WilD6West: Mini Six goes WildWest

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1 Copyright 2013 Table of Contents Introduction 2 Attributes and Skills 2 Character Points 4 Luck 4 The Wild Die 5 Complementary Skills and Lendin’ a Hand 5 Wild West Combat 5 Weapons of WilD6West 8 Making WilD6West Characters 10 Perks, Complications and Character Concepts 11 Character Concepts 11 Perks 28 Complications 36 Horse Perks and Complications 43 Man Ag’inst the Elements 44 Encumbrance and Fatigue 45 Buyin’ Gear 46

Transcript of WilD6West: Mini Six goes WildWest

1

Copyright 2013

Table of Contents Introduction 2

Attributes and Skills 2

Character Points 4

Luck 4

The Wild Die 5

Complementary Skills and Lendin’ a Hand 5

Wild West Combat 5

Weapons of WilD6West 8

Making WilD6West Characters 10

Perks, Complications and Character Concepts 11

Character Concepts 11

Perks 28

Complications 36

Horse Perks and Complications 43

Man Ag’inst the Elements 44

Encumbrance and Fatigue 45

Buyin’ Gear 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 Non-

Lethal 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’.

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.

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

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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.

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.

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

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 spent to activate a

Perk that has already been utilized during

this session, each Character Point spent

per Perk re-activated.

Thirdly, 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.

And lastly, if the GM assigns a situational

Complication resulting form a WilD1

(rolling a 1 on the Wild Die), a Character

Point is always awarded.

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 1D for Luck.

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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

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 re-

rolled 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.

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 Dice results

to his roll. Whether or not a task is

amenable to Complementation and by

how many others and which Skills is

situation dependant and at the discretion

of the GM.

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 to use one additional Action 10

Initiative counts lower in the Round, and to

ignore 1D of Action Penalty that Round.

Above 30 allows 2 additional Actions at 10

and 20 Initiative counts lower, and ignore

2D of Action Penalties per Round, and so

on. It’s good to be fast in the Wild West,

real good.

Damage

Weapons in WilD6West inflict two types of

damage; Lethal and Non-Lethal. Non-

Lethal damage is typically inflicted by

blunt or non-edged, non-penetrating

weapons. So fists, clubs, hammers and

pistol butts are considered Non-Lethal

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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 Date Ammo Dam Rng(m) Rate Mag Kg $

