Copyright 2013

Revised April 15, 2013

Table of Contents
Introduction Attributes and Skills Character Points Luck The Wild Die Complementary Skills and Lendin‘ a Hand Wild West Combat Weapons of WilD6West Making WilD6West Characters Perks, Complications and Character Concepts Character Concepts Perks Complications Horse Perks and Complications Man Ag‘inst the Elements Encumbrance and Fatigue Buyin‘ Gear 2 2 4 4 5 5 5 8 10 11 11 28 36 43 44 45 46

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Introduction Howdy pardner! Welcome to WilD6West,
the rootinest, tootinest doggone game in the West. WilD6West is powered by the most excellent Mini Six Bare Bones Edition by Antipaladin Games. Download it from their website www.antipaladingames.com, it‘s still free I hear. I‘d like to take this opportunity to say a few things before we get started. WilD6West is intended for and written as a gritty western style adventure role-playing game. There may be the odd ghost tale or curse, but the supernatural has little power in this version of the West. So, if yer lookin‘ to kill vampires, werewolves, mummies and zombies, or build giant steam powered airships that fly to Mars through the Aether, look elsewheres hombre. There are many mighty fine games where you kin do just that, but this here game ain‘t one of ‗em. But please, if you so desire to incorporate such mechanics, especially from the other awe inspiring works also based on Mini Six for SteamPunk, Victorian horror or science fiction, feel free. While I am no American History buff or Wild West aficionado, I have done some readin‘ and borrowin‘ from many sources written by folks who are. If them folks see somethin‘ familiar in these here pages, please keep in mind that I ain‘t makin‘ a cent offa this and imitation is the highest form o‘flattery. I would also like to warn those readers who may be sensitive to some of the racial, cultural and sexual issues and prejudices unfortunately endemic to those (and these) times, some of the language used may be offensive and fer that I apologize. Words like ―Injun‖ and ―whore‖ and ―negro‖ I felt, although powerful and demeaning in a certain context, when used in a game about the Wild West to create verisimilitude, will hopefully be seen solely as just that. Such speech in no way reflects the author‘s attitudes towards

women, First Nations, Asians, Mexicans or any other group to whom such unfortunate epithets are all too often applied. To be sure, such words as those rhyming with ―bike‖, ―hunt‖, ―itch‖, ―Julie‖, ―bigger‖ and others will not be found in this manuscript. Those familiar with Mini Six will recognize the game‘s format. The default combat style is Fast Static (with minor modifications that you can ignore if you choose) rather than the Traditional D6, but both will fit. Also, the default damage system uses Wound Levels rather than Body Points, but you kin use either. Among other divergences from cannon include the concept of Lethal and NonLethal damage, as well, you‘ll note that firearms are a heck of a lot more dangerous in WilD6West than you might be used to. That‘s ‗cause guns kill people, and one bullet is all that‘s required to put a man down for good. If that‘s not heroic or cinematic enough for ya, feel free to turn down the firearms damage a pip ‗er two. Now, let‘s giddalong little doggee.

Attributes and Skills GRIT: a character's might, physical
strength and stamina. The damage you

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inflict unarmed, and the damage you add to most handheld weapons, known as your Basic Damage, is equal to your GRIT plus any additions from Perks or Liftin‘Skill. Your Soak, or how much resistance you have against physical punishment is equal to your Grit.

MOVIN': one's agility and dexterity, as
well as speed and reaction time. Your Pace, or how fast you can run is equal to 10 plus your 'Thletics Skill roll. Your Initiative, or how fast you act in combat is equal to your Movin‘.

Pistol: shootin‘ a thumb buster. Ridin': traveling on horseback. Rifle: slingin‘ a long iron like a Winchester or a Spencer. Sneakin': moving around real quiet like, ambushin', not bein' seen. Thievin': stealin', cheatin', gettin in and outta places you shouldn't. 'Thletics: sports (none of the fightin' ones mind you), runnin', jumpin', climbin' Throwin': rocks, lassos, spears, knives and so forth.

THINKIN' Skills
Craft: Smithin', carpentry, tannin', undertakin', gunsmith and so on. Doctorin': bandagin' a wound, treatin' a snake bite, sawing an arm off. Engineerin': using technology available or just slightly ahead of its time. Specialties include Demolitions, Mining, Steam Engines, Construction etc. Gamblin': Playin' games of chance and calculating odds, also how to beat those odds fairly or otherwise. Know-how: this Skill covers regular stuff that someone in the age or the Wild Wedst should know unless they're a tenderfoot, greenhorn or tin-ear. Basics like how to care for your horse, which way is east and how to mend your socks. All stuff that don't fall under none of the other Skills but still require a roll. Think of it like common sense, or just gettin' by in the West. Learnin': things you learn outta books and fancy schoolin'. This includes stuff like the Sciences, Philosophy, History, Geography and a lot of -ology's, and -ography's that they teach tenderfeet back east. Perceivin’: includes Sight, Hearing, Taste, Smell, Touch, Searchin', Trackin', Spottin' an Ambush and so on. Savvy: your ability to read people and situations, to tell if someone's bluffin' or get a hint of danger before it happens. Survivin': Gettin's by outside the confines of civilization. Finding shelter, food, water, useful plants and so on. Palaver: is the language Skill, every D you have in Palaver gives you fluency in a language. The first D has to be your native tongue (English, Spanish, French, Chinee, Apache etc). Each pip less than a D you

THINKIN': yer brains, learning,
memory and senses.

GUMPTION: a combination of will
and spirit but also charisma and personality.

Skills
GRIT Skills
Brawlin': fighting with your hands and feet. No specializations. Fightin': combat using handheld weapons like knives, swords, clubs, axes and spears. Liftin': can never be more than 3D greater than your GT. This Skill represents feats of strength like lifting heavy objects or bending bars, lifting gates. Every D in Liftin‘ above your GT Attribute adds +1 to yer hand to hand Damage. No Specializations. 'Durance: stamina, health and ability to tough out physical hardships and deprivation.

MOVIN' Skills
Archery: usin' a bow and arrow. Big Guns: this refers to the firing and maintenance of military style ordinance such as cannons and gatling guns. Dodgin': gettin outta the way. No Specializations allowed.

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have in a language means you have a -1D penalty when tryin' to communicate or understand that language. Your languages have to be picked out ahead of time, and increasing your Skill includes deciding whether you've picked up another language or improved upon the ones you have. So a cowboy with 2D Thinkin‘ and no additional D in Palaver knows his native tongue (English) fluently at 1D. He knows some Apache at 1pip, and Spanish at 2 pips. If he wanted to communicate in Apache, say use Wiles to negotiate over a horse, he‘d be at a -2D penalty if the exchange was carried on in Apache. If he wanted to use Seduce on a beautiful Mexican girl, he‘d be at a -1D penalty. Trying to communicate without knowing the language puts you at a -3D penalty.

increase ones Fast Static scores by 1 pip against one roll, at the cost of one Character Point per pip. By spending three you can roll an extra Wild Die without any ―1‖ consequences. They may not be used to aid or lower someone else‘s roll. Also, they may not be used on any roll also affected by a Hero Point expenditure. Second, they may be earned more than once per session per Complication. Normally a Complication used during a session earns you a Character Point, but only one. In WilD6West, there is something called the ―once, maybe twice‖ rule. If a second situation occurs after the first Character Point has been awarded that is more worthy of an award than the first, the GM should feel free to award a second one. Thirdly, if the GM assigns a situational Complication resulting form a WilD1 (rolling a 1 on the Wild Die), a Character Point is always awarded.

GUMPTION Skills
Art: Paintin‘, Drawin‘, Sculptin‘, Writin‘, Po‘try and the like. Command: this is yer leadership Skill, getting‘ people to do what you tell ‗em because of yer authority. Handlin’: your way with of all kinds of animals, beasts and cattle. Intimidatin’: staring down or trash talking your opponent. Beating their Guts roll lands them a penalty on their Actions while they‘re facin‘ you. Guts: Your courage, your iron, what keeps you from runnin' from a fight or a dangerous situation. Performin': Singin', Dancin', Playin' and Storytellin'. Wiles: your wiles and influence over other people. Negotiatin', Deceivin', Persuadin' and Seducin'. Will: Your self-discipline and ability to endure mental hardship.

Luck
Some situations can only be resolved through chance, the lucky succeed, the unlucky don‘t. No Skill or Attribute predominates. In such a circumstance Luck is the operative factor. A Character‘s Luck is determined using his current, unspent Character Points and Hero Points. Each Character Point adds a pip, and each Hero Point adds a D. So if you currently have 5 Character Points and 1 Hero Point, your resulting Luck equals 2D+2. Hero Points and Character Points can be spent on Luck rolls to improve the outcome. NPCs always roll 2D for Luck.

Character Points
Character Points are earned and treated the same way as in the Mini Six Bare Bones Edition with a few minor exceptions. First, they can be spent to increase the result of any die roll by 1 pip, or to

The Wild Die
A one on the Wild Die (WilD1) results in the highest rolled dice plus the Wild Die excluded form the total. Under certain circumstances such a roll may even trigger

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a situational Complication administered by the GM. In that case the player is awarded a CP, but must face the music. A WilD6 (a 6 on the Wild Die) permits that die to be re-rolled and added and rerolled and added until the result is not a WilD6. A WilD1 on these re-rolls does not subtract from the total nor does it trigger a situational Complication.

Wild West Combat
Draw!
The standoff is a classic trope of any Western campaign. It‘s as much psychological as it is physical. Opponents may try to Intimidate one another, failing a Guts versus Intimidation creates a –1D penalty against all Actions and Initiative and lasts for a number of rounds equal to each 10 or fraction thereof the victim fails, or until the source of that fear is put down. Thus failing by 6 nets -1D for 1 Round, failing by 11, the penalty lasts 2 Rounds. Gunslingers can sacrifice accuracy to improve their draw speed. Before Initiative is rolled, the shooter must declare how much he wishes to increase his Initiative by, preferably in increments of 5 or 10 to make the math easier. This is added to his rolled Initiative and applied to the first round only. Thereafter his Initiative decreases to its rolled value. The amount the Initiative is increased also increases all TN to hit for that round, thus faster means less accurate. An Initiative roll in excess of 20 allows the attacker one additional Action in the Initiative countdown, 10 Initiative counts lower in the Round. Above 30 allows 2 additional Actions at 10 and 20 Initiative counts lower and so on. Action Penalties still apply. So, rolling 32 on your Initiative permits you to Act on 32, but also on 22 and 12 if you choose. Anybody else who rolled less than 20 can only Act on their rolled Initiative each cycle. Every Action beyond the first still draws an Action Penalty however. Damage Weapons in WilD6West inflict two types of damage; Lethal and Non-Lethal. NonLethal damage is typically inflicted by blunt or non-edged, non-penetrating weapons. So fists, clubs, hammers and pistol butts are considered Non-Lethal

Complementary Skills and Lendin’ a Hand
Some situations can be handled by more than one Skill. When this occurs consider the Skills Complementary, that is, they help each other. Pick the primary Skill, either taking the best one or the one that is the most applicable and roll it. Then you add the bonus from the Complementary Skills. All Complementary Skills are also rolled, each 6 rolled adds +1 pip to the primary Skill result. Three pips can be treated as an entire D. If a 6 is rolled on the Complementary Wild Die, then add an entire D to the primary Skill result. The same rules can be used when a number of people are cooperating to achieve the same end. The primary actor rolls his Skill, and add the other contributor‘s Complementary results to his roll. Really large dice pools can default to a single +1 pip per 5D, the remainder rolled as above. Whether or not a task is amenable to Complementation and by how much is at the discretion of the GM.

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while swords, axes, picks, spears and knives are considered Lethal. All firearms are considered Lethal as are all explosives, fire, electricity, falls, drowning and pretty much any other environmental damage. Injuries from Non-Lethal Damage can be reduced by one step by electing to take a Stun instead. The number of Stuns you can accumulate is equal to the number of D in your Grit Attribute. Once that has been reached you are rendered unconscious for 2D minutes. Injuries from both Non-Lethal and Lethal Damage can be reduced by one step by voluntarily taking an appropriate Complication such as One-Arm, Lame, Blind, Ugly and so forth, representing the maiming and scarring that occurs. These new Complications last as long as the recovery period for the injury they replace, for example Wounds require several days, Incapacitation weeks, Mortal Wounds lasting months. For fatal wounds, the Complication is permanent, whether or not these Complications can be bought off later is at the GM‘s whim. Exceptionally high rolls still inflict greater damage. For every ten and fraction thereof rolled above the target TN, add another D to the damage. Wound Penalties are unchanged except that Stun effects (-1D penalties) last until the end of the scene or until Doctored, whichever comes first. New Fast Static Dodge, Parry and Blocking Rules Defenders that are not Dodging, Parrying or Blocking have a TN of 1 to be hit. This usually occurs when a character is surprised or helpless. The usual range and cover modifiers apply. Dodge When using Dodge as your Defense TN, if the attacker doesn‘t beat the TN, he simply misses, inflicting no harm. The only down side to Dodge is that you must have the freedom and mobility to do so, thus being

trapped, entangled or unable to move negates Dodge. Whether Dodging a chair swung in melee or a bullet fired at range, your Dodge TN remains the same. You cannot Dodge an attack you don‘t know is coming, but you can Dodge an attacker you are aware of, even if you can‘t exactly see where he is. Parry When using Parry as one‘s defensive TN, if the attacker misses it is assumed that the parrying object deflected the blow. However, if the attacker hits, the defender has three options. The first option is to take the damage against his Soak as per usual. The second option is to sacrifice his weapon instead of taking the damage himself. The attacker rolls his damage normally but instead of facing the defender‘s Soak, the damage is matched against the parrying object‘s Durability. Durability for weapons usually equals their damage modifier in pips. Thus a Bowie knife might be 4, a spear 6 and so on. This is modified if the weapon is exceptionally well or poorly made, or in already damaged condition. Any other object‘s Durability may be calculated based roughly on its size and composition. Usually hand held things are a Lift TN of 1 to 4, plus the inherent Durability of the object (wood 4, iron 6 and so on). Thus a wooden chair might be a Lift TN of 3, plus a Wood durability of 4, yielding a value of 7. The tables for the Durability of objects are presented in MegaSix, the SuperPowered Game for Mini Six. It‘s probably just as easy to make it up as you go along though. If a pistol or rifle is used to Parry, consider their Durabilities to be 4 and 6 respectively. If the attacker‘s damage exceeds the parrying weapon/object‘s Durability, each point above reduces the object‘s Durability by one. If Durability reaches zero, the object is destroyed and any excess damage is resisted by the defender‘s Soak.

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A weapon that isn‘t damaged is automatically subject to option three. The third option a parrying defender can use, either if he doesn‘t wish to damage his weapon or take damage himself is to lose the weapon; it is knocked out of hand or bashed aside such that an Action must be taken in order to use it again, either to pick it up or to right it. Parrying is only good for melee weapons. Your Parry is reduced by 10 for slow moving missiles (thrown objects or arrows) and by 20 for firearms. If you‘re unaware of, or can‘t see your attacker you can‘t parry a missile at all. Block When using Block as your defensive TN, you are interposing a part of your body (not a weapon, shield or object) between a more vital part of your body and the

attack. This doesn‘t work well against ranged attacks or against melee weapons. Against a melee weapon (other than brass knuckles) Block is reduced by 5, against slow missiles Block is reduced by 10, and against firearms Block is reduced by 20. You can‘t Block attacks you can‘t see or don‘t know are coming. The GM may rule that certain attacks (fire, explosions and such) cannot be Blocked or Parried. Movement in Combat As in Mini Six, the base rate that a person can move is 10m (sorry about the metric system, I‘m Canadian like that), and only 5m without triggering an Action Penalty. In order to run add your ‗Thletics or ‗Thletics/Runnin‘ to the speed. If yer doin‘ nothin‘ but runnin‘ that round (sprintin‘), you kin double that number. A horse‘s Pace is 20m.

