters. ■ Embrace risk, play to find out.
■ Trust the fiction. ■ Stack the odds in your favor.
■ Provide problems, not solutions. ■ Find creative solutions.
■ Ask questions, use the answers. ■ Rise up from failure.
■ Split problems into multiple rolls. ■ Don’t hoard the cards, or else...
■ Improvise the rules if needed. ■ Play to find out.

Author: malditomáster Art: Charles Marion Russell


This work is based on Songs and Sagas, product of Fari RPGs [Link] developed and
authored by René-Pier Deshaies-Gélinas. This product is licensed under the ORC License available online
at various locations including [Link]/orclicense. Se rechazan todas las garantías según lo
estipulado en dicha licencia.
Create Your Character Suit Attribute Modifier 2. Choose Your Horse
To create your character, follow these ♥ Set your attribute to +2 Your character has a horse: their mount, their friend, and their soulmate.
steps. ♦ Set your attribute to +1
♣ Set your attribute to 0 The Horse you choose increases certain attributes, sets your initial maximum health,
1. Attributes ♠ Set your attribute to -1 and grants you a special ability.
Attributes are the primary way you will
interact with the world. You have 4 Write down the results on your character Additionally, you may burn a card to, for a short while, call upon your Horse to assist
attributes. sheet. you in your actions. Take advantage of its presence to roll with a reduced Difficulty
Rating (DR).
■ Strength for crushing, lifting, striking, If you are unhappy with your
and grappling. attributes, you may try to get a better Choose or roll to determine your horse.
■ Dexterity for dashing, aiming, result by revealing another card, but
sneaking, and handling. must accept the new result. This can Percherón Thoroughbred
only be done for two attributes. Increase your strength by 2 and Increase your dexterity by 2 and
■ Willpower for perceiving, solving,
your heart by 1. Your max health is your willpower by 1. Your max
analyzing, and focusing.
1 d10+3. You may burn a card to roll 2 health is d8+3. You may burn a card
■ And Heart for persuading, charming, an extra d4 when resisting damage to force an enemy to do a morale
commanding, and honoring. in a resilience roll. check.
To determine your starting modifiers,
reveal a card for each attribute.
Quarter Horse Arabian
Increase your willpower by 2 and Increase your heart by 2 and your
your dexterity by 1. Your max strength by 1. Your max health is
3 health is d6+3. You may burn a card 4 d10+3. When you burn a card to
to force an enemy to step down aid an ally, you give +3 to their score
their damage die. instead of the normal +2.

Morgan Mustang
Increase your strength by 2 and Increase your willpower by 2 and
your willpower by 1. Your max your heart by 1. Your max health is
5 health is d12+3. You may burn a 6 d6+3. Once per session, you may
card during a short rest to get the burn a card to mark XP twice.
benefits of a long rest.

If you are unhappy with your max health, you may reroll once, but must accept the new
result.

3 4
3. Resilience & Weapon Success: Gain control of a moment in the Burning Cards Oracle
Your resilience allows you to resist scene and narrate what happens next. Add Burn a card from your hand to: If you seek answers to questions where
damage during combat. one of the revealed cards to your hand if no your character isn't directly involved in
cards were burned for the roll. You must ■ Give you a boost: +2 to your score
You start with a d4 in resilience. Fill the the outcome, formulate a yes/no
pick a red card over a black card. ■ Aid and ally: +2 to an ally’s score question and evaluate the likelihood of a
d4 resilience box on the character sheet.
■ Turn the table: Turn a setback into a positive outcome.
Your weapons provide convenient ways Setback: Mark XP, but give up control of success, but the GM gets to introduce Then, reveal 1 card for sheer luck, and
to perform attacks on enemies. the narrative to the GM. They describe a new consequence. reveal one card for each additional factor
You start with a d6 weapon of your what happens and may inject more tension
in the scene by introducing a new ■ Come prepared: Add an item to your or advantage that would increase the
choice. Write it down in the inventory (a
consequence (narrative mishap, loss of inventory as if it had always been likelihood of a positive outcome.
derringer, a revolver, a sword, an axe, a
health, reduced resilience, damaged there. This may reduce the DR of a ■ If you have revealed at least 2 red
bow, a pair of knives, etc.).
weapon, a new condition, etc). roll in certain situations, but the GM cards, the answer to your question is a
has the final say. strong yes.
Trial Roll Rating Descriptor When you burn a card, take a shot of ■ If you have revealed 1 red card, the
When taking a risky action, make a trial 9 Easy whiskey. answer to your question is a weak yes.
roll. 12 Normal When you assist an ally, that player must ■ If you have revealed no red cards, the
15 Challenging drink in your place if they choose to answer to your question is no.
Pick the attribute best suited.
accept your help.
Use this answer as a jumping point for
When a rule changes the DR of a roll, your story or continue asking questions
The GM discusses with the group and the group decide by how much, using until you feel ready to continue playing.
sets a difficulty rating (DR), usually a the fiction as their guide.
12.