Muzzleloaders

Harpers Ferry Pistol 1805 .58 6D+1 6 S 1 mzl 1.0 $2

U.S. Percussion Navy Pistol 1842 .54 6D 6 S 1 mzl 1.0 $5

Rifled version 1843 .54 6D 10 S 1 mzl 1.0 $7

Allen and Thurber Pepperbox 1845 .31 3D+2 3 6 6 mzl 2.0 $20

Pocket Deringer 1850 .44 5D 3 S 1 mzl 0.25 $11

Breechloaders

Sharps Pepperbox 1859 .32 4D 3 1 4 int 1.2 $10

Remington Double-Derringer 1866 .41 4D+2 3 1 2 int 0.25 $8

Single-Action Revolvers

Colt Walker Dragoon 1847 .44 5D 13 1 6 cyl 2.0 $20

Colt New Model Army 1861 .44 5D 10 1 6 cyl 1.5 $18

Remington Pocket Pistol 1863 .31 3D+2 6 1 5 cyl 0.5 $15

Reid’s Knuckleduster 1869 .22 3D 3 1 7 cyl 0.5 $2

Colt Peacemaker 1873 .45 5D+1 10 1 6 cyl 1.5 $18

S&W Schofield 1875 .45 5D+1 10 1 6 cyl 1.0 $28

Double-Action Revolvers

Starr Army Revolver 1858 .44 5D 10 1 6 cyl 1.5 $20

Webley RIC 1867 .45 5D+1 10 1 5 cyl 1.0 $22

Colt Lightning 1877 .38 4D+1 6 1 6 cyl 1.0 $25

Colt Thunderer 1877 .41 4D+2 10 1 6 cyl 1.0 $28

Longarms-Rifle Skill Muskets

M1816 Flintlock Musket 1816 .69 6D+2 22 SS 1 mzl 4.0 $8

M1842 Percussion Musket 1842 .69 6D+2 22 SS 1 mzl 4.0 $8

Rifles

Harpers Ferry Rifle 1803 .54 7D 23 SS 1 mzl 4.0 $10

Hawken Rifle 1820 .54 8D 22 SS 1 mzl 5.0 $25

Sharps Rifle 1849 .44 6D 30 SS 1 int 4.0 $25

Sharps Carbine 1851 .44 6D 25 SS 1 int 3.5 $25

Spencer Carbine 1862 .52 5D+2 23 1 7 box 4.0 $35

Henry Rifle 1862 .44 6D 21 1 15 int 4.5 $42

Winchester ‘73 1873 .44-40 6D+1 23 1 17 int 4.0 $35

Sharps Big Fifty 1875 .50 6D+2 40 SS 1 int 7.0 $40

Shotguns

Loomis Side-by-Side 1859 15 ga 5D 6 2 2 int 4.0 $20

Remington Single-Barrel 1873 12 ga 6D 10 SS 1 int 3.5 $25

Remington-Whitmore M1873 1873 10 ga 7D 10 1 2 int 4.5 $35

Winchester Lever-Action 1887 10 ga 7D 10 1 5 int 4.0 $40

Heavy Weapons-Big Gun Skill

Gatling Gun (HMG) 1871 .50 7D+2 20 A 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) 2D $3

Dynamite (one stick) 4D $8

Excelsior Grenade 4D $25

Ketcham Grenade 4D $20

Nitroglycerin Vial 8D $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 Complemented by one’s

Engineering/Demolitions Skill.

Missile and Thrown Weapons

Type Damage(L/NL) Range(m) Price

Missile

Blowgun and dart* 1D L 10 n/a

Bow,Composite +3D+1L 15 $10.00

Long +2D+2 L 12 $6.00

Short +1D+2 L 10 $4.00

Crossbow, Light* 4D L 13 n/a

Heavy* 4D+1 L 15 n/a

Wrist-mounted* 3D+2 L 8 n/a

Thrown Weapons

Boomerang, heavy* +1D+1 NL See Throw Skill n/a

Dart* +1 L See Throw Skill n/a

Javelin/spear +2D L See Throw Skill n/a

Rock, fist-sized +1 NL See Throw Skill n/a

Throwing dagger +1D L See Throw Skill $1.00

Shuriken* +1D L See Throw Skill n/a

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Melee Weapons

Type Damage(L/NL) Durability Price

Awl, ice pick, household scissors,

pocket knife, stake +2 L 2 $0.25

Arrow-used in melee +1 L 2 na

Axe-Timber +2D L 6 $1.25

Ball and chain +2D NL 6 na

Baton, night stick, fire iron +1D+1 NL 4 $1.00

Blackjack +2 NL 2 $1.00

Brass knuckles +1 NL 1 $0.50

Bullwhip +2 NL 2 $0.50

Club, axe-handle, large stick,

walking stick +1D NL 4 $0.50

Hatchet/tomahawk +1D+1 L 4 $1.00

Katana* +3D L 10 na

Knife/dagger/bayonet +1D L 3 $0.50

Knife-Bowie +1D+1 L 4 $1.00

Machete +1D+2 L 5 $1.25

Manrikigusari* +1D+2 L 5 na

Nunchaku* +1D+2 NL 5 na

Quarterstaff +1D+2 NL 5 $0.25

Rapier* +2D L 6 na

Sai* +1D+1 L 8 na

Sap, hammer (tool) +1D NL 3 $0.25

Sword, broad* +2D+2 L 8 na

Sword, short* +1D+2 L 5 na

Sword, two-handed* +3D+1 L 10 na

Tonfa* +1D+2 NL 5 na

*not permitted without GM approval.

Increment lbs DC Price

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.

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

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.

12

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.

13

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, Shick-

Shick!, 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.

14

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-it-

all, 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,

15

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.

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,

Determined, Dextrous, Educated, Famous,

Handy, I’ve Got Just The Thing, Jack-of-all-

Trades, 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, Sure-

Footed, 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.