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Weapons of WilD6West
Handguns-Pistol Skill
Weapon Muzzleloaders Harpers Ferry Pistol U.S. Percussion Navy Pistol Rifled version Allen and Thurber Pepperbox Pocket Deringer Breechloaders Sharps Pepperbox Remington Double-Derringer Single-Action Revolvers Colt Walker Dragoon Colt New Model Army Remington Pocket Pistol Reid‘s Knuckleduster Colt Peacemaker S&W Schofield Double-Action Revolvers Starr Army Revolver Webley RIC Colt Lightning Colt Thunderer Date 1805 1842 1843 1845 1850 1859 1866 1847 1861 1863 1869 1873 1875 1858 1867 1877 1877 1816 1842 1803 1820 1849 1851 1862 1862 1873 1875 1859 1873 1873 1887 1871 Ammo Dam .58 .54 .54 .31 .44 .32 .41 .44 .44 .31 .22 .45 .45 .44 .45 .38 .41 .69 .69 .54 .54 .44 .44 .52 .44 .44-40 .50 15 ga 12 ga 10 ga 10 ga .50 6D+1 6D 6D 3D+2 5D 4D 4D+2 5D 5D 3D+2 3D 5D+1 5D+1 5D 5D+1 4D+1 4D+2 6D+2 6D+2 7D 8D 6D 6D 5D+2 6D 6D+1 6D+2 5D 6D 7D 7D 7D+2 Rng(m) Rate 6 6 10 3 3 3 3 13 10 6 3 10 10 10 10 6 10 22 22 23 22 30 25 23 21 23 40 6 10 10 10 20 S S S 6 S 1 1 1 1 1 1 1 1 1 1 1 1 SS SS SS SS SS SS 1 1 1 SS 2 SS 1 1 A Mag 1 mzl 1 mzl 1 mzl 6 mzl 1 mzl 4 int 2 int 6 cyl 6 cyl 5 cyl 7 cyl 6 cyl 6 cyl 6 cyl 5 cyl 6 cyl 6 cyl 1 mzl 1 mzl 1 mzl 1 mzl 1 int 1 int 7 box 15 int 17 int 1 int 2 int 1 int 2 int 5 int Kg 1.0 1.0 1.0 2.0 0.25 1.2 0.25 2.0 1.5 0.5 0.5 1.5 1.0 1.5 1.0 1.0 1.0 4.0 4.0 4.0 5.0 4.0 3.5 4.0 4.5 4.0 7.0 4.0 3.5 4.5 4.0 $ $2 $5 $7 $20 $11 $10 $8 $20 $18 $15 $2 $18 $28 $20 $22 $25 $28 $8 $8 $10 $25 $25 $25 $35 $42 $35 $40 $20 $25 $35 $40

Longarms-Rifle Skill

Muskets M1816 Flintlock Musket M1842 Percussion Musket Rifles Harpers Ferry Rifle Hawken Rifle Sharps Rifle Sharps Carbine Spencer Carbine Henry Rifle Winchester ‗73 Sharps Big Fifty Shotguns Loomis Side-by-Side Remington Single-Barrel Remington-Whitmore M1873 Winchester Lever-Action Heavy Weapons-Big Gun Skill Gatling Gun (HMG)

400 box 40.0 $1500

Range: the distance for each range increment (short, medium, long etc). Point blank is considered within 2m. Rate: how often a weapon can be fired in an Action. SS = Single Shot, weapon must be reloaded before re-use, A = Automatic, each round fired adds +1 to hit and to damage to each target hit, -1 per additional target. Greater than 1 adds +1 per round fired to hit and to damage, but only one target may be hit this way. Mag: number of rounds held by the gun. ‗cyl‘=cylinder, int=internal hold, mzl=muzzle loading

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Volatile Weapons
Damage Black Powder (0.5kg) Dynamite (one stick) Excelsior Grenade Ketcham Grenade Nitroglycerin Vial 2D 4D 4D 4D 8D $ $3 $8 $25 $20 $15

All volatile weapons require safe storage and handling. Failure to do so may result in a TPK. Damage from volatile weapons is reduced by 1D for every square (roughly 1.5m) away from ground zero. The damage or effects of volatiles can be Com plemented by one‘s Engineering/Demolitions Skill.

Missile and Thrown Weapons
Type Damage(L/NL) Missile Blowgun and dart* Bow,Composite Long Short Crossbow, Light* Heavy* Wrist-mounted* Boomerang, heavy* Dart* Javelin/spear Rock, fist-sized Throwing dagger Shuriken* 1D L +3D+1L +2D+2 L +1D+2 L 4D L 4D+1 L 3D+2 L 10 15 12 10 13 15 8 n/a $10.00 $6.00 $4.00 n/a n/a n/a n/a n/a n/a n/a $1.00 n/a Range(m) Price

Thrown Weapons +1D+1 NL See Throw Skill +1 L See Throw Skill +2D L See Throw Skill +1 NL See Throw Skill +1D L See Throw Skill +1D L See Throw Skill

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Melee Weapons
Type Awl, ice pick, household scissors, pocket knife, stake Arrow-used in melee Axe-Timber Ball and chain Baton, night stick, fire iron Blackjack Brass knuckles Bullwhip Club, axe-handle, large stick, walking stick Hatchet/tomahawk Katana* Knife/dagger/bayonet Knife-Bowie Machete Manrikigusari* Nunchaku* Quarterstaff Rapier* Sai* Sap, hammer (tool) Sword, broad* Sword, short* Sword, two-handed* Tonfa* *not permitted without GM approval.
Increment lbs DC Price

Damage(L/NL) +2 L +1 L +2D L +2D NL +1D+1 NL +2 NL +1 NL +2 NL +1D NL +1D+1 L +3D L +1D L +1D+1 L +1D+2 L +1D+2 L +1D+2 NL +1D+2 NL +2D L +1D+1 L +1D NL +2D+2 L +1D+2 L +3D+1 L +1D+2 NL

Durability 2 2 6 6 4 2 1 2 4 4 10 3 4 5 5 5 5 6 8 3 8 5 10 5

Price $0.25 na $1.25 na $1.00 $1.00 $0.50 $0.50 $0.50 $1.00 na $0.50 $1.00 $1.25 na na $0.25 na na $0.25 na na na na

Making WilD6West Characters
Step right up pardner, don‘t be shy. If you‘ve read the Mini Six Bare Bones section on Character Generation then you‘re ready to go. The process for WilD6West ain‘t much different. Step 1: Think up a Character, a name, a background, where‘s he/she from, why are they in the West and why are they adventurin‘ instead of settlin‘ down an‘ makin‘ homestead? In my game a good backstory and a picture (inserted preferably on the character sheet) can yield you an additional 1 to 3 Skill Dice at the GM‘s discretion. Step 2: Assign Attribute Dice. You start with 12 Attribute Dice to distribute among GRIT, MOVIN‘, THINKIN‘ and GUMPTION. You can‘t have less than 1D and anything more than 4D costs double. Remember that the average Joe has 2D in all Attributes. Step 3: Assign Skill Dice. You start with 7 Skill Dice. With these you may buy Skills, Perks and Concepts. You can cash in up to one Attribute Die fer 6 extra Skill Dice, or 2 pips fer 4, one pip fer 2. Have a look at the list of Perks, Complications and Character Concepts available. Talk to yer GM if there‘s something you‘d like but don‘t see on the list. You can spend up to 2 Skill Dice on a Skill, this includes Specializations.

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Step 4: Choose your Complications (if any). That‘s right, you don‘t have to have any). But if you do, you‘ve got to have a reason for them, and preferably no more than three Complications per customer, unless they‘re part of a Character Concept. Step 5: Buy yer stuff. If you‘ve taken Poverty, you start with nothin‘ but the shirt on yer back. If you‘ve taken Wealthy, welllll, the world is yer oyster. Characters should start with whatever is reasonable for them to have. Guns for gunslingers, horses for Wranglers and so on. Talk to yer GM. In addition you start with your rolled Luck x rolled Luck for the number of yankee dollars in yer drawers. Step 6: Play.

Concepts, Perks and Complications are compatible and I leave it up to the common sense and discretion of the GM and players. The Skills and benefits of a Character Concept are intentionally discounted to reward players for having coherent character ideas consistent with the genre. Each Concept contains certain Skills, Perks and Complications. It‘s assumed that any Skill mentioned also includes its Specialties (unless otherwise stated) and thus Skill Dice spent on Specialization are tripled as per the Mini Six Bare Bones Edition Rules on Skill Specialization. Perks listed as part of the Character Concept may be purchased at half price only after Character Creation if not chosen initially. Associated Complications however cost double to buy off. When taking multiple Character Concepts, any Perks and Complications in common between Concepts don‘t stack or double up. The Skill bonuses do add up though, but not over and above the initial recommended Character Generation limits of no more than 2 Skill Dice per Skill.

Character Concepts
The Artist (6) yer a tortured genius, fleein‟ to the wild open spaces of the West to avoid the cloyin‟ vicissitude of the East. Out here, you‟ll either find yer muse or yer grave. Start with 2D in Art or 1D plus 3D amongst its Specialties. You can add 1D to any three of the following; Craft, Learnin‘, Perceivin‘, Savvy, Palaver, Wiles. You start with the Creative Perk and may choose one of the following in addition: Alertness, Acute Hearing/Vision, Alluring, Ambidextrous, Charmin‘, Confident, Conviction, Cussin‘, Deceptive, Dextrous, Dirty Fighter, Drunk Shot, Educated, Famous, Feminine Wiles, Funny, Inspire, Iron Liver, Meticulous, Observant, Quick Study, Reputation, Rugged Charm, Social Drunk, Steady Hands.

Perks, Complications and Character Concepts for WilD6West
There are lots of characters to play in a Wild West setting. Below are just a few suggestions, or Character Concepts. These templates are merely examples, and are not mandatory. You can buy one, or more than one if you have enough Skill Dice, or you can make up your own. Having multiple Concepts in one character merely implies a colorful history. Indeed not all combinations of Character

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You must choose at least two of the following Complications; Alcoholism, Addiction, Anemic, Arrogant, Blabber Mouth, Brash, Chickenshit, Clueless, Clutz, Compassionate, Competitive, Curiosity, Death Wish, Delusional, Gentlemanly, Haunted, Jealous, Lame, Lecherous, Lightweight, Marginalized, Notorious, Obese, Obstinate, One Arm/Ear/Eye/Leg, Pacifist, Poverty, Surly, Temper, Tenderfoot, Thrill-Seeker, Young. The Bounty Hunter (6): you hunt men and sometimes women. You make yer livin‟ from the price on their heads, but you don‟t judge „em, „cause there but for the grace o‟ God. Sometimes they come in the easy way, sometimes they come in the hard way. Either way, they come in. Add 1D to any five of the following Skills: Brawlin‘, Fightin‘, ‗Durance, Ridin‘, Pistol, Rifle, Sneakin‘, Know-how, Percievin‘, Savvy, Survivin‘, Wiles and Intimidatin‘. Pick any two of the following Perks: Authority, Commanding Voice, Determined, Dirty Fighter, Fearsome Countenance, Knock-out Blow, Observant, or Tough. Pick two of the following Complications: Alcoholic, Addiction, Arrogant, Brash, Enemy, Greedy, Intolerant, Lawful, Murderous, Notorious, Sadist, Surly, Temper. The Celestial Ascetic (7) maybe yer a white man who grew up in a Shaolin monastery, maybe yer a dispossessed samurai or ninja from the Land of the Risin‟ Sun, maybe yer a temple warrior from Lu‟Tsu, the Sacred Valley of Eternal Life wanderin‟ the barbaric West in search of who knows what „r why. Regardless yer here, and probably eschew the gun for the ancient, more pure arts of a martial kind, an‟ boy kin you whoop some ass. Divide 6D amongst Brawl, Fightin‘, Liftin‘, ‗Durance, Archery, Dodgin‘, Sneakin‘, ‗Thletics, Throwin‘, Doctorin‘, Learnin‘, Perceivin‘, Palaver, Will. Also, instead of Grit, you may choose Movin‘, Thinkin‘ or

Gumption as yer base Attribute for any Brawlin‘, Throwin‘ or Fightin‘ rolls. You may choose three of the following Perks: Acrobatic, Acute Hearing/Vision, Alertness, Ambidextrous, Animal Affinity, Athletic, Blind-Fight, Blind-Shot, By The Grace of Buddha, Confident, Conviction, Creative, Danger Sense, Deflection, Determined, Educated, Escape Artist, Explosive Speed, Fast as Lightning, Fast Healer, Fleet-Footed, Flexible, Hard to Kill, High Pain Tolerance, Horse Whisperer, Iaiutsu, Iron Grip, Iron Will, Knockout Blow, Lightning Reflexes, Lightsleeper, Natural Born Healer, Nimble, Observant, Quick Study, Sidewinder, Slippery Fighter, Stealthy, Sure-footed, Trademark Weapon, True Grit, Warning Shot. You start with Marginalized and Anachronism, or Stranger in a Strange Land, or Obligation (no firearms) Complications, as well as any two of the following: Addiction, Always the Hero, Blind, Cautious, Charitable, Clueless, Code of Honor, Compassionate, Curiosity, Death Wish, Distinctive, Elderly, Enemy, Haunted, Lawful, Lightweight, Loyal, Murderous, Obligation (another one), Pacifist, Poverty, Pious, Superstitious, Vengeful, Wanted, Young.

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The Civilized Injun (6): you‟ve given up livin‟ among yer people on the reservations or in the wilds and decided to spend yer time among the white man. You‘re native tongue can be one of your People‘s languages, or it can be something else, usually English, Spanish or French. Add 1D to the any five of the following Skills: Brawlin‘, Fightin‘, ‗Durance, Archery, Ridin‘, Shootin‘, Sneakin‘, ‗Thletics, Throwin‘, Craft, Know-how, Learnin‘, Perceivin‘, Survivin‘, Palaver, Handlin‘, Will. Take any two of the following Perks: Alertness, Animal Affinity, Athletic, Brave, Conviction, Danger Sense, Dirty Fighter, Drunk Shot, Explosive Speed, Fly On The Wall, Hollow Leg, Injun Wise, Light Sleeper, and Tough. You must take the Marginalized Complication, and pick another one of the following: Alcoholism, Arrogant, Bad Luck, Code of Honor, Death Wish, Distinctive, Haunted, Illiterate, Intolerant, Innumerate, Loyal, Murderous, Poverty, Superstitious, Surly, Vengeful, Wanted. The Clodbuster (4) yer a brave soul who has weathered the risks of the West and begun a homestead. You start with +1D in Craft, or 3D to be distributed among any of its Specialties. Add 1D to any four of the following Skills: Liftin‘, ‗Durance, Ridin‘, Rifle, Craft, Know how, Savvy, Survivin‘, Handlin‘, Guts and Will. You may choose two of the following Perks: Animal Affinity, Brave, Builder, Confident, Conviction, Creative, Cussin‘, Determined, Dextrous, Fast Healer, Handy, Hard to Kill, I…Have…Had…Just…About…Enough…Of …YOU!, Injun Wise, Inspire, Iron Grip, I‘ve Got Just The Thing, Jack-of-All-Trades, Lay of the Land, Logical Thinker, Lucky Bastard, Meticulous, Quick Study, ShickShick!, Teamster, The World is my Arsenal, Town Authority, Trail Wise, True Grit.

You must choose at least two of the following Complications; Alcoholism, All Thumbs, Cautious, Charitable, Chickenshit, Clueless, Clutz, Compassionate, Dependants, Elderly, Greedy, Gullible, Jealous, Lawful, Loyal, Obstinate, Pacifist, Poverty, Proud, Rustic, Surly, Temper, Tenderfoot, Young.

The Criminal (6): yer an escaped felon, a wanted man. You make yer living at some kind of illegal enterprise. Add 1D to any five of the following Skills: Brawlin‘, Fightin‘, Pistol, Sneakin‘, Thievin‘, Gamblin‘, Know-how, Savvy, Intimidatin‘, Wiles. You may pick two of the following Perks: Alertness, Cussin‘, Deceptive, Dextrous, Dirty Fighter, Escape Artist, Reputation, Scavenger.

You must take the Wanted Complication as well as at least one of the following: Alcoholism, Addiction, Bad Luck, Brash, Enemy, Greedy, Jealous, Lecherous, Murderous, Notorious, Sadist, Surly, Temper, Ugly or Vicious.