Fate Roll
The GM reveals a number of cards
When taking an action with an uncertain
matching the current region’s risk
outcome but no consequential risks,
rating. For each black card, the
make a fate roll:
difficulty rating of the roll is increased
by 2. ■ Simply perform a trial roll, skipping
step 3, and use the result to help guide
the story forward.
Roll a d20 + the attribute modifier to
get your score. When making a fate roll, you also
forego adding cards to your hand on a
If your score is greater than the difficulty success and refrain from marking XP
rating, it’s a success. on a setback.
Otherwise you suffer a setback.

5 6
Resilience Inventory Rest Experience
Your resilience allows you to resist You have a total of 6 inventory slots. To recover, you can: When a trial roll results in a setback, you
incoming damage and is defined by a die When you get an item or weapon, add it ■ Short: Take half an hour to catch your get to mark XP, in which case you fill
rating (d4 - d6). During an enemy attack, in an inventory slot. Items can be used to breath. Reveal a card. one of the eight boxes on your XP track.
roll your resilience die and subtract the reduce the DR of a roll, but the GM has When your XP track is filled, clear your
result from the incoming damage. the final say. Suit Health Recovered XP track and do the following.
Resilience may be ignored or reduced at Weapons are assigned a die rating (d4- ♥ Recover 5
the GM’s discretion, for example after d12) and are used during attacks. ♦ Recover 3 Change Your Attributes
taking a significant amount of damage Weapons may become damaged at the ♣ Recover 2, trouble is ahead
For each attribute, reveal a card.
or if your character is drunk. When this GM’s discretion. When damaged, the ♠ Recover 1, trouble is here
happens, the armor die is stepped down. weapon die is stepped down. You may Suit Modifier
also take the time to repair damaged ■ Long: Spend a couple of hours resting. Increase attribute by 2
You recover your resilience after taking a ♥
weapons when you take a long rest. Reveal a card and interpret the result Increase attribute by 1
long rest. ♦
as above, but double the recovery. ♣ No changes
You may spend this time fixing a ♠ You see a bad omen.
Health & Conditions damaged weapon or recovering your
Your health represents your physical and mental well-being. If reduced to 0, reveal a resilience die, but then only get the If you reveal more than one ♠, the omen
card. benefits of a short rest. becomes more menacing.
■ Full: Spend a week out of action or in
Suit Consequences calm transit to restore all resilience Change Your Health
♥ You are not ready to fall, set your health at 1. and, if it makes sense in the fiction, To get your new max health, reveal a
♦ You are incapacitated and close to death. You lose your resilience die. If clear a condition. card.
your wounds are tended, set your health at 1.
♣, ♠ Like ♦, but also work with the GM to gain a new condition Suit Modifier
Reaction ♥ Increase health by 2
Conditions are negative aspects attached to your character. Each condition takes at When an NPC’s reaction to you is not ♦ Increase health by 1
least one inventory slot. obvious, reveal a card. ♣ No changes
To clear a condition, you need a full rest or wait until it becomes irrelevant. The GM ♠ You have a vision.
Suit Reaction
can invoke conditions to increase the DR of a roll.
♥ They seem helpful.
♦ They seem curious.
♣ They seem wary.
♠ They seem hostile.