16

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.

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

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-of-

All-Trades, Lay of the Land, Low Profile,

Quick Study, Rugged Charm, Shick-Shick!,

Shotgun Rider, Surefire Driver, Teamster,

17

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.

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.

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, Thrill-

Seeker, 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.

18

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.

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-

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.

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.

19

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-all-

Trades, 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-of-

all-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-behind-

the-ears lieutenant looking for an

opportunity to get his hands bloody.

20

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, Jack-

of-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

21

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,

22

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.

23

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-a-

thons 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

24

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

25

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.

26

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.

27

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,

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, Know-

how, 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.

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.

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 Character Point,

you may activate your Perk again. The

number of times you may do this is limited

only by the number of Character Points

you are 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.

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.

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 lock-

ups. 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) Double any

Initiative roll once per session.

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.

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Double any Influence roll when looking

scary might be beneficial.

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 an

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Initiative or a Dodgin’ roll, or any test of

speed (but not Pace).

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.

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.

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.

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.

34

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

35

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.

36

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 Know-

how 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.

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.

Complications As in fiction, the purpose of a Complication

is to add depth to your story and

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: Min-

Maxing, 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,

quadriplegic with a terminal illness, OCD

37

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

should award the player with a Character

Point.

38

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). Before such a roll is

made, the player must announce that he is

going to Take A Fail and the GM must

agree that their Complication is

applicable.

The player rolls, if it succeeds against the

TN, then the effort still fails but the player

earns a Character Point. If the roll fails

then the character still fails but no CP is

awarded.

If the character rolls a 1 on the Wild Die, a

Fiasco occurs, that is, something

extraordinarily bad occurs pertaining to

the Complication. Whether the initial roll

was a success or failure is irrelevant.

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.

39

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.

40

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

41

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

42

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 self-

defense, 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.

Proud: You have an excessive amount of

dignity. There are a lot of things that are

too far beneath you to even consider

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 ill-

tempered, 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.

Thrill-Seeker: You are into doing crazy

and risky shit just for the kicks. When you

43

take a ridiculous risk for no good reason

you might earn a Character Point.

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 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

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.

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

44

work. Double it’s carrying/pulling

capacity.

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.

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

45

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.

46

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.

Lift Capacity

Target

Number

Mass Scale Example

1 Up to

1kg

Tiny Pistol/small

melee

weapon

2 3kg Tiny Rifle/large

melee

weapon

3 5kg Small Infant

4 8kg Small Toddler

5 12kg Small Small Child

6 20kg Small A Dog

7 30kg Small Little Kid

8 50kg Character Average

woman

9 60kg Character Small man

10 75kg Character Average

man

15 125kg Character Large Man

20 250kg Character Lions and

tigers and

bears (oh

my!)