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The Doctor (6) you are a highly trained practitioner who finds himself/herself out here in this godforsaken wilderness. Start with 2D in Doctorin‘ or 1D and distribute 3D amongst its Specialties. Add 1D to any four of the following Skills: Ridin‘, Doctorin‘, Learnin‘, Savvy, Palaver, Wiles and Will. You may pick two of the following Perks; Alluring, Ambidextrous, Charmin‘, Confident, Conviction, Determined, Dextrous, Educated, Elderly, I…Have…Had…Just…About…Enough…Of …YOU!, I‘ve Got Just The Thing, Know-itall, Logical Thinker, Meticulous, Observant, Quick Study, Reputation, Slick, Social Drunk, Steady Hands, Studious, Surgeon, Town Authority, Trademark Weapon, Trustworthy. Start with the Obligation Complication and choose another from the following Complications; Alcoholism, Addiction, Anemic, Arrogant, Blabber Mouth, Cautious, Charitable, Chickenshit, Clueless, Compassionate, Curiosity, Dependants, Elderly, Gentlemanly, Greedy, Lecherous, Lightweight, Loyal, Notorious, Obese, Pacifist, Proud, Sadist, Tenderfoot. The Drifter (6) you are ubiquitous in the Wild West genre. Mysterious and dangerous, quiet and serene, until provoked, then watch out. Start with either 1D in Pistol, Rifle, Brawlin or Fightin‘. Add 1D to Intimidatin‘. Add 1D to any three of the following Skills: Brawlin‘, Fightin‘, Ridin‘, Pistol, Rifle, Know-how, Perceivin‘, Savvy, Survivin‘, Intimidatin‘ and Will. You start with Fearsome Countenance and may pick any one of the following Perks: Alertness, Ambidextrous, Athletic, Blazing Saddle, Born in the Saddle, Bullets Unlimited, Cinematic Shot, Confident, Conviction, Dead Shot, Deflection, Determined, Dirty Fighter, Escape Artist, Eyes in the Back of Yer Head, Fast as Lightning, Fly on the Wall, Hammer Fan, Hard to Kill, Harder to Kill, HipShootin‘,

High Pain Tolerance, Killer Instinct, Lightning Reflexes, Lightning Reload, Natural Born Killer, Nerves of Steel, Quick Draw, Shadow of Death, Trademark Weapon, Trail Wise, True Grit, Unshakable Dawg, Yer Dead. You start with the Haunted Complication and must take at least one of the following: Always the Hero, Arrogant, Bad Luck, Code of Honor, Death Wish, Enemy, Gentlemanly, Marginalized, Murderous, PTSD, Sadist, Surly, Vengeful, Vicious, Wanted. The Drunk (5): you may have been someone once, but now yer just a smelly old drunk. Believe this kin come in handy. Add 1D to any five of the following Skills: ‗Durance, Dodgin‘, Thievin‘, Gamblin‘, Know-how, Savvy or Wiles. You automatically start out with the Hollow Leg Perk and can choose another Perk from the following: Charmin‘, Cussin‘, Deflection, Dirty Fighter, Drunk Shot, Eloquent Spit, Fly On The Wall, Funny, Lucky Bastard, Nerve, Social Drunk, Warning Shot. You must have the Alcoholic Complication and must choose one of the following: All Thumbs, Brash, Clueless, Delusional, Elderly, Lame, Marginalized, Poverty, Surly, Temper or Ugly. The Duelist (6) you travel the land slingin‟ yer iron for the highest bidder, takin‟ down any swingin‟ dick that thinks he kin shoot. Sometimes some of „em can. Start with 2D in Pistol, add 1D to four of the following Skills: Dodgin‘, Ridin‘, Shootin‘, ‗Thletics, Craft/Gunsmith, Know-how, Perceivin‘, Savvy, Intimidatin‘, Guts. You may choose two of the following Perks: Acute Vision, Alertness, Ambidextrous, Cinematic Shot, Commanding Voice, Confident, Danger Sense, Dead Shot, Deflection, Eyes in The Back of Your Head, Famous, Fast as Lightning, Fearsome Countenance, Hammer Fan, Hip Shootin‘, Hold Out,

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Iaiutsu, Instant Load, Killer Instinct, Lightning Reflexes, Lightning Reload, Natural Born Killer, Quick Draw, Reputation, Right Between the Eyes, Shadow of Death, Show-off, Sidewinder, Trademark Weapon. You must take at least two of the following Complications: Arrogant, Brash, Code of Honor, Competitive, Death Wish, Distinctive, Enemy, Gentlemanly, Haunted, Jealous, Lecherous, Murderous, Notorious, Sadist, Surly, Temper, Tenderfoot, Thrill-Seeker, Wanted, Young.

Determined, Dextrous, Educated, Famous, Handy, I‘ve Got Just The Thing, Jack-of-allTrades, Know-it-all, Logical Thinker, Mechanical Inclination, Meticulous, Observant, Powder-monkey, Quick Study, Reputation, Studious, The World is my Arsenal, Windfall. Select any two of the following Complications: Alcoholism, Addiction, Anemic, Arrogant, Bad Vision, Bad Luck, Blabber Mouth, Chickenshit, Clueless, Clutz, Competitive, Curiosity, Delusional, Elderly, Greedy, Jealous, Notorious, Obese, Obstinate, Proud, Tenderfoot. The Entertainer (6) musicians, dancers, actors and orators eek a sparse living in the Wild West, nevertheless the show must go on. You start with 2D in Perform or 1D plus 3D to be divided amongst any of its Specialties. Add 1D to three of the following Skills: Ridin‘, Pistol, Sneakin‘, Thievin‘, ‗Thletics, Craft, Know-how, Learnin‘, Survivin‘, Palaver, Performin‘, Wiles. You may select any two of the following Perks; Acrobatic, Ambidextrous, Animal Affinity, Athletic, Charmin‘, Commanding Voice, Creative, Deceptive, Deflection, Dextrous, Educated, Escape Artist, Famous, Feminine Wiles, Flexible, Fly on the Wall, Funny, Handy, Hollow Leg, Inspire, Nerve, Nimble, Purdy, Quick Study, Reputation, Show-off, Slick, SureFooted, Teamster. Choose at least two of the following Complications: Alcoholism, Addiction, Arrogant, Blabber Mouth, Brash, Chickenshit, Clueless, Competitive, Distinctive, Enemy, Gentlemanly, Greedy, Lecherous, Marginalized, Notorious, Obese, Proud, Skeleton in the Closet, Tenderfoot, Thrill-Seeker, Young. The Gambler (6) you make your livin‟ partin‟ fools from their dollars in the course of an honest (or perhaps not so honest) game of chance.

The Engineer (6) you design and invent the new technologies that will cut a path to the bright and shining tomorrow of your vision. Or maybe you just build railroads, bridges and steam engines. Men like Tesla, Faraday, Edison, Stephenson, Eastman they are your heroes. Start with 2D in Engineering, or 1D and distribute 3D amongst any of its Specialties. Add 1D to any three of the following Skills: Craft, Doctorin‘, Engineerin‘, Know-how, Learnin‘ and Wiles. Select any two of the following Perks: Ambidextrous, Builder, Charmin‘, Confident, Creative, Cussin‘, Deflection,

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You start with either an additional 2D in Gamblin‘ or 1D in Gambling plus a Specialization (3D) distributed among one or many different games of chance (dice, poker, faro etc). Add another D to any three of the following Skills: Dodgin‘, Thievin‘, Know-how, Savvy or Wiles. Pick two of the following Perks: Alertness, Alluring, Card Sharp, Charmin‘, Confident, Deceptive, Dexterous, Funny, Holdout, Lucky Bastard, Observant or Slick. Pick at least two of the following Complications: Alcoholic, Addiction/Gambling, Competitive, Gentlemanly, Greedy, Lecherous, Obese or Poverty.

Together, Inspire, I‘ve Got Just The Thing, Low Profile, Nimble, Observant, Purdy, Quick Study, Slick, Trustworthy. Pick two of the following Complications; Alcoholism, Addiction, Anemic, Arrogant, Blabber Mouth, Chickenshit, Enemy, Gentlemanly, Lecherous, Obese, Phobia, Superstitious, Tenderfoot, Thrill-Seeker, Wanted, Young. The Gunslinger (6) ubiquitous throughout the Western genre, yer a practitioner of the way of the gun. Add 2D to Pistol or add 1D each to Pistol and Rifle. Add 1D to any three of the following Skills: Dodgin‘, Ridin‘, Craft/Gunsmith (add 3D), Know-how, Savvy, Intimidatin‘ or Guts. Pick two of the following Perks: Alertness, Ambidextrous, Blaze of Glory, Bullets Unlimited, Cinematic Shot, Dead Shot, Deflection, Fast As Lightning, Fearsome Countenance, Hammer Fan, Iaiutsu, Instant Load, Killer Instinct, Lightning Reflexes, Nerve, Quick Draw, Reputation, Right Between the Eyes, Shadow of Death, Shoot‘n‘Run, Tough, Trademark Weapon. Take two of the following Complications: Always the Hero, Arrogant, Brash, Code of Honor, Competitive, Death Wish, Enemy, Intolerant, Murderous, Notorious, Surly, Thrill-Seeker, Vengeful, Wanted. The Hired Hand (4) as the West is being won, farms and ranches are getting‟ bigger an‟ bigger, requirin‟ men with strong backs and sometimes flexible morals. Start with 1D in Liftin‘, Ridin‘, Craft, Handlin‘ and Know-how. Pick any two of the following Perks: Animal Affinity, Athletic, Born In The Saddle, Builder, Cussin‘, Dextrous, Eloquent Spit, Fly on the Wall, Funny, Handy, Heavy Hitter, Horse Whisperer, Horse Wrangler, Iron Grip, I‘ve Got Just the Thing, Jack-ofAll-Trades, Lay of the Land, Low Profile, Quick Study, Rugged Charm, Shick-Shick!, Shotgun Rider, Surefire Driver, Teamster,

The Grifter (6) some folks steal by force, you steal by wits and charm. Start with 1D in Wiles, Savvy and Thievin‘. Add 1D to any two of Ridin‘, Sneakin‘, Thievin‘, Craft, Gamblin‘, Know-how, Learnin‘, Savvy, Survivin‘, Palaver, Performin‘ and Wiles. Take two of the following Perks: Alertness, Alluring, Card Sharp, Charmin‘, Confident, Creative, Danger Sense, Deceptive, Deflection, Dextrous, Dirty Fighter, Feminine Wiles, Fly on the Wall, Funny, Holdout, I Love It When A Plan Comes

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The World is My Arsenal, Trail Wise, True Grit, Trustworthy. You must choose at least two of the following Complications: Alcoholism, Addiction, All Thumbs, Bad Luck, Blabber Mouth, Brash, Chickenshit, Clueless, Clutz, Illiterate, Lecherous, Loyal, Marginalized, Obligation, Rustic, Ugly, Young. The Hunter/Trapper (6) you make your livin‟ huntin‟ big or small game and selling their skins, meat and other parts. Add 1D to any five of the following Skills; Ridin‘, Rifle, Sneakin‘, Craft/Tannin‘, Know-how, Perceivin‘, Survivin‘, Handlin‘. Pick two of the following Perks: Acute Vision/Hearing, Alertness, Animal Affinity, Cussin‘, Danger Sense, Direction Sense, Fleet-Footed, Injun Wise, Lay of the Land, Marksman, Natural Born Tracker, Observant, Ride-by Attack, Scavenger, Stealthy, Trail Wise. Pick two of the following Complications; Alcoholism, Addiction, Elderly, Illiterate, Lecherous, Obstinate, Poverty, Rustic, Superstitious, Surly, Temper, Ugly, Vicious, Young.

You add 1D to the following Skills: Brawlin‘, Fightin‘, Ridin‘, and either Rifle, Pistol or Archery, ‗Thletics and Guts. You may choose two of the following Perks: Acrobatic, Animal Affinity, Athletic, Blaze of Glory, Blazing Saddle, Born in the Saddle, Brave, Conviction, Determined, Dirty Fighter, Fearsome Countenance, Fleet-Footed, Frenzy, Hard to Kill, Heavy Hitter, Injun Wise, Killer Instinct, Lay of the Land, Natural Born Killer, Nerves of Steel, Ride-By Attack, Shoot‘n‘Run, Slippery Fighter, Spirited Charge, Trail Wise. You start with Marginalized and must take at least two of the following Complications: Alcoholism, Addiction, Always the Hero, Anachronism, Arrogant, Brash, Code of Honor, Competitive, Death Wish, Enemy, Illiterate, Innumerate, Intolerant, Jealous, Lecherous, Loyal, Murderous, Notorious, Obligation, Obstinate, Proud, Rustic, Sadist, Superstitious, Surly, Temper, ThrillSeeker, Vengeful, Vicious, Wanted or Young. The Injun-Hunter (6) whether employed by a third party or for your own reasons, you hunt down the red man and take him to the rez/justice/an early grave. Add 1D to any five of the following Skills: Brawlin‘, Fightin‘, ‗Durance, Ridin‘, Pistol, Rifle, Sneakin‘, Know-how, Perceivin‘, Survivin‘, Palaver (Injun languages only), Intimidatin‘. Pick two of the following Perks: Alertness, Authority, Danger Sense, Dead Shot, Determined, Injun Wise, Light Sleeper, Marksman, Natural Born Tracker, Observant, Trail Wise. Choose two of the following Complications: Enemy, Haunted, Intolerant, Murderous, Sadist, Surly, Vengeful or Vicious. The Injun Scout (6) you are a tracker and a hunter, and in war you are your tribes point man, reconnoitering and leading stealthy assaults.

The Injun Brave (6) you fight for your tribe, sometimes against the white man, sometimes against other tribes. You wear paint in battle and proudly display the trophies taken from your enemies.

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You may add 1D to Sneakin‘ and Survivin‘, and 3D to Perceivin‘/Trackin‘. Add 1D to any two of the following Skills: Brawlin‘, Fightin‘, ‗Durance, Archery, Dodgin‘, Ridin‘, Rifle, Sneakin‘, Thievin‘, ‗Thletics, Throwin‘, Craft, Doctorin‘, Know-how, Percevin‘ or Survivin‘. Take any two of the following Perks: Acute Hearing, Acute Vision, Alertness, Athletic, Blind-Shot, Blind-Fight, Born in the Saddle, Danger Sense, Dead Shot, Direction Sense, Dirty Fighter, Escape Artist, Fleet-Footed, Flexible, Injun Wise, Lay of the Land, Light Sleeper, Marksman, Natural Born Tracker, Nimble, Observant, Scavenger, Slippery Fighter, Stealthy, Trail Wise. You must take Marginalized plus at least one of the following Complications; Alcoholism, Addiction, Anachronism, Brash, Code of Honor, Curiosity, Death Wish, Enemy, Illiterate, Loyal, Murderous, Obligation, Proud, Rustic, Sadist, Superstitious, Thrill-Seeker, Vengeful, Vicious, Wanted and Young.

footed, Flexible, Fly on the Wall, Funny, Hard to Kill, Lay of the Land, Lucky Bastard, Nerve, Nimble, Quick Study, Scavenger, Slippery Fighter, Stealthy, Sure Footed, True Grit, Unshakable Dawg, Warning Shot. You start with the Young Complication and must pick one of the following in addition: Blabber Mouth, Brash, Charitable, Clueless, Competitive, Curiosity, Dependants, Greedy, Haunted, Illiterate/Innumerate, Lightweight, Loyal, Marginalized, Obstinate, Poverty, Superstitious, Temper, Tenderfoot, Thrill Seeker. The Lawman (5) yer duty is to uphold the law, or at least yer understandin‟ of it, such as it is. You might be a marshal, a sheriff or a deputy. Add 1D to any five of the following Skills: Brawlin‘, Fightin‘, Ridin‘, Pistol, Rifle, Know-how, Savvy, Intimidatin‘, Guts. You start with the Authority or Town Authority Perk. Pick another one of the following Perks: Brave, Bullets Unlimited, Commanding Voice, Conviction, Dead Shot, Deflection, Determined, Eyes In The Back Of Your Head, Famous, Fearsome Countenance, Hip Shootin‘, I…Have…Had…Just…About…Enough…Of …YOU!, Inspire, Lay of the Land, Lighting Reload, Quick Draw, Reputation, Rugged Charm, Schick-Schick, True Grit, Trustworthy, Unshakeable Dawg, Warning Shot.

The Kid (6) yer a young‟un. And no one takes you seriously, but you‟ll show them. Add 1D to any five of the following Skills: Brawlin‘, Fightin‘, ‗Durance, Dodgin‘, Ridin‘, Sneakin‘, Thievin‘, Throwin‘, Gamblin‘, Know-how, Perceivin‘, Savvy, Survivin‘, Handlin‘, Guts and Wiles. Take any two of the following Perks: Acrobatic, Alertness, Ambidexterity, Animal Affinity, Athletic, Born in the Saddle, Brave, Charmin‘, Confident, Creative, Danger Sense, Deceptive, Determined, Dexterous, Fast Healer, Fleet-

You start with Obligation (to uphold the law). Take at least one of the following Complications: Always the Hero, Arrogant, Brash, Cautious, Charitable, Code of Honor, Dependants, Enemy, Intolerant, Lawful, Loyal, Surly, Temper, Vicious. The Laborer (5) whether you slog away in the mines, buildin‟ the railroad or toil away in a sweat shop, yer really just this side of bein‟ a slave. Add 1D to the following Skills; Liftin‘, ‗Durance, Craft, Know-how and Savvy.

