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RE: [DL] Dogsledding in the Weird West



>Has anyone come up rules for dogsledding in the Weird West?

I wrote an adventure for my group two years ago called The Last
Frontier. It's basically a trek from California to Alaska and the Yukon.
Here's what I came up with for dogsledding from that adventure:

MUSH!
Sled dog teams are a newfound way to cross great distances in Alaska’s
frozen tundra. Conditions in Alaska when the posse arrives are cold and
snowy, with already a foot of snow accumulating on the ground.
Several places in Douglas offer snow sleds and dog teams for sale, but
be forewarned; the price isn’t cheap! Good times with gold means local
merchants are gouging their prices and transportation is a very
expensive luxury. Without horses or dog sleds, your heroes are taking
the heel and toe express through the snow.
The basic dog sled costs $100 and holds two passengers and about 200
pounds of supplies. Strong, husky dogs cost $25 each. Since teams number
to about ten, a cowpoke will have to plunk down $350 for a sled and dog
team!
A fully-loaded dog sled with team has a Pace of 15.
A Fair (5) Teamster or drivin’: dogsled roll is needed to control the
dogsled in normal conditions, and a Hard (9) roll in blizzard conditions
or on ice.

WATCH OUT WHERE THE HUSKIES GO…
Huskie dogs and other wolf-half breeds are native to the northwest area
and tolerate the harsh temperature extremes better than dogs bred in the
lower states. It is for this reason huskies make the best sled dogs.
Each dog must be fed a hearty meal a day and given an hour’s rest. If
the dogs aren’t properly cared for, they lose 1d6 Wind an hour after 24
hours. When the dogs’ Wind reaches zero, the animals fall unconscious
and must rest to replenish their Wind.
Needless to say, many foolhardy explorers pushed their dogs to the
maximum, only to have the animals die of starvation and exposure.

PROFILE: HUSKIE DOG
Corporeal: D:2d6, N:4d8, Q:4d10, St:2d10, V:4d8
Fightin’: brawlin’ 3d8, swimmin’ 1d8
Mental: C:3d8, K:4d4, M:3d8, Sm:3d8, Sp:2d6
Area knowledge 5d4, trackin’ 2d8, trade:sled dog 5d4, overawe 2d8,
survival 3d8, guts 2d6
Wind: 14
Size: 4
Pace: 8
Edges: Sense of direction 1, tough as nails 1, wolf dog 2
Hindrances: Tuckered –5
Damage: Bite (STR+d6)


Hope this helps!
Marshal Eric