7 8
Combat Enemies You roll the damage die and inflict that amount of damage to the target’s health,
subtracting their resilience roll.
Iniciative Enemies are made of health, resilience
and weapons, which work exactly like Additionally, after rolling damage and before applying the target’s resilience, you can
To decide who goes first in combat, yours. You can build your own enemies use the cards in your hand to inflict extra effects.
reveal a card. or convert some from existing OSR
Combination Extra effect
Suit Initiative bestiaries.
Pair +2 to damage or increase your resilience die (max. 1d6)
♥, ♦ Your group goes first. Two Pair +3 to damage and increase your resilience die (max. 1d6)
♣, ♠ The enemy group goes first. During Your Turn Three of a Kind add a target and deal damage to both
Choose one: Straight or Flush x2 to damage
The group order stays the same until the Full House add a target and x2 to damage to both
■ Make a trial roll to attempt to reduce
combat is over. Four of a Kind eliminate one target of your choice
future DRs, to reduce/damage your
Straight Flush eliminate two targets of your choice
target’s resilience/weapon, or to
The individual order is not tracked; go Royal Flush end the combat in an epic fashion
otherwise alter the fiction.
with what makes the most sense or
who’s most excited to play next. ■ Perform an attack. To make these combinations, you can use cards from both decks. After using a card
combination, discard those cards and draw as many cards as the number of combat
The combat ends when all player Attack cards you used. You can only use one combination per turn.
characters or enemies run out of health,
or if one side decides to withdraw (see Choose between:
Enemy Morale). ■ Weapon: When attacking with a
During An Enemy’s Turn Enemy Morale
weapon, the weapon’s die rating will Enemies attack and prompt you to When enemies feel outnumbered or see
serve as damage die. defend with a trial roll (including card to their leader fall, reveal a card to
Determine Positions hand or XP). determine how they react.
At the start of combat, each player will ■ Feat: When trying to harm an enemy
draw 5 cards from the Combat Deck. through other means, the GM assigns Success: You avoid the attack, and the Suit Morale
This will be your initial hand. a damage die to your action (d4 - d12). DR of your next roll is lowered if you ♥ They panic and try to flee
You will use these cards to add benefits to In both cases, make a trial roll (including rolled a 20. ♦ They surrender or negotiate
card to hand or XP). ♣ They stay in the fight
your attacks.
Seatback: You get hit. Tthe GM uses ♠ They double down on the fight
If you’ve surprised your enemies or Success: Use the damage die as is, or the enemy's damage die, stepped up if
prepared the ground, draw 1 extra card. step it up if you rolled a 20. you rolled a 1. The GM may inflict a Mobs of enemies may be frouped together
If you’ve been surprised, draw 1 less consequence in addition to or in place as a single entity.
card. Seatback: Step down the damage die of the damage dealt to you (e.g., reduce
once, or twice if you rolled a [Link] GM your resilience, give you a condition).
may inflict a consequence in addition to The GM rolls the damage die and deals
or in place of the stepped down damage that much damage to your health,
die (e.g., a damaged weapon). minus your resilience die roll.

9 10
Chart the Map The Frontier
Drop a d20 on the map sheet’s hex grid,
this is the region you are located in.
Now, and each time you enter a new hex,
take the time, as a group, to describe the
region. Use your imagination or refer to
the Terrain, Point of Interest, and
Random Event tables.
Write down key details in one of the
numbers of the regions box and note the
number in the appropriate hex.
Finally, reveal a card to set the initial risk
rating of the region.
Suit Risk Rating
♥ Starts at 1 + a moment of serenity
♦ Starts at 2 + an unexpected twist
♣ Starts at 2 + an impending threat
♠ Starts at 3 + an imminent danger
Regions
The risk rating determines the level of
unknown and danger in a region. The 1. 5. 9.
higher the rating, the more drama and
unpredictability should be injected in the
narrative. It typically ranges from 1 to 3,
but may step up or down at the GM’s
discretion depending on your actions in 2. 6. 10.
the fiction.
Each hex is 6 miles (approximately 10
km) face to face.
A person can walk 1 hex in 1 day, a horse-
drawn cart can cross 2, and a mount at 3. 7. 11.
full gallop can cover up to 3 (but will
need to rest an entire day afterward).

4. 8. 12.