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You may pick any two of the following Perks: Alert, Ambidextrous, Animal Affinity, Athletic, Builder, Cussin‘, Danger Sense, Deceptive, Determined, Dextrous, Escape Artist, Explosive Speed, Fast Healer, Fleet-Footed, Flexible, Fly on the Wall, Handy, Hard to Kill, Heavy Hitter, High Pain Tolerance, I…Have…Had…Just…About…Enough…Of …YOU!, Iron Grip, Iron Will, Jack-of-allTrades, Low Profile, Nimble, Scavenger, True Grit. You must choose two of the following Complications: Alcoholic, Addiction, All Thumbs, Bad Luck, Charitable, Chickenshit, Clueless, Clutz, Compassionate, Dependants, Illiterate, Marginalized, Obligation, Pacifist, Poverty, Rustic, Ugly. The Maverick (6) somewheres between a Gambler, a Gun-fighter and a Grifter lies the Maverick. Add 1D to Pistol, Gamblin‘, Savvy and Wiles. Add 1D to any of the following Skills: Brawlin‘, Dodgin‘, Ridin‘, Pistol, Sneakin‘, Thievin‘, Gamblin‘, Know-how, Savvy, Survivin‘, Performin‘, Wiles. Take two of the following Perks: Alertness, Alluring, Ambidextrous, By The Grace of God, Card Sharp, Charmin‘, Confident, Creative, Danger Sense, Deceptive, Deflection, Dextrous, Dirty Fighter, Escape Artist, Eyes in the Back of Yer Head, Feminine Wiles, Fly on the Wall, Funny, Holdout, I Love It When A Plan Come Together, I‘ve Got Just The Thing, Jack-ofall-Trades, Knock-out Blow, Low Profile, Lucky Bastard, Nerve, Purdy, Quick Study, Show-off, Slippery Fighter, Trustworthy, Unshakable Dawg, Warning Shot. Take any two of the following Complications; Always the Hero, Bad Luck, Cautious, Charitable, Chickenshit, Compassionate, Curiosity, Gentlemanly, Greedy, Lecherous, Pacifist, Superstitious, Tenderfoot, Thrill-Seeker, Wanted. The Merchant (6) the expanded frontier has opened brand new untapped markets for the industrious entrepreneur. Whatever

they want, you‟ll sell it. You might be a bar owner, mercantilist, supplier of mining equipment, a huckster selling the latest snake-oil panacea, you name it. The Wild West is chock full of business opportunities. Add 2D to Wiles, or 1D plus 3D distributed among its Specialties. Add 1D to any three of the following Skills: Brawlin‘, Fightin‘, Ridin‘, Pistol, Craft, Gamblin‘, Know-how, Savvy, Palaver, Wiles. Take any two of the following Perks: Alertness, Alluring, Authority, Cavalry Buddy, Charmin‘, Confident, Cunning Linguist, Deceptive, Feminine Wiles, Fly on the Wall, Funny, Holdout, I Love I When A Plan Comes Together, Injun Wise, I‘ve Got Just The Thing, Jack-of-all-Trades, Logical Thinker, Lucky Bastard, Purdy, Quick Study, Reputation, Scavenger, Slick, Social Drunk, Teamster, Town Authority, Trail Wise, Trustworthy. Choose at least two of the following Complications: Alcoholism, Addiction, Arrogant, Bad Luck, Blabber Mouth, Charitable, Competitive, Dependants, Elderly, Gentlemanly, Greedy, Jealous, Lecherous, Marginalized, Obese, Obligation, Tenderfoot.

The Military Officer (6) you‟re not an enlisted man, you‟re a graduate of West Point. You might be a grizzled veteran of one of the wars or perhaps a wet-behindthe-ears lieutenant looking for an opportunity to get his hands bloody.

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You start with 3D distributed amongst Learnin‘/History, Tactics or Logistics. You also start with 1D in Ridin‘, Fightin‘, Command and 1D in Big Guns. You may add 1D to any two of the following Skills; Fightin‘, Ridin‘, Pistol, ‗Thletics, Doctorin‘, Engineerin‘, Learnin‘, Palaver, Intimidatin‘, Command or Guts. You start with Military Rank and may choose one other Perk from the following: Athletic, Born in the Saddle, Brave, Cavalry Buddy, Cavalry Training, Commanding Voice, Confident, Conviction, Cussin‘, Deflection, Determined, Educated, Famous, I Love It When A Plan Comes Together, Injun Wise, Inspire, Logical Thinker, Meticulous, Reputation, Warning Shot. You must take two from the following list of Complications: Alcoholism, Addiction, Always the Hero, Arrogant, Brash, Cautious, Chickenshit, Clueless, Code of Honor, Competitive, Delusional, Enemy, Gentlemanly, Gullible, Haunted, Intolerant, Jealous, Lecherous, Lightweight, Loyal, Murderous, Notorious, Obese, Obligation, Obstinate, Proud, PTSD, Sadist, Temper, Tenderfoot, Vengeful, Young. The Miner (6) you tunnel under the earth and into the heart of mountains lookin‟ for the mother lode. You start with 3D to distribute among Engineerin‘/Minin‘, Demolitions or Construction. Add a D to any four of the following Skills: Brawlin‘, Liftin‘, ‗Durance, ‗Thletics, Craft, Know-how, Perceivin‘ and Savvy. Choose any two of the following Perks: Alertness, Blind-Fight, Blind-Shot, Builder, Danger Sense, Direction Sense, Dirty Fighter, Explosive Speed, Flexible, Fly On The Wall, Funny, Handy, Heavy Hitter, Hollow Leg, I‘ve Got Just the Thing, Jackof-All-Trades, Mechanical Inclination, Powder-monkey, Nimble, Shick-Shick!, Mine Wise, True Grit. Choose at least two of the following Complications: Alcoholism, Addiction, All

Thumbs, Bad Luck, Blabber Mouth, Delusional, Dependants, Elderly, Enemy, Greedy, Hearing Impaired, Jealous, Obstinate, Poverty, Rustic, Surly, Temper, Ugly. The Mountain Man (6) you have a bushy beard, yer dressed in furs and leathers and you ain‟t bathed since…well you ain‟t bathed. No wonder only the bears can stand you. Add 1D to Sneakin‘ and Survivin‘. Add 1D to any three of the following Skills: Brawlin‘, Fightin‘, Liftin‘, Sneakin‘, Rifle, Craft, Doctorin‘, Know-how, Percievin‘, Survivin‘, Palaver, Handlin‘. Take two of the following Perks: Acute Hearing, Acute Vision, Alertness, Animal Affinity, Blind-Fight, Blind-shot, Cussin‘, Direction Sense, Escape Artist, Fearsome Countenance, Frenzy, Hard to Kill, Heavy Hitter, Injun Wise, Killer Instinct, Lay of the Land, Lightsleeper, Marksman, Natural Born Tracker, Scavenger, Stealthy, Trail Wise, True Grit, Unshakable Dawg (wolf, coyote etc), Yer Dead. Take any two of the following Complications; Death Wish, Delusional, Enemy, Haunted, Illiterate, Loyal, Marginalized, Murderous, Obstinate, Poverty, Rustic, Superstitious, Surly, Temper, Ugly, Vengeful, Wanted.

The Outlaw (6) you thumb yer nose at the law. You may be a ruthless killer, or just a misunderstood victim of unjust circumstances, but you live outside the

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confines of normal society. If yer not careful, the law will catch up to you. Add 1D to any five of the following Skills: Brawlin‘, Pistol, Rifle, Ridin‘, Shootin‘, Sneakin‘, Thievin‘, Gamblin‘, Know-how, Savvy, Survivin‘, Intimidatin‘, Guts, Wiles. Take two of the following Perks: Animal Affinity, Blaze of Glory, Brave, Charmin‘, Cinematic Shot, Cussin‘, Danger Sense, Deceptive, Direction Sense, Escape Artist, Eyes In The Back of Yer Head, Fearsome Countenance, Hammer Fan, Holdout, Natural Born Killer, Reputation, Ride-by Attack, Rugged Charm, Scavenger, Shoot‘n‘Run, Sidewinder, Stealthy, Trail Wise. You start with the Wanted Complication and must choose another from the following Complications: Alcoholism, Addiction, Arrogant, Brash, Code of Honor, Death Wish, Distinctive, Enemy, Gentlemanly, Greedy, Illiterate, Lecherous, Marginalized, Murderous, Notorious, One arm/eye,leg, Sadist, Surly, Temper, Ugly, Vengeful, Vicious, Young. The Pinkerton (6) initially a private security company, Pinkerton‟s have branched out into various aspects of investigation and enforcement. Add 1D to any five of the following Skills: Brawlin‘, Pistol, Learnin‘, Perceivin‘, Savvy, Palaver, Wiles. You start with the Authority Perk. Pick one of the following Perks in addition: Alertness, Alluring, Brave, Charmin‘, Commanding Voice, Conviction, Determined, Educated, Escape Artist, Fly On The Wall, I Love It When A Plan Comes Together, I‘ve Got Just The Thing, Logical Thinker, Meticulous, Observant, Slick, Tough, Trustworthy. You start with the Obligation (to the Agency) as well as one of the following Complications: All Thumbs, Always The Hero, Arrogant, Brash, Cautious, Clutz, Code of Honor, Curiosity, Lawful, Proud or Tenderfoot. The Politician (6) you earn votes for a livin‟. You might be a mayor, a governor, a judge or some other public officer that requires glad-handin‟ and kissin‟ babies. Add 1D to Wiles and Savvy, add 1D to any three of the following Skills: Ridin‘, Pistol, Gamblin‘, Know-how, Learnin‘, Savvy, Palaver and Wiles. Start with either Authority or Town Authority, choose another Perk from the following: Charmin‘, Commanding Voice, Confident, Conviction, Cunning Linguist, Deflection, Educated, Famous, Funny, Inspire, Reputation, Slick, Trustworthy. Choose two of the following Complications: Alcoholism, Addiction, Arrogant, Blabber Mouth, Brash, Charitable, Chickenshit, Clueless, Clutz, Code of Honor, Competitive, Distinctive, Elderly, Enemy, Gentlemanly, Greedy, Intolerant, Jealous, Lame, Lawful, Lecherous, Lightweight, Notorious, Obese, Obligation, Obstinate, Pious, Proud, Skeleton In The Closet. The Pony Soldier (6) you are or was a member of the US Cavalry and involved in the Injun Wars. Add 1D to Fightin‘, Ridin‘, and Rifle. Add 1D to any two of the following Skills: Brawlin‘, Fightin‘, Ridin‘, Rifle, Pistol,

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Sneakin‘, ‗Thletics, Craft, Doctorin‘, Engineerin‘, Know-how, Survivin‘, Palaver (Injun languages), Handlin‘, Guts. Pick two of the following Perks: Animal Affinity, Athletic, Blazing Saddle, Born in the Saddle, Cavalry Buddy, Cavalry Training, Horse Whisperer, Injun Wise, Instant Load, Iron Balls, Military Rank, Ride-by Attack, Spirited Charge, Sure-fire Rider, Tough Rider, Trail Wise, Trample. Pick two of the following Complications: Alcoholism, Addiction, Always the Hero, Brash, Code of Honor, Death Wish, Gentlemanly, Haunted, Intolerant, Lame, Lecherous, Murderous, Notorious, Obligation, One Arm/Eye/Leg, PTSD, Sadist, Vicious, Young. The Preacher (6) the word of God must be heard, and you are the one who will share it with your flock. However, some sheep are more willful than others. Add 3D to Learnin/Scripture and add 1D to four of the following Skills: ‗Durance, Craft, Doctorin‘, Learnin‘, Know-how, Savvy, Palaver, Intimidatin‘, Guts, Wiles. You start with Man Of The Cloth Perk and may choose any one of the following Perks: Authority, Brave, By The Grace Of God, Charmin‘, Commanding Voice, Confident, Conviction, Determined, Educated, Fearsome Countenance, Inspire, Natural Born Healer, Reputation, Studious, Town Authority, Trustworthy, Warning Shot. You must have Obligation (Word of God) and must pick one of the following Complications: Alcoholism, Addiction, Arrogant, Blabber Mouth, Cautious, Charitable, Chicken Shit, Code of Honor, Compassionate, Dependants, Elderly, Greedy, Intolerant, Lawful, Lecherous, Lightweight, Loyal, Obese, Obstinate, Pious, Proud, Superstitious, Temper, Young. The Prospector (6) you know there‟s gold/silver/copper/coal in them hills, you kin smell it in the air, taste it in the water. Just as soon as you can put together a stake, you‟ll stake yer claim and get to work makin‟ yer fortune. You start with Engineerin‘ 1D or 3D spread around the following Engineerin‘ Specialties: Mining, Demolitions or Construction. You also start with Craft 1D or 3D spread amongst any of the following Specialties: Carpentry, Surveyin‘, Masonry, and Smithin‘. Add 1D to any three of the following Skills: Liftin‘, ‗Durance, Craft, Know-how, Learnin‘, Savvy, Survivin‘ or Will. Take two of the following Perks: Builder, Conviction, Cussin‘, Deflection, Determined, Direction Sense, Drunk Shot, Eloquent Spit, Fly On The Wall, Handy, Hollow Leg, Iron Grip, I‘ve Got Just The Thing, Jack-of-all-Trades, Mechanical Inclination, Scavenger, Tough, True Grit, Unshakable Dawg, Windfall.

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Take at least two of the following Complications: Alcoholism, Addiction, Clutz, Delusional, Dependants, Elderly, Enemy, Greedy, Hearing Impaired, Jealous, Lame, Poverty, Rustic, Surly, Temper, Young. The Professor (6) you have left (or fled) the cloistered corridors of academia. You now find yourself in the breathtaking wilderness of the new frontier. God help you. Distribute 5D among the following Skills: Art, Doctorin‘, Engineerin‘, Learnin‘, Palaver and Performin‘. You may take two of the following Perks: Authority, Charmin‘, Commanding Voice, Creative, Cunning Linguist, Deceptive, Deflection, Educated, Famous, Funny, I…Have…Had…Just…About…Enough…Of …YOU!, Know-it-all, Logical Thinker, Meticulous, Observant, Quick Study, Studious, Warning Shot. Take two of the following Complications: Alcoholism, Addiction, All Thumbs, Anemic, Arrogant, Bad Vision, Blabber Mouth, Chickenshit, Clueless, Clutz, Competitive, Curiosity, Delusional, Elderly, Gentlemanly, Greedy, Hearing Impaired. Lame, Lecherous, Lightweight, Notorious, Obese, Obstinate, Pacifist, Phobia, Proud, Tenderfoot, Young. The Pugilist (6) you fight with yer fists, goin‟ from town to town in all-comer beat-athons to earn a little cash. Sometimes these hayseeds can even fight back. You start with 2D in Brawlin‘. Distribute 3D among Liftin‘, ‗Durance, Dodgin‘, ‗Thletics, Intimidation and Guts. Take any two of the following Perks: Ambidextrous, Athletic, Brave, Determined, Dirty Fighter, Famous, Fast as Lightning, Fearsome Countenance, Frenzy, Heavy Hitter, High Pain Tolerance, Iron Grip, Killer Instinct, Knockout Blow, Lightnin‘ Reflexes, Nimble, Reputation, Rugged Charm, Slippery Fighter, Tough.

Take any two of the following Complications: All Thumbs, Arrogant, Brash, Clueless, Clutz, Competitive, Gentlemanly, Illiterate, Lecherous, Loyal, Murderous, Notorious, Rustic, Sadist, Surly, Temper, Ugly, Vicious, Young. The Rifleman (6) mister, you ever seen what a Henry rifle can do to a man in the hands of someone who knows how to use it? Start with 2D in Rifle. Add 1D to any three of the following Skills: Brawlin‘, Fightin‘, Ridin‘, Pistol, Sneakin‘, Know-how, Perceivin‘, Savvy, Survivin‘, Intimidation. Take any two of the following Perks: Acute Vision, Alertness, Blazing Saddle, Blindshot, Bullets Unlimited, Cinematic Shot, Dead Shot, Iaiutsu, Instant Load, Lightning Reflexes, Lightning Reload, Marksman, Quick Draw, Shotgun Rider, Show-off, Trademark Weapon. Take any two of the following Complications: Always the Hero, Arrogant, Brash, Code of Honor, Competitive, Dependants, Enemy, Gentlemanly, Greedy, Lawful, Marginalized, Murderous, Rustic, Surly, Vengeful, Wanted, Young.

