Libro II: Aspectos relativos a la seguridad y salud en el sector de la construcción En general todos los Títulos, pero en especial el Título IV: Disposiciones mínimas de
3.2. Normas y reglamentos que se ven afectados por las características del derribo y que deberán ser tenidos en
Introduction
This section provides additional, more detailed, rules for specific circumstances that characters might find themselves in.
Hazards
Hazards are things which can disable, wound or kill a character. In game terms, a hazard inflicts a wound automatically. The table below summarises the values of wounds from various hazards.
One Point Wound
• Falling 5-10ft
• Small burn
• Falling off a moving horse
Two Point Wound
• Falling 11-20ft
• Mild burn
• Every minute spend being dragged behind a moving horse
Three Point Wound
• Falling 21-40ft
• Nasty burn
• Losing a finger or toe
• Being hit by small falling rocks
• Being trampled by one animal
• Being run over by an empty wagon
Four Point Wound
• Falling 41-80ft
• Major burn
• Losing a hand or foot
• Being caught in a rock slide
• Being trampled by a stampede
• Being run over by a loaded wagon
Five Point Wound
• Falling 81ft or more
• Losing a limb
Instant Death
• Being incinerated
• Being decapitated
• Being crushed by a great weight
Poisons
A character who is poisoned will die in short order if not administered a suitable antidote. Some common poisons include:
• Rattlesnake venom: Enters through an open
wound (or being bitten by a rattler) and causes delirium within an hour or so and death within five or six hours.
• Bark Scorpion venom: The Bark scorpion is
the only scorpion in the US which can kill a human (there are around 1500 species of scorpion worldwide and only 25 can kill a human). Bark scorpion venom is much like rattler venom but causes death inside an hour.
• Cyanide: Cyanide is swallowed or inhaled (as a
gas) and causes convulsions, foaming at the
mouth and then death in minutes.
A weak poison (such as a spider bite or scorpion sting from a non-lethal variety), or a small dose of a normal poison, will not kill a character but will make them very ill. In game terms a weakly poisoned character, or a character who survives a normal poison, is Impaired for two to three days following the poisoning.
Another character may also try to save a poisoned character with a Healing(Full House) roll (this represents getting the poison out of their system). A success neutralises sufficient poison to reduce the poison to a “weak poison”, saving their life.
Drugs
If a character is exposed to a Drug they suffer the effect of the drug within minutes of exposure. Some common drugs include:
• Ether: A vapour which causes unconsciousness
within seconds of being inhaled.
• Laudanum: Injected, it causes causes euphoria
and confusion within minutes, effects last around half an hour. If drunk the effects take about twenty minutes to occur but last for a few hours.
Diseases
Things like the common cold are not significant enough to worry about. More dangerous diseases will kill within a week or so if the character concerned fails a Grit roll, the opposed hand being Two Pairs, and even then they will be intensely ill for the week and take a month or so to recover fully (during the illness and recovery period the character is Impaired). Some common diseases include:
• Cholera: Caught by eating or drinking cholera
infected food or water.
• Rabbit Fever: Caught by eating or drinking
infected rabbit meat.
• Texas Fever: Only effects cattle and is caught
through bites from infected ticks.
Another character may also try to save a diseased character with a Healing(Full House) roll. A success assist the characters natural defences sufficiently to let them fight off the infection and survive.
Doctoring
In play the Healing trait is mainly used to treat wounds and poisons.
Antibiotics won't be invented until 1929, so all a Doctor can do for a sick patient is make them comfortable and ease their pain with morphine or other painkillers. One thing a doctor can do, though, is try to maintain the quality of public hygiene, to prevent outbreaks of diseases in the first place. If an outbreak happens doctors can try and trace the source and use quarantines to stop the disease spreading.
Because of the non-existence of antibiotics a gut wound almost certainly guarantees a slow and painful death, as septicaemia sets in.
As Gunslingers and GamblersTM
is a game, rather than historical simulation, septicaemia doesn't affect player characters.. they always seem to recover from anything but mortal wounds.
Cuts can be bandaged or stitched shut, depending on severity. Broken bones can be set and splinted and Bullets can be removed from the body. The treating of wounds is discussed in the combat section and poisons are discussed above.
Lingo's
A character is automatically fluent in their native language and English (unless they take the “Poor English” quirk).
In addition they are fluent in a number of extra languages (lingo's) equal to their Learning score (choose these before play starts). It can be assumed that characters will also have some basic ability in other languages common to the campaign area, enough to get by with, but inadequate for complex conversations (this includes basic sign language). The following languages are common in a western game:
• English
• Spanish
• French
• Chinese
• German
• Indian Dialects (one for each tribe)
Poker
Each round of poker consists of each player making a secret Gambling roll (don't show anyone else what you rolled), but before re-rolling any of their dice they place a bet on their hand. Re-rolls are then made publicly and the player with the highest hand (after re-rolls) wins the round and gets all the bets. In the case of a draw, the money stays in the pot and another round is played, continuing in this way until someone wins.
Rodeo Riding
Rodeo riding is a common past time for cowboys and involves riding bucking horses or bulls. The contestants in a rodeo should all make Riding rolls with the best hand winning the contest. Characters who draw re-roll until one wins (representing multiple rounds of competition). If a character rolls a High Card the GM may give them a 1pt wound to reflect being thrown badly.
Suffocation
A character can hold their breath for one plus Grit minutes (a score of 5/1 is six, 5/2 is seven and so on). After that time they pass out and die a few minutes later if not rescued.