11 12
Solo Mode When you see this symbol, initiate 1d8 Special Objects 1d12 Terrain
You can play solo in two ways. a combat. The enemy has the health 1 Trick deck. Once per game, you 1 Forest 7 Swamps
indicated by the number following the can use an Ace of ♥ as if you had 2 Mountain 8 Desert
Freeform symbol. You may have to fight more it in your hand. 3 Prairie 9 Canyon
Tou take on the roles of both GM and than one target. 2 Spectral horseshoes. Your horse 4 Plateau 10 Hills
player. You may use the provided tables The trial roll’s difficulty is the one can travel 3 hexes without needing 5 Valley 11 Plains
when in need of ideas. indicated by the event’s DR. 6 Lakes 12 Tundra
to rest.
Guided If you fail, you take damage (don’t use 3 Blacksmith’s tools. You can repair
the “Enemy’s Turn” mechanic). 1d20 Point of Interest
your weapons without penalties
Use the scenario on the next page. Instead, roll your resilience die and 1 Shaman’s Cabin
during rest.
Read the introduction. Then roll a d6 consult the following table. 2 Temple of the Dreamers
4 Dream Rope. Leave an end on
and read the event corresponding to the 3 Ruins of the Lost City
each side of a portal to prevent it
number you rolled. Value Damage Taken 4 Oracle’s Cave
from closing. 5 Bridge of Shadows
The events will look like this: 1 2 5 Guardian’s Amulet. Reduce the 6 Arch of Dreams
2 1
DG of the rolls against evil spirits. 7 Lake of Spirits
6. 9 Broken Wagon 3+ Nada
6 Crystal of Clairvoyance. Look 8 Mountain of Shadows
through it to uncover hidden 9 Ghost Town
If you overcome an event that has this truths. 10 River of Whispers
EN. DR Event_Name symbol, make a roll on the treasure 11 Canyon of Winds
7 Bottle of Spectral Nectar. Fully
table. You gain that item. 12 Moonlight Temple
restore health, or reveal a vision if
EN is the Event Number. When you you’re uninjured (1 use).
13 Guardian’s Sanctuary
finish this event, roll 1d6 and add the 1d10 Treasures 14 Vortex of Wandering Spirits
result to the number of this event to 8 Chalice of Silence. Drink from
1 Special item. Roll on the Special 15 Cursed Mine
move on to the next event. this chalice to hear and
Items table. 16 Echo Grotto
understand the whispers of spirits. 17 Silent Waterfall
Example: If you’re on event 3 and roll 2 A roll of rope. Use it to gain
18 Path of Lament
a 2, you’ll go to event 5. advantage when climbing.
1d12 Non-Player Characters 19 Sage’s Refuge
3 Bag of sugar. Roll with 1d6 on
If you encounter a symbol, you your next Resilience roll. 1 Jake “Lone” Carson 20 Midnight Gate
must stop. Read the text, and then roll 4 Wanted poster. Draw a card to see 2 Bill Thompson
1d6 to continue from this point. 3 Doc Holliday 1d20 Random Event
its reward (multiply by 10, face card
or Ace = 20). 4 Sally “Sunny” Jones 1 Prophetic Vision
The Event Name defines the event 5 Treasure map. Roll the die on the 5 Black Jack McCoy 2 Spiritual Eclipse
you’ve encountered. Take your time map to indicate where it’s located. 3 Encounter with a Spirit Guide
6 Eli “The Reverend” Williams
describing it. Feel free to use the ($ = like wanted poster). 4 Ambush by Spirits
following tables when you need 7 Annie O’Hara
6 Gold nugget. Draw a card to see 5 Fog of Despair
assistance. 8 Tom “Tracker” Harris
how many $ it’s worth (Ace = 12, J, 6 Whispers of the Wind
Q, K = 10). 9 Martha “The Rose” Rogers 7 Residual Energy
DR is the difficulty rating of the trial 7 - 8 Weapon 1d6. 10 Billy “Snake Eyes” Sanders 8 Fragments of Dreams
roll to overcome the event. If you fail, 9 Weapon 1d8. 11 Old Man Jenkins 9 Faces in the Sand
you continue, but take 1 damage. 10 Explosive 1d10. 12 Catherine “Cat” McBride 10 Portals of Illusion 14
51. 6 Discover a weapons cache,
Honor in Dusty Creek 7. You arrive at the town of Dusty 27. Outlaws approach. You go out to