The Robber (6): what‟s yers is yers and what‟s thars is yers too. You‟ll steal anything, „cause that‟s how you get by in the West. Add 1D to any five of the following Skills: Brawlin‘, Fightin‘, Ridin‘, Shootin‘, Sneakin‘, Thievin‘, Engineerin‘, Craft, Know-how, Savvy, Intimidatin‘, Wiles. Take two of the following Perks: Acrobatic, Alluring, Blaze of Glory, Charmin‘, Commandin‘ Voice, Confident, Cussin‘, Deceptive, Dextrous, Dirty Fighter, Escape

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Artist, Fast As Lighnin‘, Fearsome Countenance, Heavy Hitter, I Love It When A Plan Comes Together, Knockout Blow, Nerve, Yer Dead. Take at least two of the following Complications: Arrogant, Brash, ChickenShit, Death Wish, Distinctive, Enemy, Greedy, Illiterate, Jealous, Lecherous, Murderous, Notorious, Surly, Temper, Thrill-Seeker, Vicious, Wanted, Young. The Rustler (6) you steal cattle and/or horses. Most folks think yer the lowest form of criminal life in the Wild West and deserve to swing from the highest bough fer it. Add 1D to Ridin‘, Sneakin‘, Thievin‘, Wiles and 3D in Handlin‘ distributed among the Specialties of Horses, Steer and Sheep. Take two of the following Perks: Animal Affinity, Born in the Saddle, Cussin‘, Deceptive, Dirty Fighter, Eyes in the Back of Yer Head, Fleet-Footed, Horse Whisperer, Iron Balls, Nimble, Sure-fire Rider, Teamster, Tough Rider, Trail Wise, Trample. Take any two of the following Complications; Alcoholism, Addiction, Blabber Mouth, Brash, Chickenshit, Clutz, Dependants, Enemy, Greedy, Illiterate, Jealous, Marginalized, Poverty, Rustic, Surly, Temper, Thrill-Seeker, Ugly, Vicious, Wanted and Young. The Saloon Gal (6) is a polite way o‟ sayin‟ “whore”. You may not be spreadin‟ yer legs at the moment but sure enough you will be, less‟n yer ugly. Even then, with enough whiskey… Add 1D to Wiles, and then to any four of the following Skills: Brawlin‘, Fightin‘, Dodgin‘, Sneakin‘, Thievin‘, Doctorin‘, Gamblin‘, Savvy, Performin‘, and Wiles. You may choose two of the following Perks: Alluring, Blind-Fight, Cavalry Buddy, Charmin‘, Confident, Cussin‘, Deceptive, Determined, Dirty Fighter, Drunk Shot, Escape Artist, Feminine Wiles, Flexible, Fly on the Wall, Holdout, Hollow

Leg, I‘ve Got Just The Thing, Knockout Blow, Nerve, Purdy, Quick Study, Reputation, Slippery Fighter, True Grit. Take any two of the following Complications; Alcoholism, Addiction, Arrogant, Blabber Mouth, Brash, Charitable, Chickenshit, Clueless, Compassionate, Dependants, Distinctive, Elderly, Enemy, Greedy, Illiterate, Lecherous, Loyal, Marginalized, Notorious, Obese, Obligation, Obstinate, Poverty, Rustic, Sadist, Superstitious, Temper, Tenderfoot, Thrill-Seeker, Ugly, Vengeful, Vicious, Young.

The Sawbones (6) you didn‟t go to no high fallootin‟ University, you learned yer craft on the battlefields of the Civil, Mexican/American and Injun Wars. Let them Tenderfoots have their fancy leeches, least out here a man kin get a haircut and his piles sorted out in the same sitting, and fer less‟n a dollar. Start with Doctorin‘ 1D plus 3D among the Specialties of Battlefield Surgery, Birthin‘, Dentistry, Whores and Horses. Add 1D to

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any three of the following Skills: Ridin‘, Shootin‘, Doctorin‘, Know-how, Learnin‘, Savvy and Wiles. Choose two of the following Perks: Ambidextrous, Authority, Cavalry Buddy, Cavalry Training, Charmin‘, Cussin‘, Dexterous, Educated, Injun Wise, I‘ve Got Just the Thing, Meticulous, Natural Born Healer, Observant, Quick Study, Reputation, Social Drunk, Steady Hands, Surgeon, Trustworthy. Choose two of the following Complications; Alcoholism, Addiction, Anemic, Arrogant, Blabber Mouth, Cautious, Charitable, Chickenshit, Clueless, Code of Honor, Compassionate, Curiosity, Elderly, Greedy, Haunted, Hearing Impaired, Lame, Lecherous, Loyal, Marginalized, Obligation, Obstinate, Pacifist, Rustic, Sadist, Surly, Temper. The Scout (6) you learned from the Red Man how to track and hunt and in war, how to spy and attack from the cover of shadow and brush. Add 1D to Rifle, Sneakin‘, Know-how, Survivin‘ and 3D to Perceivin‘/Trackin‘. Pick two of the following Perks; Acute Hearing/Vision, Alertness, Animal Affinity, Blind-Fight, Blind-Shot, Cavalry Buddy, Danger Sense, Direction Sense, Dirty Fighter, Fleet-Footed, Injun Wise, Lay of the Land, Lightsleeper, Marksman, Natural Born Tracker, Scavenger, Slippery Fighter, Stealthy, Trail Wise. Take two of the following Complications: Alcoholism, Addiction, Brash, Competitive, Illiterate, Intolerant, Lawful, Lecherous, Loyal, Marginalized, Rustic, Surly, Thrill-Seeker, Ugly, Vengeful, Vicious, Young.

The Shaman (6) you are/were the Medicine Man/Woman of your tribe. Add 2D to Doctorin‘, and 3D to Learnin‘/Injun Legends, you can distribute 3D among Performin‘/Singin‘, Dancin‘ or Storytellin‘. Add 1D to any two of the following Skills: Fightin‘, Sneakin‘, Thievin‘, Craft, Know-how, Perceivin‘, Savvy, Survivin‘, Palaver, Critterwise, Intimidatin‘, Performin‘, Wiles. You may choose any two of the following Perks; Animal Affinity, Authority, By the Grace of God (Manitou/Coyote/Raven etc), Charmin‘, Commandin‘ Voice, Confident, Conviction, Danger Sense, Deceptive, Escape Artist, Fearsome Countenance, Horse Whisperer, Horse Wrangler, Injun Wise, Inspire, Lay of the Land, Logical Thinker, Lucky Bastard, Man of the Cloth (Totem), Observant, Reputation, Trail Wise. You start with Superstitious or Elderly and must take one of the following Complications: Alcoholism, Addiction, Anachronism, Arrogant, Bad Vision, Blind, Cautious, Charitable, Chickenshit, Greedy, Haunted, Hearing Impaired, Illiterate, Jealous, Lame, Marginalized, Obstinate, Pacifist, Pious, Proud, Vengeful or Wanted. The Soldier/Veteran (6) Either Civil, Mexican or Injun Wars, you served in one or all of „em. Add 1D to any five of the following Skills: Brawlin‘, Fightin‘, ‗Durance, Ridin‘, Big Guns, Rifle, ‗Thletics, Doctorin‘, Engineerin‘, Know-how, Handlin‘, Intimidatin‘, Command or Guts.

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Take two of the following Perks: Authority, Blazin‘ Saddle, Brave, Cavalry Buddy, Cavalry Training, Commanding Voice, Hollow Leg, Inspire, Killer Instinct, Marksman, Military Rank, Nerves of Steel, Powder-Monkey, Ride-By Attack, Spirited Charge or Yer Dead. You must take at least two of the following Complications: Alcoholism, Addiction, Code of Honor, Death Wish, Distinctive, Enemy, Intolerant, Haunted, Lame, Murderous, One Arm/Eye/Leg, Phobia or PTSD. The Sophisticate (6) perhaps from a wealthy family out East, you came out to show Daddy and Mumsy that you were made of sterner stuff than they tend to give you credit for. Now if you could only find a reputable haberdashery in this cesspool, you might be able acquire a decent pair of calfskin gloves, the dry air is wreaking havoc upon your nails. Add 1D to any five of the following Skills: Archery, Ridin‘, ‗Thletics, Doctorin‘, Fightin‘/Fencin‘ (add 3D not 1D), Gamblin‘, Learnin‘, Palaver, Art, Performin‘, Wiles. Take two of the following Perks: Alluring, Athletic, Authority, Commanding Voice, Confident, Creative, Cunning Linguist, Deceptive, Deflection, Educated, Famous, Feminine Wiles, Funny, Holdout, I…Have…Had…Just…About…Enough…Of …YOU!, Know-it-All, Meticulous, Observant, Purdy, Quick Study, Slick, Social Drunk, Studious. You must take at least two of the following Complications: Alcoholism, Addiction, All Thumbs, Anemic, Arrogant, Bad Luck, Blabber Mouth, Brash, Cautious, Charitable, ChickenShit, Clueless, Code of Honor, Enemy, Gentlemanly, Greedy, Intolerant, Jealous, LightWeight, Obese, Obstinate, Pacifist, Phobia, Proud, Sadist, Surly, Temper, Tenderfoot, Young. The Squaw (5) you and the others like you are the backbone of the tribe, you raise the

children, prepare the food, heal the sick and take care of everyone‟s needs but your own. Add 1D to five of the following Skills: Brawlin‘, Fightin‘, ‗Durance, Archery, Sneakin‘, ‗Thletics, Throwin‘, Craft, Doctorin‘, Know-how, Percievin‘, Savvy, Survivin‘, Handlin‘, Wiles, Will. Take two of the following Perks: Acute Hearing/Vision, Alertness, Alluring, Animal Affinity, Confident, Creative, Danger Sense, Deceptive, Determined, Feminine Wiles, Fleet-Footed, Flexible, High Pain Tolerance, Horse Whisperer, Injun Wise, Lay of the Land, Natural Born Healer, Nerve, Nimble, Purdy, Scavenger or Trail Wise. You must take Marginalized and at least one of the following Complications: Alcoholism, Anachronism, Charitable, Code of Honor, Compassionate, Dependants, Elderly, Enemy, Illiterate, Intolerant, Jealous, Loyal, Obligation, Pacifist, Proud, Rustic, Superstitious, Temper, Ugly, Vengeful, Vicious or Young.

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Loyal, Obese, Obligation, Phobia, Tenderfoot, Young. The Tradesman (6) you‟ve mastered a trade and ply it anywhere in the Wild West. You might be the brawny smith, the wily undertaker, or the friendly barber. You start with either 3D in any Craft Specialty and can add 1D in any four of the following Skills: Brawlin‘, Fightin‘, Liftin‘, ‗Durance, Ridin‘, Shootin‘, Craft, Knowhow, Savvy, Handlin‘, Wiles and Will. You may pick two of the following Perks: Ambidextrous, Animal Affinity, Authority, Builder, Conviction, Cussin‘, Deflection, Dextrous, Fly on the Wall, Handy, I…Have…Had…Just…About…Enough…Of …YOU!, Iron Grip, I‘ve Got Just The Thing, Jack-of-All-Trades, Mechanic Inclination, Meticulous, Quick Study, Reputation, Shick-Shick!, Teamster, The World is my Arsenal, Tough, Trademark Weapon, Trustworthy. The Tin Star (4) you never planned on becoming Sheriff/Deputy, but when they asked fer volunteers everyone stepped back some and there you were standing out in front. Now yer just taking it one day at a time, hopin‟ to make it to the next. Add 1D to the following Skills: Ridin‘, ‗Thletics, Know-how, Savvy and Wiles. Select two of the following Perks: Alertness, Animal Affinity, Authority, Brave, By The Grace of God, Conviction, Creative, Danger Sense, Deflection, Determined, Eyes In The Back of Yer Head, Fleet-footed, Handy, I…Have…Had…Just…About…Enough…Of …YOU!, I Love It When a Plan Comes Together, Inspire, Lay of the Land, Logical Thinker, Nerve, Quick Study, Shick-Shick!, The World is My Arsenal, Warning Shot. Choose two of the following Complications; All Thumbs, Always the Hero, Anemic, Bad Vision, Bad Luck, Cautious, Charitable, Chickenshit, Clueless, Clutz, Compassionate, Dependants, Elderly, Enemy, Gentlemanly, Lame, Lawful, Lightweight, You must choose two of the following Complications: Alcoholism, Addiction, Always the Hero, Bad Luck, Brash, Charitable, Clueless, Clutz, Compassionate, Competitive, Dependants, Elderly, Greedy, Hearing Impaired, Jealous, Lame, Lawful, Loyal, Marginalized, Obese, Obstinate, One Eye, One Leg, Pacifist, Proud, Surly, Temper, Ugly. The Wrangler (5) you find horses and break them in. Start with 2D in Ridin‘, 3D in Doctorin‘/Horses, 3D in Handlin‘/Horses and 3D in Throw/Lasso. You may choose two of the following Perks: Animal Affinity, Athletic, Blazing Saddle, Born in the Saddle, Cavalry Buddy, Cavalry Training, Cussin‘, Handy, Horse Whisperer, Horse Wrangler, Iron Balls, Ride-by Attack, Rugged Charm, Surefire Rider, Tough Rider, Trail Wise, Trample, True Grit. You also have a Trusty Steed. Take two of the following Complications: All Thumbs, Brash, Compassionate,

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Illiterate, Loyal, Obstinate, Rustic, Shy, Surly, Temper, Thrill-Seeker, Ugly, Young.

Acute Vision (1) your sense of vision is better than normal. Once per session double any vision based roll. Alertness (2) once per session you may double any rolls that represent your senses. Your Passive Perceivin‘ checks are never penalized by the usual –1D. Alluring (1) you have style, eloquence, and sex appeal. You may double any social roll once per session with members of the opposite sex. Ambidextrous (1) your writing with either hand is equally poor. Oh yeah, and you ignore the off-hand penalty of –1D. This does not mean you can do two things simultaneously. You still have Action Penalties. You must have a Movin‘ Attribute of 3D at least for this Perk.

Perks
Most Perks either add a fixed benefit (a bonus to a Skill or ability under certain circumstances) or allows you to double a particular roll (that is, double the die code rolled, rather than the result). If the benefit is of the latter variety, it will almost always only be available to you once per session. However, if you spend a Hero Point, you may renew all of your used Perks again. The number of times you may do this is limited only by the number of Hero Points you‘re willing to sacrifice. Perks that double a roll do not stack, that is you cannot quadruple and octuple a roll because you have multiple Perks affecting the same roll. Fixed benefits do stack. The number in parenthesis is the number of Skill Dice required to purchase the Perk. Acrobatic (1) once per session double any roll involving leaping and vaulting and doing acrobatic stuff. Acute Hearing (1) your sense of hearing is better than normal. Once per session double any auditory roll.

Animal Affinity (1): Once per session you can double any roll relating to animals; Ridin‘, Handlin‘, Intimidatin‘ animals etc. Athletic (1) you‘re good at physical activity, once per session you can double any roll for athletic activities like running, jumping, climbing, swimming and so on. Authority (1) you are in charge of something and get to tell people what to do. You could be a marshal, a mayor, a foreman and those underneath you must respect you or face the consequences. Double any Intimidation or Persuadin‘ rolls when throwing your weight around, once per session. Blaze of Glory (1) once per session can shoot with both hands without an offhand or additional Action penalty for an entire scene, but only if the odds are stacked against you. Blazing Saddle (1) once per session can double any Shootin‘ roll while ridin‘ horseback. Blind-Fight (1) once per session ignore penalties when fighting blind. Blindshot (1) literally shooting at stuff you can‘t see. The target must be within range

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(penalties apply) and you must be able to detect them somehow (Perceivin‘ Skill, hearing them, smelling them). You‘ll still add 15 to your TN though. Born In the Saddle (1) Double any Ridin‘ or horse related rolls once per session. Brave (1) once per session you may double a Guts roll. Builder (1) once per session double any rolls to construct something using Craft, Engineerin‘, Know-how or similar Skill. Bullets Unlimited (3) you never run out of bullets while in the middle of a gunfight. By the Grace of God (3) Once per session you can burn Character Points to cause an enemy‘s Action to fail by reducing their roll by one pip per Character Point. Cavalry Buddy (1) You have a friend in the cavalry who, once per session, can provide free horses, weapons, and other army-related supplies on a temporary basis. You‘ve got to make either a Wiles or Intimidatin‘ roll against the difficulty determined by the value of the item requisitioned. Should the gear not be returned within a matter of days, cavalry officers begin searching for you and arrest anyone who has the gear in their possession. Cavalry Training (1) once per session double any Ridin‘ roll. Card Sharp (1) once per session you can double any roll to cheat at cards or to spot a cheat. Charmin’ (1) you have a way with folk. Once per session you may double any Wiles roll. Cinematic Shot (1) once per session, immediately after a successful ‗Thletics roll (jumping, summersault, swinging from a rope etc), you can double your next Shootin‘ roll.

