Combat & Conflict
The world of Wyld West is dangerous, and conflict can arise at any moment. Whether through a brawl in a saloon, a duel at dawn, or a desperate fight for survival against the horrors of the Caldera, players should always approach combat with a focus on safety, fairness, and immersive roleplay.
handling in-game disputes
Not every conflict in Wyld West needs to be settled with violence. Disputes over debts, insults, or power struggles can be some of the most engaging parts of roleplay. However, sometimes the only thing a bandit understands is the business end of a revolver.
In Character Calls
Fear
You have 3 Options:
- Run away from the source of fear for 30 seconds.
- Get into cover and break line of sight with the source of fear for 30 seconds (using your friends as a meat shield is perfectly acceptable and encouraged).
- Freeze on the spot for 30 seconds, but you may still defend yourself.
Strikedown
Drop to the ground as quickly and safely as possible before getting up again. You can defend yourself while taking the effect.
Rend
Take 1 Points of Global Damage &....
- If hit on a limb, that limb cannot be used until the Rend effect is removed.
- If hit on the head/torso, the character is knocked down (as per Strikedown) and becomes Fatigued (see Fatigued).
Mangle ‘Location’ or Mangle ‘Item/weapon’
Gun shot call Location – Take 2 points of Global Damage and... If hit on a limb, that limb cannot be used until the Mangle effect is removed. If hit on the head/torso, the character is knocked down (as per Strikedown) and becomes Fatigued (see Fatigued). Item/Weapon – The targeted item is broken and cannot be used until repaired by a crafter (or Gunslinger if the broken weapon is a gun).
Fatal
Your hit points are reduced to zero. Start your death count. You do not get the first half of your death count conscious, but you still have your full death count.
Subdual
When specifically stated by an attacker, any melee blow may be subdual. This works like normal damage, except the character will not die from it. A character reduced to zero by subdual damage is unconscious. They can be roused after 30 seconds with appropriate roleplay or will naturally wake up after 2 minutes, fully recovering their subdual hits.
No Effect
If you are not affected by something for whatever reason call “no effect”.
Mass
Any call can be prefixed with "Mass", meaning it affects everyone within 30 feet of the person calling it.
Fatigued
Duration: 30 minutes. While Fatigued, a character cannot move faster than a walking pace and should roleplay being completely exhausted. They cannot use any of their skills or sub-skills. Hit points are unaffected, and characters may still communicate freely.
Stun
A character cannot move or perform any action for 30 seconds.
Charm
A Charmed character becomes utterly engrossed in whatever the Charmer is saying or doing. They will be oblivious to everything else around them as their fascination with the Charmer intensifies. If the Charmer moves, the Charmed character will attempt to follow for as long as the effect lasts. While Charmed, the character cannot defend themselves or interact verbally. The effect ends if the Charmed character takes any damage or if the Charmer stops speaking, breaking the effect naturally. Once the effect ends, the character remembers that they were Charmed.
Mesmerise [Time]
A Mesmerised character is completely under the control of the Mesmeriser. They cannot speak or take any action unless instructed to do so. They must follow any instructions to the best of their ability. They will not remember anything they do or see while Mesmerised. The effect lasts for the specified time (e.g., "Mesmerise 1 hour" lasts 1 hour) or until the character becomes unconscious for any reason.
Grapple
Requires three characters to successfully grapple a target. The target is 'Restrained', See Grappling section for more details.
Execute
Kills a character who is on their death count, see Executing section for more details.
Grappling
Grappling is generally banned at Wyld West events, as it too easily leads to injury. Many players are uncomfortable with being physically grabbed, so no physical grabbing is allowed. To simulate grappling, follow these steps:
- Use open hands – hold your hands open about a foot away and clearly state “Grapple” while keeping a safe distance.
- Wait for the target to say "OK" – If the target does say OK the targeted player is giving consent to physical contact. Even with consent, physical contact should remain respectable. We recommend hand on the shoulder or elbow. If there is no clear "OK", or any doubt it was said, assume consent was not given.
- Allow space – The targeted player should be given room to stand unassisted while roleplaying the effect.
Key Rules:
- Three player characters are assumed to be able to restrain, pick up, or otherwise manhandle another player character.
- Player characters on the receiving end of a grapple should yield with good grace—excessive struggling or unrealistic escapes are considered cheating.
- If a monster is too big to be grappled, they will simply call “No Effect”.
Hit points
Characters have a number of global hits (3 at character creation but this is modified by flaws and Archetypes)—this means they can be struck or shot a certain number of times anywhere on their body before they must begin their death count. For example, a character with three global hits who is struck once on the head and twice on the arm will have matched their hit point total. They must drop to the ground and begin their bleed count (see Death and Dying). There are various ways a character can increase their global hits, such as the sub-skill ‘Criminal Body Development’, which can be taken at character creation. Other methods may be discovered in-game.
Body Locations & Damage Calls Alongside the global hits system, a character’s body is divided into six locations:
- Head
- Torso
- Left Arm & Right Arm
- Left Leg & Right Leg
These locations are used for certain damage calls, which will have specific effects depending on where the strike or shot lands (see Damage Calls).
Striking Etiquette & Safety
Head hits are allowed, but should be avoided where possible since shields and armour are not readily available in the game. However, if you only expose your head as a target, be aware that head hits can and will be made. Do not aim melee blows at the face, groin, throat, or neck for safety reasons.
Execution
Executing a Character
To execute a character, they must already be reduced to zero hits and on their death count.
Melee Execution: A single light blow should be struck against the chest of the target while stating "Execute" so they are aware. The victim is likely to be lying prone, so please ensure the strike is gentle.
Firearm Execution: A gunshot should be fired within arm’s length of the victim, accompanied by the call "Execute". Do not ever place a gun against someone's head.
An execution instantly kills the target, bypassing their death count. See Death and Dying for more details
Safety Warning: Never drag a blade across a player’s neck.
When Execution Does Not Work
The "Execute" call has no effect on the following:
- Characters who are playing possum, subdued, asleep, stunned, or otherwise incapacitated, unless they are already mortally wounded. In these cases, they must inform the executor that the attempt has failed (but will still take 1 point of damage from a melee blow, or 2 points from a gunshot).
- A mobile combatant who is still actively fighting or moving.
- Certain supernatural or special creatures may be resistant to execution or require specific damage calls to be killed.