This scenario is designed for Solo Play. Creek, a desolate place but full of hope. meet them to try to get time. There are rumors 52. 12 Traitor invoking portals
Find the rules for Solo Play on page 14. The townsfolk plead with you to help them of a betrayal within the town. 53. 15 Control dimensional portals
defend against the gang of outlaws that [Risk Rating = 2]
You start with [Risk Rating = 1]. 54. 6 Arrival of unexpected allies
terrorizes them.
Stop and read. Take a long rest and 28. 12 Scout bandits, 4 3
55. 9 Outlaws in retreat
roll again. You gather a group of cowboys willing to
29. 6 Trail of Spiritual Energy
fight. Roll 1d6+2. That is the number of 56. 12 Bell tower collapse
You find a Treasure. cowboys you can use to fight your enemies. 30. 12 Ambush at the river, 5 3
Roll on the Treasure Table. 57. 15 Capture the lieutenant, 7
You can spend a cowboy to Boost (+2 to a
31. 12 Wandering Spirit, 5 4 58. 6 Recover supplies
Combat. The number after the Trial Roll) or to ignore all health loss for a
symbol indicates the health. turn. 32. 6 Unexpected reinforcements 59. 9 Surprise counterattack
Each time you use a cowboy, add +3 to the 33. 9 Intercepted message
Start your adventure difficulty of your next Trial Roll. 60. The battle is at its most critical
34. 12 Captured spies point. The villagers' morale is low, and the
In the vast and desolate landscape of the
cowboys begin to falter.
Frontier, where laws are scarce and justice 8. 9 Distrust of the villagers 35. 9 Trail of the outlaws
is often found at the tip of a revolver, a 9. 6 Prepare barricades 61. 9 Rifle volleys
36. 6 Caravan in danger
small town called Dusty Creek struggles
to survive. 10. 6 Understand the terrain 62. 15 Duel in the alley, 7
37. 9 Supply check
For months, the villagers have been 11. 9 Gather supplies 63. 6 Gather final forces
38. 12 Interrupted ritual, 6
terrorized by a band of ruthless outlaws 12. 12 Bar fight, 4 64. 12 Dust and confusion
led by the infamous Black Jack. 39. 6 Mysterious disappearance
13. 6 Whispers of the Wind 65. 12 Last defensive stand
On the brink of despair, the people 40. 9 Gunpowder trail
of Dusty Creek have sent out a plea for 14. 6 Meeting with the sheriff 66. 6 Unexpected guardian spirit
41. 12 Hidden outlaws, 7
help, seeking brave cowboys who can 15. 9 Night watch 67. 15 Prepared explosives
defend them. 42. 6 Night preparations
16. 12 Repair fences 68. 15 The final showdown, 8 7
After ensuring there will be a good 43. 9 Fresh tracks
69. 12 Arrival of enemy reinforcements
reward, you embark on a life-or-death 17. 9 Trap construction
mission to protect the town, face 44. The outlaw leader, known as "Black 70. 12 Strengthen the defense
18. 6 Training villagers
countless dangers, and confront Black Jack," sends a threatening message. People in
71. 15 Defeat the second-in-command, 8
Jack and his gang of outlaws. 19. 9 Reinforce doors Dusty Creek prepares themselves for the final
confrontation. 72. 15 Black Jack reappears, 12
20. 12 Fight between villagers
21. 6 Weapons check 45. 12 Night attack, 6 4 73. With Black Jack and his outlaws
1. 6 Desert dust
defeated, the town of Dusty Creek celebrates
2. 6 Scorching heat 22. 9 Uncover spies 46. 15 Fire at the blacksmith's
its liberation. You are honored as a hero and
3. 9 You encounter 1 lost spirit, 3 23. 12 Hidden bandits, 5 3 47. 15 Destruction of the barricade depart with the eternal gratitude of the
villagers and a bag full of gold
4. 6 Wild buffaloes 24. 6 Organize supplies 48. 12 Sniper in the bell tower, 5
5. 9 Opportunistic bandits, 4 25. 9 Road surveillance 49. 15 Frontal assault, 6 5 4
6. 9 Broken cart 26. 9 Runaway horse 50. 12 Regroup in the town square
16
Your Character
Name
Pronouns
Horse

Attributes

Str Will

Dex Heart
Experience
Health

Resilience
Notes

0 1d4 1d6

Inventory

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