Commanding Voice (1) Double any rolls to Intimidate or tell someone what to do, once per session. Confident (1) once per session double any social interaction rolls such as Intimidatin‘ or Wiles where confidence would be beneficial. Conviction (1) you have a deeply held belief or set of beliefs. It could be a religion, a certain ethical or moral code. Once per session you may double any roll to resist being persuaded or manipulated if it violates that Conviction. Creative (1) once per session double any roll where creativity is involved such as Performin‘, Craft, Wiles and so on. Cunning Linguist (2) can become Familiar with any language you‘ve been exposed to within days, increasing your Palaver by 1 pip without spending Character Points. This may not happen any more frequently than once per session. Also, you purchase Languages at half the cost (rounded up). Cussin’ (1) no one can spit invective quite like you. Once per session you can double any Intimidatin‘ or Negotiatin‘ roll because of your foul mouth.

Danger Sense (2) once per session double any Perceivin‘ or Savvy roll to detect danger. This also applies to Passive

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Perceivin‘ or Savvy rolls. Oh, and you get to double one Dodgin‘ roll per session. Dead Shot (1) adds +1 to any ranged attack‘s damage. It also allows you to double your attack roll with a ranged weapon once per session. You must have at least 5D Skill with the ranged weapon you are using. Deceptive (1) once per session double any roll to bend the truth or put someone on. Deflection (1) once per session, upon receiving a Wound or worse, you discover that your lucky bible/locket/belt buckle/bandolier/whisky flask/cigar case or such caught and deflected the bullet, reducing the injury to a Stun. Determined (1) very little distracts you from your goal once you‘ve set it. Double any roll required to achieve that goal once per session. Dexterous (1) you are good with your hands, able to manipulate small objects and possessed of fine motor control (not combat). Once per session double a roll pertaining to this. Direction Sense (1) regardless of where you are, you know what direction you face. This works whether you‘re underground or blindfolded and stuffed in a cave. Double any attempt at finding your way once per session. Dirty Fighter (1) the best defense is a good offense, especially when the other guy ain‘t lookin‘. Once per game session you can double a single attack roll by pullin‘ some low down dirty trick. The Dirty Trick must be adequately and entertainingly described to the GM‘s satisfaction however. Drunk Shot (1) once per session you may double any Shootin‘ roll after consuming the equivalent of the number of D in Grit Attribute in drinks. Educated (1) one per session double any Learnin‘ rolls.

Eloquent Spit (1) you can communicate simple messages with a well-timed hawk and spit during a situation when it‘d be best not to speak. Escape Artist (1) you have training or a knack for getting out of bonds and lockups. Once per session double any rolls to do so. Even Harder to Kill (1) like Hard to Kill and Harder to Kill but turns a Dead injury result into Incapacitated result. Must have Harder to Kill. Explosive Speed (1) once per session double any Sprint speed for the first round.

Eyes in the Back of Your Head (1) No one gets a bonus for attacking you from behind. You make regular Perceivin rolls instead of passive ones when folks are tryin to sneak up on you. Famous (1) your reputation precedes you. You did something notable in your past that you are known for. Double any Intimidatin or Wiles roll where this is a factor, once per session. Fast as Lightning (1) Add 1D to your Initiative rolls and 5 to your Pace. Fast Healer (1) doubles one natural healing roll once per session. Fearsome Countenance (1) when you want to, you can scare people with a glare. Double any Influence roll when looking

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scary might be beneficial. Once per session Feminine Wiles (1) men are always flustered in your presence. Double any Wiles or Intimidatin‘ rolls versus men once per session. Sorry fellas, ladies only. Fleet-Footed (1) you may increase your pace by 10m. Flexible (1) you‘re double-jointed. It might be natural or trained, but you can bend in ways that make some people want to lose their breakfast, or ask you out. Once per session double any rolls that benefit from flexibility such as Dodgin‘, Grapplin‘ (Brawlin‘), Climbin‘, escapin‘ bonds and so on. Fly On the Wall (1) You‘re good at blending into the crowd. Once per session double any sneak roll in a crowded environment (saloon, rodeo etc). Frenzy (1) once per session, after receiving a Stun or worse, you may add one additional attack per round without incurring an Action Penalty. This effect lasts for an entire scene. A miss when rolling a 1 on the Wild Die means you‘ve hit the closest ally within range. Funny (1) you have a great sense of timing and wit. You‘re likeable because you make them laugh. Double any Influence roll due to a well timed quip or bon mot. Gain a Character Point once per session if you make the GM laugh. Hammer Fan (1) can only be used with revolvers. Basically the gunman, rather than pull the trigger, rapidly and repeatedly draws his opposite hand over the pistol‘s hammer achieving an astonishing rate of fire. Adding 10 to the TN of your shot allows you to fire an additional bullet. Missing your TN means you‘ve missed your target but still fired off the intended number of rounds. Handy (1) you‘re good with tools and fixing stuff. Once per game session you can double any roll pertaining to repairing something.

Hard to Kill (1) you may double the Grit component of your Soak roll once per session. Harder to Kill (1) like Hard to Kill, but turns a single Dead injury into Mortal Wound once per session. Must have Hard to Kill.

Heavy Hitter (1) you punch above your weight class. Add +1 to your Basic Damage. Hip Shootin’ (1) once per session double one Initiative roll when drawing your pistol. High Pain Tolerance (1) once per session double any roll required to resist the effects of painful stimuli. Holdout (1) Once per session you can double a Sneakin‘ roll to hide something on your person. Hollow Leg (1) once per session double any roll to resist the effects of alcohol. Horse Whisperer (1) you have a rapport with horses. Once per session you can double any Ridin‘ or Handlin‘ roll for horses. Horse Wrangler (1) out in the wilderness, once per session, you can find a group of wild horses.

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I…Have…Had…Just…About...Enough... Of…YOU! (1) only after receiving at least a Wound from an opponent who has attacked the character on a prior occasion, the character must utter (or paraphrase) these words in a brief Stanislovskian monologue and may double the damage of his next successful attack against said opponent, once per session. Iaiutsu (1) once per session you may draw your weapon and attack as a single Action. The attack may be defended against normally and occurs on your regularly scheduled Initiative. You must have Quick Draw and at least 5D in that weapon Skill. I Love It When A Plan Comes Together (1) whenever you‘re in a leadership role orchestrating a complicated plan of action for your team, roll any pertinent Thinkin‘ or Gumption Skill. For every 10 or fraction thereof, each member of your team receives a temporary CP that can only be spent on rolls related to the plan. When the operation is over, the CPs disappear. Injun Wise (1) once per session double any skill checks relating to Native American cultures and customs. Inspire (1) by using an appropriate Skill such as Wiles or Performin, you can create temporary CPs which can be used by members of your audience for the particular task or challenge at hand, for each 10 or fraction thereof on your Skill roll. You still have to win them over using this Skill if they are not favorably disposed to you or your cause. The Character Points may not be used for Character Advancement and will vanish by the end of the session. Instant Load (1) allows you to chamber a single round, nock a single arrow, slap in a magazine after releasing the empty one, without using up an Action. Iron Balls (1) once per session you can double any ‗Thletics roll from or onto the back of a horse. You also never take any falling damage (nor do you injure your

horse) by leaping onto horseback from any height. Iron Grip (1) You‘re hands are like vices. Once per session double any roll that might benefit from a powerful grip such as Climbin‘, Grapplin‘ (Brawlin‘), Intimidatin‘ (with a handshake). Iron Liver (2) You have a very high tolerance for alcohol and drugs. Double any roll to withstand intoxication or poisoning once per session. Iron Will (1) once per session double any WillPower roll. I’ve Got Just The Thing (1) you are always thinking one step ahead, planning for contingencies others don‘t even consider. Once per game session you can pull from your pocket or backpack ―just the thing‖ needed for a given situation. The item must be plausible, thus no Gatling guns or sticks of dynamite after getting‘ frisked, or tomahawks out of your loincloth. Jack-of-All-Trades (1) once per session you can double the roll of any Skill that you haven‘t spent either Skill dice or Character Points on. Killer Instinct (1) may double any Skill roll when competing with an individual in a life or death struggle, once per session. Knockout Blow (1) you may pit your Fightin‘ or Brawlin‘ against anyone‘s Soak to render them unconscious. Know-it-all (1) You are well-read and once per session can double any Learnin‘ roll. Lay of the Land (1) You know yer way around, even in new territory, you quickly learn the landmarks and major routes. Double any rolls that may benefit from knowing the local geopolitical situation, once per session. Lightning Reflexes (1) sometimes you‘re astonishingly fast, much faster than you look. Once per session you can double a

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Block, Dodgin‘ or Parry roll, or any test of speed (but not Pace). Add +1D to your Initiative rolls. Lightning Reload (1) allows you to fill a multi round (bullet) chamber or magazine in a single Action instead of the usual Action/bullet. This assumes no more than six rounds. If the weapon uses a preloaded magazine, you can release the empty and slap in the re-up without using an Action. In the age of black powder weapons, you may load your weapon in a third of the time usually required. Lightsleeper (1) even while sleeping, you make a normal Perceivin‘ check to see if noises (and things trying to creep up on you) wake you up. Logical Thinker (1) you are very good at putting ideas together and making plans that work. You‘re also good at solving problems and figuring things out. Whenever this is an advantage, double the pertinent Skill roll, once per session. Low Profile (1) once per session you may double a Sneakin‘ roll when trying to blend in to a crowd.

Man of the Cloth (1) Double any roll to Intimidatin‘ or Persuadin‘ when displaying the collar, once per session. Marksman (1) may double a single ranged attack Skill roll per session if you are not moving and you take a round to aim. Mechanical Inclination (1) once per session double any rolls when trying to build, jury rig or fix a mechanical device. Meticulous (1) you have an eye for details. Double any roll where such precision is of benefit. Military Rank (1) you hold some meaningful rank and people in the military respect you. Double any social interaction rolls with them once per session. Natural Born Healer (1) you are a gifted healer, once per session you may double a roll when trying to use Doctorin‘ to treat someone who is injured. Natural Born Killer (2) you‘ve got a knack for killing. Add +1 to your damage on any attack, and once per session you can double any attack roll. Natural Born Tracker (1) once per session you can double any Trackin‘ roll. Nerve (1) you got chutzpah kid. You may double one Skill roll once per session if performed under ridiculously risky circumstances. Nerves of Steel (1) ignore 1D of Wound penalties (not Stun however) for one scene, once per session. Nimble (1) double any rolls involving jumping and moving around quickly, including Dodgin‘, once per session.

Lucky Bastard (1) your never roll less than 2D for any Luck test. Once per session you can re-roll anything and choose the best result.

Observant (1) once per session double any rolls to notice something or to investigation efforts. Powder-monkey (1) either you were a miner, worked on the rails or in the army, but you learned how to rig up explosives.

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Once per session you may double any roll to set up or defuse an explosive device. This usually requires Engineerin‘/Demolitions, Construction or Mining. Purdy (1) you‘re sexy and you know it. Once per game session you may double any roll where flirting may be helpful. Quick Draw (1) allows you to add 10 to the Initiative of the first round when drawing your weapon without sacrificing accuracy. This bonus to Initiative disappears after the first round, and reholstering your weapon during the same combat doesn‘t allow you to reset it. Quick Study (1) you learn quickly, but the knowledge gained by such intense study fades rapidly. To simulate this, you may add +1D to any Skill you‘ve closely observed or studied, even for a short period of time. This bonus only lasts for one scene, and cannot be repeated on the same Skill, in the same session. Reputation (1) among the circles you walk in you are well known (but not necessarily famous) for something that is beneficial to you. Once per session you may double any Wiles or Intimidatin‘ roll affected by that Reputation. The specifics of that Reputation must be outlined in advance. The same thing that gives you a Reputation may also make you Notorious depending on the circumstances and can be treated as a Complication. Ride-By Attack (1) once per session double any attack from horseback while riding past. Right Between The Eyes (1) once per session you can sacrifice 1D from your ranged weapon skill to knock 3 points off your target‘s Soak. Rugged Charm (1) no matter how dusty or dirty you are, the ladies all swoon when you walk by. Double any Wiles rolls against the womenfolk once per session.

Scavenger (1) you‘re good at finding useful stuff where others might only see junk. Double any roll used to scrounge for tools, weapons, food and water, supplies etc once per session. Shadow of Death (1) You gain a +1 to all attack rolls and damage but on a WilD 1, regardless of the outcome, you accidentally hit some innocent bystander or ally.

Shick-Shick! (1) once per session, when chambering a round or pumping a shell into the breach of a firearm (rifle, shotgun, assault rifle etc) with dramatic authority, the next shot may add +2D damage, because doing that makes the bullets fly

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harder don‘t you know (at least in the movies). Shoot’n’Run (1) you can run and shoot without penalty to either. Shotgun Rider (1) once per session double any ranged attack while riding in a wagon. Show-off (1) you can twirl and flip your guns in ways that suggest you have more skill with a shootin‘ iron than you actually do. Once per session you can use that to double an Intimidatin‘ roll or Wiles trying to redirect someone‘s attention away from something else. Sidewinder (1) once per session double your dodge against ranged attacks. Slick (1) Yer good at manipulatin‘ folks and takin vantage of their good nature. Double any roll to manipulate, deceive or seduce once per session. Slippery Fighter (1) Double any roll to Dodge, or to escape from any attempts to entrap such as Grapple, Entangle, Pin, Choke, Tackle, Bear-Hug etc. once per session. Social Drunk (1) once per session double all social interaction rolls (except Intimidatin‘) after imbibing at least the number of drinks equal to the number of D in your Grit Attribute. Spirited Charge (1) once per session double the damage of any melee weapon while charging from horseback. Steady Hands (1) you have hands like a statue. You never take penalties from manual tasks while running or in a moving vehicle, mount etc. Once per session you can double any roll where having Steady Hands would be an asset (neurosurgery, picking pockets, shooting from horseback, building a ship-in-a-bottle). Stealthy (1) once per session you can double any Sneakin‘ rolls.

Studious (1) once per session, may double any Learnin‘ roll after studying an appropriate written resource. Surefire Rider (1) you ignore any horseback penalties for actions performed while riding. Surefire Driver (1) you ignore any penalties to actions from driving a wagon. Sure-Footed (1) you are agile and graceful. Double any roll on a task that depends on this (not combat, although Dodgin‘ might apply). Surgeon (1) once per session can double any Doctorin‘ roll to treat a traumatic injury. Must have Doctorin‘ of 4D already. Teamster (1) once per session double any Drive rolls while in a wagon. The World is My Arsenal (1) once per session you can double an attack roll when using an improvised weapon, a rock, a whiskey bottle, a barstool, whatever is handy at the moment and isn‘t an actual ―weapon‖ per se. Tough (2) once per session you may double any one ‗Durance, or Willpower roll. Add +1 to your Soak. Tough Rider (1) once per session you can double your Ridin‘ or Handlin‘ to motivate your horse to do something dangerous or difficult.

Town Authority (1) you are a muckitimuck in a specific town. You might be the mayor, a councilman, a deputy, the sheriff or perhaps the only person who can read.

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You can double any rolls to influence the locals. Trademark Weapon (1) you love using this specific type and make of weapon, whether it‘s the Bowie Knife or the Colt Peacemaker, something about you and it just click. Once per game session you can double a Skill roll with this weapon. Trail Wise (1) once per session you can double any Perceivin‘, Survivin‘ or Knowhow roll while on the trail. Trample (1) rider may use own Ridin‘ roll to direct attacks by his horse, rather than using the steed‘s Grit. True Grit (1) once per session may double any Will, Guts, or ‗Durance roll. Trustworthy (1) people tend to trust you, rightly or wrongly. Once per session double any Wiles roll. Unshakable Dawg (1) Some mangy mutt always follows you around and warns you at the first sign of danger. When the dog barks, double your Initiative or Perceivin‘ roll. Can be used once per session. Warning Shot (1) once per session, you can declare that the first shot fired at you automatically missed. This applies to the first shot an opponent fires at you, not subsequent attacks. Windfall (1) once per session, your wealth doubles but you must be in the right circumstances to pull it off; stumble across a hidden cache, win a poker game, snag a drunkard‘s pocket watch. Doesn‘t stack with Poverty. Yer Dead (1) everyone thinks you died. This gives you a bit of a psychological edge when you meet them and as a result you can double your Wiles or Intimidatin‘ rolls once per session.

dimension to your characters. Protagonists that can do everything well or who have no flaws aren‘t much fun to read about, nor are they fun to play. While not every character has Complications, most do, and are more interesting for it. It‘s not an oversight that there is no payback for taking on a Complication. That‘s right, you don‘t get any extra Generation Points for taking some kind of drawback. What you do get is a way of making your character more fun to play instead.

In many games, taking a character flaw results in additional resources with which to build your character. This often results in a number of predictable problems: MinMaxing, the Lost Disadvantage, and Flaw Overload. Min-Maxing, sometimes referred to as Munchkinism, is all about maximizing your advantages while minimizing your liabilities when designing a character. Hey, it‘s a game, so who wouldn‘t do that? Use the rules to your advantage. True, but the game is also a story, created and shared by the other players and if the fully decked out, indestructible loophole exploiting uber-character is ruining the story for the others, then that character is a failure. Beware the blind, deaf, mute,

Complications
As in fiction, the purpose of a Complication is to add depth to your story and

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quadriplegic with a terminal illness, OCD and a dependant, alcoholic ex-wife with three kids. That character could probably kick your ass. The Lost Disadvantage occurs when the GM has so much to keep track of that they forget all about a player character‘s flaws. Since it‘s not in the player‘s best interest to remind the GM of the disadvantage, it doesn‘t get used. The player winds up with extra resources for his character, gratis because his disadvantages aren‘t being accounted for. More importantly a great role-playing opportunity has been lost. Flaw Overload is what happens when so many disadvantages are in play that the actual game plot is derailed by all the enemies, dependents, physical and social issues that keep cropping up during game in the GM‘s attempts to make the character suffer for each and every benefit they derived by taking the flaws in the first place. Sometimes these on the fly scenarios can be fun, but more often they‘re a drag for the rest of the group and tend to keep the character with the flaws perpetually in the limelight at the expense of the other players. The Complication is a way of addressing these issues. Since a Complication generates Character Points, it behooves the player to bring them up rather than hoping the GM forgets about it. Because Complications don‘t net any additional Generation Points, you can‘t Min/Max them. And since Complications arise only within the context of the game‘s story, rather than being extrinsic to the plot, they will only come up when it is relevant to the storyline. Character Points are awarded only if the Complication results in actual harm to the character or another party member or has significantly hampered the goals of either the character or his party. Mere inconveniences or cosmetic problems should not yield any CPs. The exception is if the Complication has generated a moment of hilarity or entertainment for the group, or has significantly added to the

game somehow. The GM is the final arbiter on this. Complications come into play in a variety of ways. The GM can evoke a Complication whenever she sees fit. Complications should never be used punitively but if the situation calls for it, the GM should never shy away from using a character‘s Complication against him, just make sure the character gets a CP in the process. A 1 on the Wild Die can evoke a Complication whenever the GM can think of one. It doesn‘t have to happen every time the Wild Die 1 is rolled, only when it adds something to the game. The player can be helpful in suggesting possible adverse events related to the roll, but the result should be a dilemma worthy of a Character Point. If the Character has no worthy Complications pertaining to the Action, then the GM should feel free to just manufacture a problem on the spot. It doesn‘t have to be huge, but if it‘s more than an annoyance for the player, then the player should be awarded a Character Point.

Players can also invoke a Complication. If it results in a worthy disadvantage, the GM

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should award the player with a Character Point. Voluntarily failing a Skill roll or some crucial test should earn a Character Point if the failure is the result of a Complication. This is called Taking A Fail. Taking A Fail involves voluntarily failing a roll that a Character might normally succeed at, due to their Complication. The roll being failed should have significant gravitas, and should not be used for trivial or relatively minor things (unless failing such a roll provides entertainment for the rest of the party). Failing the roll needs to create some kind of real disadvantage for the player or the party. Some Complications just add to the TN of certain tasks, when a significant failure occurs due to the Complication, a CP award should be considered. Character Points from Complications should rarely be awarded more than once per game session. If they do, it should be because the consequence of the current Complication is much worse or more entertaining than the previous one. This is sometimes called the ―once, maybe twice‖ provision for Complication awarded Character Points. Repetitive use of the same Complication with the same old consequences should not earn a Character additional Character Points (unless of course it‘s funny or entertaining in some way).

Good role-playing around a Complication should earn CPs whenever possible because that‘s what Complications are all about. However the GM has the right to subtract or withhold Character Points if a player is NOT living up to his Complication. For example, a Pacifist wouldn‘t gun down a room full of nuns (unless maybe they were all possessed by Satan). As a GM you may subtract a CP or withhold the next one unless the player can adequately rationalize it or at least do penance (maybe a –1D penalty on everything for the next session due to her existential suffering and what not). Hopefully this won‘t be necessary very often. Alcoholism: You are a serious alcoholic. You need to drink every day or you will suffer the effects of withdrawal. Otherwise you are perpetually drunk. Take a Fail on anything. Addiction: you‘ve got a problem. It could be opium, gambling, sex you name it. When under its influence you‘re messed up, when you‘re without it you go into withdrawal, and it‘s hard to tell which is worse. Take A Fail on just about anything.

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All Thumbs: your hands are deadly weapons to all devices and fine pieces of equipment, as well as delicate objets d‘art of all varieties. You tend to drop, crack, strain or induce a major malfunction in just about any item you get into. Take A Fail on attempts to repair things, or to use complicated gadgetry like watches and screwdrivers. And drop your keys down a sewer grate while you‘re at it. Always The Hero: you risk your neck to help others all the time. One of these days it‘ll be the end of you. The sad part is, most of the time no one cares. Anachronism: you live in the past, you are from a culture that has not caught up to the modern world. Earn Character Points by not knowing how a doorknob works, or generally not understanding the local technology or social context. Really outdated attitudes and mannerisms will also yield hilarious results. Anemic: your bone marrow sucks. You‘re often weak and lethargic. Take A Fail on tests of endurance or strength. Arrogant: aren‘t you just God‘s gift to everything? You turn people against you and piss them off because they just don‘t see how great you are, and hey, they‘re jealous anyway so who gives a shit. Take A Fail on any social interactions, or just be a jerk. Bad Vision: self-explanatory, you get to add 10 to the TN of any roll involving visual acuity; missile weapons, driving, piloting, searching for stuff etc. Also, you can Take A Fail on these tasks as well. Bad Luck: if something crappy is going to happen, it‘ll probably happen to you. Your Raw Luck will never exceed 1D, and in a contest of Luck, you always lose. Take A Fail on anything where chance is a major determinant of success.

Blabber Mouth: you just can‘t keep it shut. You can‘t keep a secret and you often just blurt out the first thing that pops into your head. Take A Fail on social rolls or anything else requiring tact or discretion. Blind: you‘re pretty much always in the dark, and that stuff about blind people having keen senses to compensate is just crap. Add 20 to the TN of any task requiring vision, or Take the Fail for a CP. Brash: you tend to dangerously overestimate your own abilities, often placing you in difficult situations. Cautious: something will always go wrong unless you can examine the plan from every conceivable angle. Because of your careful attitude your more foolhardy companions tend to hate your guts. The fools, don‘t they realize what you do for them? Charitable You enjoy giving to charities and those less fortunate than yourself. Sometimes this can be a problem when your own needs are neglected. ChickenShit: you are a yellow-bellied coward. Add 10 to any fear or intimidation TNs, you can Take A Fail on such checks as well.

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Clueless: little things like current events, your location and what the hell the plan was tend to slip beneath your notice. Take A Fail whenever something such as that becomes the focus of attention. Clutz: you tend to drop things or trip over yourself at the worst possible time. Take A Fail on any Moves based test. Code of Honor: you‘ve got a set of rules you‘ve got to follow or else you‘ll feel bad, also, the other folks who follow those rules might get mad at you. Or worse. You‘ve got to outline for the GM what these rules are at the time you take on this Complication, but common themes tend to be the The Hippocratic Oath, Gentleman‘s Code, the Pirate‘s Code, the Laaaaaaaw of the West, the Phi Gamma Delta Pledge code and so on. Compassionate: You care, and sometimes this gets you into trouble, defending the weak, helping the poor and so on. Competitive: no one, but no one, can beat you at this one thing, or heck, at anything. You take crazy risks to win at all costs. When you don‘t win the you-know-what hits the fan. Curiosity: not only does it kill the cat, but also you and the rest of the party. Death Wish: you don‘t care whether you live or die, and neither does anyone else. So you take ridiculous chances for no good reason. Is it the rush? Is it the attention? Maybe you‘re just freakin‘ crazy or maybe you‘ve got some secret agenda you‘re not letting anyone in on. You decide. Delusional: you whole-heartedly believe something that no one else seems to believe. Is everyone else just whacked, crazy, can‘t they see it? What are they, blind? Or maybe they‘re just in on it… Dependants: the character has an aging aunt, children, or a hapless love interest that keeps getting into harm‘s way. Sometimes one‘s Enemy gets a hold of them and hilarity ensues (play your cards

right and you might get two CPs for that one). Regardless, they‘re weaker than you and you are compelled to rush to their rescue. Distinctive: you are memorable for some reason, no one ever forgets you. Elderly: you are undeniably old. You can Take A Fail on anything that an aged person might find challenging. This ground is fertile for all sorts of offensive cliché‘s. Start planting.

Enemy: you have a nemesis, it may be a single person, a group or organization or may be an entire nation/tribe. The enemy means to do you harm, and it may not even be physical harm. They may be trying to discredit you, or steal your girl (man), or ruin you financially. Whenever this becomes a significant problem, collect a CP. Gentlemanly: You believe in the code of the gentleman. Never mistreat a woman or child, deal with others fairly and honestly, never exploit someone else‘s misfortune unless he is an enemy. Greedy: you‘ll do anything for a quick buck. Anything. Gullible: isn‘t in the dictionary. Really. Go check, I‘ll wait. You trust people way too much. Take a fail whenever someone is using their Wiles on you. Haunted: You‘ve seen things most people wouldn‘t believe. It‘s given you that look that makes people uncomfortable. Take a

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Fail on any social interaction and gain a Character Point. Hearing Impaired: you‘ve got auditory problems! Add 10 to the TN of any hearing based actions! Add 20 if you are deaf! This includes attempts at communication and social skills! Take A Fail on any of the above! Illiterate: can‘t read or write this. Innumerate: can‘t do math (don‘t worry, neither can I). Intolerant: you hate a certain group of people, or perhaps all people of a different race/religion/caste/class than yourself. Earn a Character Point when you insult or harm such persons and such an action results in consequences to yourself. Jealous: it might be around a specific object (your girl, your car, your status) or it may just be a general ―if you got it better than I do, I want it‖. Regardless, you‘ve got a little green monster inside you itching to get out. When it does, and it‘s a problem, grab a Character Point. Lame: cut your Pace in half, and Take A Fail on tests of Running, Jumping and Athletics. Lawful: You‘re sworn to uphold the law. You would never knowingly commit a criminal act— you‘d also turn a friend who has broken the law over to the authorities, although your loyalties would make it difficult. Lecherous: you just can‘t leave the ladies (or boys) alone can you? Whenever you see an opportunity to turn up the Barry White and get busy, you take it. If this causes a problem, you get a Character Point. Lightweight: You can‘t hold yer liquor. Take a Fail on withstanding drugs, alcohol and hangovers. Loyal: Once you‘ve formed a bond with someone, you‘ll remain loyal for life, betrayal is unconscionable unless

thoroughly convinced that it is in your friend‘s best interest. Marginalized: you belong to a group of people looked upon with disfavor or even outright hatred by society at large. Add 5 to 10 to the TN of any social roll when this becomes an issue. Take A Fail on the above, earn extra CPs when the ignorant masses come to lynch or ethnically cleanse you.

Murderous: you‘re not a psychopath, it‘s just that well, your enemies all deserve to die. If they beg for mercy you clamp your ears and sing ―la la la la la‖ while you stomp on their throat. You may never voluntarily change your Wounding damage to Stunning, ever. Notorious: you are well known for something and it isn‘t good. Take a Fail whenever your Notoriety is a problem. The nature of your notoriety must be specified at the time of purchase. Obese: you are more than a little overweight, and it‘s not your bones or your glands, unless they‘ve mutated and started secreting lard. Add 10 to any TN where your weight might be an issue (‗Thletics, Runnin‘, Jumpin‘, Climbin‘, Swimmin‘ etc) or just Take A Fail. Obligation: whether it‘s related to your job, religion, culture or just something your momma drilled into you from a young

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age, there‘s something that you feel compelled to do even at your own risk. Protect the weak, uphold the law, heal the sick, obey the Word of God, never eat bratwurst on a Tuesday, that sort of thing. It might also be a debt owed, either financial or otherwise. Obstinate: you must have your own way. Earn a CP by being a stubborn prick. One Arm: add 10 to 20 to the TN of any task usually requiring two arms (climbing, driving, playing piano etc.) or Take A Fail on the same. One Eye: add 10 to the TN of any action requiring depth perception or Take The Fail. One Leg: Take A Fail or add 10 to 20 to the TN of any task normally requiring two legs (running, climbing, swimming). Cut your Pace in half. Pacifist: you will not fight, maybe in selfdefense, but maybe not. Far from being a coward, you would rather come to harm than harm another. Poverty: you‘re poor. You decide why. When your poverty is an issue, gain a Character Point. Phobia: add 10 to all TNs when in the presence of your irrational fear. Or Take A Fail under the same circumstances. Pious: Your faith is unshakeable, you are empowered by your beliefs and find it difficult to break your faith‘s code or commandments.

doing. You could stand to be knocked down a peg or two. PTSD: or Post Traumatic Stress Disorder comes from extremely stressful experiences such as childhood trauma, exposure to extreme violence and hardship. Survivors of war-zones, people in law enforcement, acute care medicine and those who have endured physical or mental abuse often suffer from this. Difficulty sleeping, flashbacks, emotional lability and relationship difficulties are key symptoms. Rustic: you‘re from the boonies, but that doesn‘t make you a moron. So why do does everybody in the big city speak to you so slowly. Sadist: You take excessive pleasure from hurting others. When this complicates your life get a Character Point. Stranger In A Strange Land: you just don‘t understand) the culture around you. You‘re from waaaaay out of town, and you fail to grasp many of the nuances of these social interactions. Superstitious: You believe in the supernatural and actively try to prevent badness from happening to you. When this causes problems, get a Character Point. Surly: you are mean-spirited and illtempered, it‘s easy not to like you. Add 10 to social tests where meanness is a drawback, or just Take A Fail. Temper: you lose it. A lot. In a big way. It‘s a problem, collect CPs when it becomes significant, and get some help. Tenderfoot: You are unfamiliar with the ways of the West and can Take a Fail on any task that any self respecting cowboy should be able to do. It is an inexhaustible well of hilarity among the unwashed retards with whom you have been forced to associate.

Proud: You have an excessive amount of dignity. There are a lot of things that are too far beneath you to even consider

Thrill-Seeker: You are into doing crazy and risky shit just for the kicks. When you

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take a ridiculous risk for no good reason you might earn a Character Point.

from them) as if they were part of your Character. The death of your steed will cause you to lose it for the rest of the session but the points spent on such a valuable sidekick can be used the following session on a new mount, if one becomes available. Trusty Steed (2) you have a mutual bond with your horse, it can anticipate some of your needs and is loyal to you. You may create a horse sidekick using the Sidekick Perk in Mini Six. See Horse entry in Mini Six Bare Bones Edition creature section for basic Attributes.

Ugly: your were born with an ill favored look. Take A Fail on any roll where this becomes an issue, as it is, add 5 to the TN of any social skill roll. Vengeful: you tend to hold grudges. Revenge is a dish best served raw and bloody with a side of your enemy‘s own entrails, figuratively speaking of course. Vicious: you‘re a mean mother-so-and-so. If there‘s a cheap shot to be taken, you‘ll take it. And sparing prisoners, forget it, you‘d rather just kill them, or at least maim them to prevent any acts of revenge. This tends to get you in a lot of trouble. Wanted: you‘re either on the lamb or a ―person of interest‖ to some law enforcement body. When they find you they‘ll take you away, haha! Earn a CP whenever this becomes a problem. Young: you‘re noticeably younger than your peers, which wouldn‘t be a problem except no one seems to think you‘re even toilet trained yet. Golly gee whiz, you‘ll show them.

Horse Perks
These Perks are specifically for horses. Other Perks may be applicable to your steed with GM permission. Danger Sense (1) the horse is very aware of its surroundings and always warns its rider of dangers ahead. Once per session it can double its Perceivin‘ roll in the face of danger and will whinny or bristle if it senses trouble. Horse Sense (1) the horse is relatively intelligent and possesses a Thinkin‘ Attribute (normally animals have 1D or less). It might even be smarter‘n you. Noble Steed (1) once per session, while ridin‘ this horse, you can double any Intimidatin‘ or Wiles roll (not Deceivin‘ though). Ornery (1) the horse will only accept you as the rider. Anyone else and he/she will buck and possibly attack the rider (biting and kicking). Tough Hide (1) your horse is tougher‘n most. Once per session it can double a Soak roll. White Lightning (1) The horse is faster than typical, and adds 10m to its Pace. Workhorse (1) your horse is a mighty beast of burden, or at least used to a day‘s

Horse Perks and Complications
Horses form a large part of the Wild West mythos, sometimes your horse says as much about your character as any of your Attributes or Skills. If you have a Trusty Steed, you may also purchase Perks and Complications (and earn Character Points

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work. Double it‘s carrying/pulling capacity.

Man Ag’inst the Elements
In many Western stories, the environment is just as savage an obstacle as any Injun on the warpath or any band of desperados. Here‘s some quick and dirty rules on how to play these up. Cold/Heat The ambient temperature extremes can cause accumulating damage anywhere from 1 pip to 1D per hour of exposure depending on degree unless protected by the appropriate clothing, equipment or shelter. A ‗Durance roll against this damage, Complemented or replaced by Survivin‘ Skill is made every few hours or other dramatically acceptable period. Degree of failure determines the amount of Lethal type Damage taken. The accumulating environmental damage roll can be reduced by taking shelter at a rate of no more than 3 per hour. The Wounds take the form of frostbite and hypothermia, or heatstroke and hyperthermia. Each of these can be fatal. Characters may substitute their Survival Skills, or Complement their ‗Durance checks when under such harsh conditions. Disease Infectious diseases present in a myriad forms, from the common cold to the Ebola virus. Typically a disease will have a Virulence score, or a TN to match ‗Durance against or else suffer the effects. Some diseases like flesh eating bacteria and necrotizing fasciitis act almost immediately. Others, like tertiary syphilis don‘t show symptoms for years, and have a long, latent phase. Effects can be damage, or debility represented as reduced Attributes, or other effects such as somnolence, delirium, wracking pain and so on. The duration is disease dependant and may

Horse Complications
Clumsy as an Ox Your horse is not very graceful and will likely stumble and dump you if you try to jump or ride along a narrow path. Slacker Your horse ain‘t motivated. He‘s never done an honest day‘s work in his life. Forget about hitching him up to a wagon, carrying two riders or any difficult terrain. Slow as Molasses Your horse has half the starting Pace of a regular horse. Stubborn Your horse is obstinate. You need a successful Handlin‘ roll against its Gumption to get it to do anything. Unbroken The horse requires either a Handlin‘ roll against its Gumption or it will buck. This happens every time you or anyone tries to ride it. Wild Your horse will not accept a bridle or be hitched to a team.

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last for a single day or persist chronically for the rest of the character‘s days. Drowning and Asphyxiation Every round spent unable to breathe adds to the TN of an asphyxia (‗Durance) roll, made each round after twice the number of rounds equal to the number of D in ‗Durance. Failing a roll results in Lethal type damage. Falling For every 3m you fall, you take 1D of damage. So falling 50 feet (15m), you take 5D. Fire Fires burn. The amount of energy imparted by a campfire after a round of exposure might be anywhere from 1to 2D, A large bonfire maybe 3D. Larger fires will generate more energy and thus impart greater amounts of damage. The real risk of fires, especially in enclosed spaces is asphyxiation from oxygen depletion and poisonous gases such as cyanide and carbon monoxide. See Asphyxia above. Thirst and Starvation Every day spent without hydration, and every three days spent without nutrition, creates an accumulating D of Lethal type Damage, resisted by your ‗Durance check made each day. Any Fatigue penalties act as penalties against these Stamina checks. Survivin‘ Skill can be substituted for or Complement ‗Durance. Toxins Toxins affect biological systems, wreaking physiologic havoc at the cellular or molecular level. Each toxin will have its own effects, and may not necessarily be lethal in small quantities (alcohol is a toxin).

The specific effects of each toxin must be individualized, as is their route of ingestion and Potency. Potency is what provides the TN against a ‗Durance roll to avoid the toxin‘s effects. Effects of toxins may include damage, unconsciousness, hallucinations, Attribute decrease, paralysis and so on. We leave the specifics up to your imagination. Examples of toxins and their effects include cyanide (potency 20, 8D damage), sodium pentothal (truth serum, potency 20, causes truthfulness and suggestibility), rattlesnake venom (potency 10, damage 4D) and so on.

Encumbrance and Fatigue
A character is not considered Encumbered until they are carrying a weight equal to twice the number of D in their Lift skill as per the Lift Capacity Table. After that point a –1D penalty applies to all physical Actions requiring Movin‘ Attribute, including Initiative. For every point on the Lift Capacity Table of additional weight the character carries, they suffer an additional –1D penalty to all Movin‘ Actions. So, the average man (GRIT 2D) can carry an equivalent of 4 on the Lift Table (8 kg) before he is Encumbered, at 12kg (5 on the lift table) he has a -1D penalty to Movin‘ Actions. If he carries more weight, say up to 6 on the Lift Table (20kg), he will acquire an additional –1D of penalty, at 7 (30kg) another –1D for a total of –3D penalty to Movin‘ Actions. His Pace also drops by 2m for each level of Encumbrance he bears. If he were carrying 50kg his Pace would drop by 6m to 4m/round. If Pace drops below 0, he cannot move any further. Horses and other beasts of burden have twice the carrying capacity of two legged characters and thus don‘t become encumbered until 4 times the D in Lift. A horse‘s Pace also starts at 20m rather than a human‘s 10.

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Fatigue uses the ‗Durance Skill. Failing a Fatigue roll gives you Stun damage (penalty lasts until you rest, 10 minutes of rest removes one Stun). The TN for a Fatigue roll is calculated as 1 for each round of extreme exertion (Combat, Sprinting, role-playing game design). Thus ten rounds of fighting (or a single combat scene say) would require everyone to roll their ‗Durance against 10 Fatigue. Whether you make your Fatigue roll or not, the Fatigue clock keeps ticking and if exertion continues for another ten rounds the next Stamina roll will be against 20, and so on. Each minute of rest erases a single point from the next Fatigue TN. Hard exertion (running, swimming, climbing etc) accumulates Fatigue at one point per minute (six rounds). Moderate exertion (walking, treading water, easy riding, driving, most people‘s jobs) accumulates Fatigue at 1 per hour.

Buyin’ Gear: What Stuff Cost Back Then, and What It Weighed
Clothing and Personal Items
Bandana 10¢ Boots, military or cowboy 1.5kg $5 Boots, custom 1.5kg $25 Buckskin shirt 1.5kg, +1Soak, $2 Buckskin trousers 1.5kg, $1.75 Buffalo robe 18kg, +2 Soak, $10 Candles, wax (1 dozen) 10¢ Cap, broadcloth 50¢ Cartridge belt (holds 50 rds) $1 Chaps 3kg $4.50 Cigar, cheroot 5¢ Cigar, high quality 2 for 25¢ Dress $1.50 Gloves $2 Hat, derby $2 Hat, cowboy $3 Hat, Stetson $20 Hat, lady‘s feathered $4 Hat, sombrero $3.50 Holster, fancy $5 Holster, plain $1 Holster, shoulder $1.50 Holster, swivel, +1 Draw Speed$3.75 Knife, pocket 50¢ Matches, safety (box of 240) 10¢ Mirror, brush, comb set $3 Overcoat, cloth 3kg $8 Overcoat, fur 5kg $15 Razor, straight $1 Shirt, average quality 50¢ Shirt, good quality $1 Shirt, women‘s, good quality $1.50 Shoes, men‘s or women‘s $3.50 Skirt, women‘s $4 Slicker, rain 2kg $4 Soap, cake 3¢ Socks, 1 pr 1¢ Spurs, plain 1.50¢ Spurs, fancy $10 Suit, men‘s, plain 2kg $5 Suit, men‘s, fancy 2kg, $12 Suit, men‘s or women‘s 2kg $12 Tobacco (1 oz.) 10¢ Travel trunk (Steamer) 11kg $5 Trousers 1kg $1.50 Watch, pocket with chain $4 Wrap, women‘s $15

Lift Capacity
Target Number 1 2 3 4 5 6 7 8 9 10 15 20 Mass Up to 1kg 3kg 5kg 8kg 12kg 20kg 30kg 50kg 60kg 75kg 125kg 250kg Scale Tiny Tiny Small Small Small Small Small Character Character Character Character Character Example Pistol/small melee weapon Rifle/large melee weapon Infant Toddler Small Child A Dog Little Kid Average woman Small man Average man Large Man Lions and tigers and bears (oh my!) Horse Wagon

25 30

500kg 1000kg

Character Vehicle

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Vest

$1

Provisions
Bacon, side 20kg Beef, side 30kg Beef, dried (1 lb.) Beer, glass Beer, small keg 5kg Chewing gum, 100 pieces Chocolate, 8 oz. Tin Coffee, 2 lb. Tin Corned beef 50kg Crackers 12kg Flour, sack 22kg Jerky, pouch Meal, average Meal, good Meal, aboard train Oatmeal, sack 22kg Rations (1 week) 5kg Root Beer, bottle Sugar, 1 lb. Tea, 8 oz. tin Whiskey, shot Whiskey, bottle $6 $5 20¢ 5¢ $2 25¢ 10¢ 50¢ $5.75 $1.50 $20 15¢ 25¢ 75¢ $1.50 $4 $10 10¢ 10¢ 50¢ 10¢ $2

Horse, fair Horse, poor Jackrabbit (pelt) Lynx (pelt) 2.5kg Mule Oxen (yoke of two) Pony Puma (pelt) 4.5kg Raccoon (pelt) Sheep Wolverine (pelt) 2kg

$50 $20 5¢ $1 $50 $150 $50 $2 50¢ $5 $1

Household Items
Bedroom set 120kg Cook stove 150kg Cookware set 40kg Dining room set 200kg Dishes, setting for six Glassware, setting for six Oil lamp, fancy parlor type Parlor suite (couch, 4 chairs) Sewing machine 25kg Silverware, setting for six $21 $40 $3 $50 $12 $8 $1.50 $40 $25 $5

Land
Homestead (160 acres, land must be worked five years) Townsite (320 acres) Townsite quarter (80 acres) Town lot (Poor location) Town lot (Main Street location) Town lot (Choice location) $10 $400 $100 $50 $400 $1,000

Outdoor Equipment
Bed Roll 4kg $4 Binoculars, 5x 1kg $15 Binoculars, 10x 1kg $25 Canteen 0.5kg 50¢ Compass $2 Gun cleaning kit $1.50 Oil for lamps (1 gallon,3kg) 10¢ Oil lamp 1kg $1.50 Scabbard, rifle $2.50 Tent, miner's (for one) 13kg $6 Trail cook's kit (fry pan, stew pot, coffee pot, etc.) 35kg $3 Trap w/chain, 5" jaw (mink) 1kg 25¢ Trap w/chain, 6.5" jaw (beaver)1kg 39¢ Trap w/chain, 8" jaw (wolf) $1.85 Trap w/chain, 16" jaw (bear) $11.75

Medical Equipment
Doctor's bag with instruments 7kg Ether (1 dose) Eyeglasses Laudanum (1 dose) Nitrous Oxide (1 dose) 25¢ Quinine Veterinary bag with instruments 10kg $25 25¢ $2 35¢ 50¢ $22

Animals, Livestock and Pelts
Beaver (pelt) 2kg Buffalo (hide) 20kg Burro Cattle, as calf Cattle, as yearling Cattle, at railhead Coyote (skin/bounty) Horse, excellent Horse, good $2 $5 $30 $5 $10 $30 75¢ $150 $100

Tools and Kits
Anvil 40kg Axe 2.kg Barbed Wire (50 yards) 10kg Blacksmith's tool set (bellows, hammer, tongs, etc.) 50kg Blasting caps (1 dozen) Carpenter's tool set (level, plane, saw, square, etc.) $15 $1 $1 $15 50¢

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15kg Chemical kit 25kg Demolitions kit 10kg Disguise kit 2kg Druggist‘s kit 25kg Dynamite, stick .25kg Electric detonator 1kg Electrical tool kit 25kg Evidence kit 5kg First aid kit 2.5kg Forgery kit 2kg Fuse (per yard) Handsaw 1kg Hammer 1kg Lantern 1kg Lockpick set .5kg Mechanical tool kit 2.5kg Medical kit 7kg Ore car 75kg Pan 0.5kg Pick 2kg Plow (horse drawn) 40kg Rope (per yard) Scales 4kg Shovel 2kg Surgeon‘s kit 10kg Wirecutters 1kg Wheelbarrow(miner's) 40kg

$21 $80 $11 $8 $110 25¢ $5 $110 $14 $5 $8 5¢ $1.50 50¢ 80¢ $8 $30 $25 $15 10¢ $1 $6.50 5¢ $3 $1 $35 $2.50 $6

Stagecoach, Express (per 50 miles) Stagecoach, St. Louis to San Francisco (25 days) Steamboat, St. Louis to Fort Benton Train, Omaha to Sacramento, 1st class, express Train, Omaha to Sacramento, 2nd class, express

$3 $200 $300 $100 $75

Mail
Letter, by mail 1 oz. Package, overland mail 10kg Package, by rail freight 100kg Telegram (50 words @ 1/2 cent per word) 2¢ $15 $8. 25c

Entertainment
Banjo 5kg Bible 1kg Bordello, ―Boarding‖ Bordello, fancy, ―Boarding‖ Bugle 1kg Dance Hall, one dance ticket Dance Hall, ―quick date‖ Deck of Marked Cards Dice – Guitar 4kg Harmonica Musical Production, ticket Newspaper Novel, paperback Piano, upright 400kg Poker chips, 1000 1kg Stage Play, ticket Stereoscope Trombone 3kg Trumpet (coronet) 2kg Violin (fiddle) 2kg $12.50 $5 $30 $50-$100 $8 50¢ $5 $1.25 25¢ $8 50¢ 50¢ 1¢ 10¢ $100 $3 $1 75¢ $9 $11 $9.50

Conveyances
Buggy (capacity two people or 500 lbs.) 170kg Buggy (capacity four people or 800 lbs.) 250kg Canoe 40kg Flatboat (30 ft) 4tons Harness (single) 8kg Harness (team, per 2 horses) 20kg Keelboat (30 ft) 6tons Quirt (riding whip) Saddle and bridle, fancy 12kg Saddle and bridle, plain 10kg Saddlebags and saddle blanket 5kg Stagecoach (not including horses) 1200kg Wagon, light (capacity 1,200 lbs.) 250kg Wagon, heavy (capacity 4,500 lbs.) 500kg $40 $90 $10 $200 $10 $25 $500 $1.25 $60 $25 $8 $1,500 $30 $40

Lodging and Services
Bath Bath Hotel, poor (per night) Hotel, average (per night) Hotel, good (per night) Hotel, luxury (per night) Room (per week) Room and board (per week) Shave and haircut Stable, overnight for man or animal (per night) 50¢ $1 50¢ $1 $2 $6 $1 $2.50 25¢ 25¢

Travel Fares
Stagecoach, Local (per mile) 15¢

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Medical Services
Amputation Broken bone set Broken bone splinted Buckshot removed Bullet hole patched Bullet removed $5 50¢ 75¢ $2 50¢ 25¢

Concussion treated Lacerations stitched Leeching Other burns treated "Other" diseases treated Powder burns treated

50¢ 50¢ 25¢ $2 $2 $1

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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(h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non exclusive license with the exact terms of this License to Use, the Open Game Content. 5. 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You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE

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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. D6 Adventure (WEG51011), Copyright 2004, Purgatory Publishing Inc. West End Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc. Mini Six Bare Bones Edition, Copyright 2010, AntiPaladin Games. Mini Six, and APG are trademarks and properties of AntiPaladin Games. Artwork and Images herein were obtained via Google Images and are assumed by the author to be Public Domain. WilD6West Copyright 2013, Paul Hosek PRODUCT IDENTIFICATION: Product Identity: The D6 System; the D6 trademarks, the D6 and related logos and any derivative trademarks not specified as Open Game Content are designated as Product Identity (PI) and are properties of Purgatory Publishing Inc. All rights reserved. The Mini Six and the Mini Six Bare Bones Edition trademarks and related logos and any derivative trademarks are designated as Product Identity (PI) and are properties of AntiPaladin Games. All rights reserved. Open Game Content: All game mechanics and material not covered under Product Identity (PI) above; OpenD6 trademark and OpenD6 logo. This is the end of the Open Game License.

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