25 500kg Character Horse

30 1000kg Vehicle Wagon

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

47

Vest $1

Provisions Bacon, side 20kg $6

Beef, side 30kg $5

Beef, dried (1 lb.) 20¢

Beer, glass 5¢

Beer, small keg 5kg $2

Chewing gum, 100 pieces 25¢

Chocolate, 8 oz. Tin 10¢

Coffee, 2 lb. Tin 50¢

Corned beef 50kg $5.75

Crackers 12kg $1.50

Flour, sack 22kg $20

Jerky, pouch 15¢

Meal, average 25¢

Meal, good 75¢

Meal, aboard train $1.50

Oatmeal, sack 22kg $4

Rations (1 week) 5kg $10

Root Beer, bottle 10¢

Sugar, 1 lb. 10¢

Tea, 8 oz. tin 50¢

Whiskey, shot 10¢

Whiskey, bottle $2

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

Animals, Livestock and Pelts Beaver (pelt) 2kg $2

Buffalo (hide) 20kg $5

Burro $30

Cattle, as calf $5

Cattle, as yearling $10

Cattle, at railhead $30

Coyote (skin/bounty) 75¢

Horse, excellent $150

Horse, good $100

Horse, fair $50

Horse, poor $20

Jackrabbit (pelt) 5¢

Lynx (pelt) 2.5kg $1

Mule $50

Oxen (yoke of two) $150

Pony $50

Puma (pelt) 4.5kg $2

Raccoon (pelt) 50¢

Sheep $5

Wolverine (pelt) 2kg $1

Household Items Bedroom set 120kg $21

Cook stove 150kg $40

Cookware set 40kg $3

Dining room set 200kg $50

Dishes, setting for six $12

Glassware, setting for six $8

Oil lamp, fancy parlor type $1.50

Parlor suite (couch, 4 chairs) $40

Sewing machine 25kg $25

Silverware, setting for six $5

Land Homestead (160 acres,

land must be worked five years) $10

Townsite (320 acres) $400

Townsite quarter (80 acres) $100

Town lot (Poor location) $50

Town lot (Main Street location) $400

Town lot (Choice location) $1,000

Medical Equipment Doctor's bag with instruments 7kg $25

Ether (1 dose) 25¢

Eyeglasses $2

Laudanum (1 dose) 35¢

Nitrous Oxide (1 dose) 25¢

Quinine 50¢

Veterinary bag with

instruments 10kg $22

Tools and Kits Anvil 40kg $15

Axe 2.kg $1

Barbed Wire (50 yards) 10kg $1

Blacksmith's tool set

(bellows, hammer, tongs, etc.)

50kg $15

Blasting caps (1 dozen) 50¢

Carpenter's tool set

(level, plane, saw, square, etc.)

48

15kg $21

Chemical kit 25kg $80

Demolitions kit 10kg $11

Disguise kit 2kg $8

Druggist’s kit 25kg $110

Dynamite, stick .25kg 25¢

Electric detonator 1kg $5

Electrical tool kit 25kg $110

Evidence kit 5kg $14

First aid kit 2.5kg $5

Forgery kit 2kg $8

Fuse (per yard) 5¢

Handsaw 1kg $1.50

Hammer 1kg 50¢

Lantern 1kg 80¢

Lockpick set .5kg $8

Mechanical tool kit 2.5kg $30

Medical kit 7kg $25

Ore car 75kg $15

Pan 0.5kg 10¢

Pick 2kg $1

Plow (horse drawn) 40kg $6.50

Rope (per yard) 5¢

Scales 4kg $3

Shovel 2kg $1

Surgeon’s kit 10kg $35

Wirecutters 1kg $2.50

Wheelbarrow(miner's) 40kg $6

Conveyances Buggy (capacity two people

or 500 lbs.) 170kg $40

Buggy (capacity four people

or 800 lbs.) 250kg $90

Canoe 40kg $10

Flatboat (30 ft) 4tons $200

Harness (single) 8kg $10

Harness (team, per

2 horses) 20kg $25

Keelboat (30 ft) 6tons $500

Quirt (riding whip) $1.25

Saddle and bridle, fancy 12kg $60

Saddle and bridle, plain 10kg $25

Saddlebags and saddle

blanket 5kg $8

Stagecoach (not including

horses) 1200kg $1,500

Wagon, light (capacity

1,200 lbs.) 250kg $30

Wagon, heavy (capacity

4,500 lbs.) 500kg $40

Travel Fares Stagecoach, Local (per mile) 15¢

Stagecoach, Express

(per 50 miles) $3

Stagecoach, St. Louis to

San Francisco (25 days) $200

Steamboat, St. Louis to

Fort Benton $300

Train, Omaha to Sacramento,

1st class, express $100

Train, Omaha to Sacramento,

2nd class, express $75

Mail Letter, by mail 1 oz. 2¢

Package, overland mail 10kg $15

Package, by rail freight 100kg $8.

Telegram (50 words @

1/2 cent per word) 25c

Entertainment Banjo 5kg $12.50

Bible 1kg $5

Bordello, “Boarding” $30

Bordello, fancy, “Boarding” $50-$100

Bugle 1kg $8

Dance Hall, one dance ticket 50¢

Dance Hall, “quick date” $5

Deck of Marked Cards $1.25

Dice – 25¢

Guitar 4kg $8

Harmonica 50¢

Musical Production, ticket 50¢

Newspaper 1¢

Novel, paperback 10¢

Piano, upright 400kg $100

Poker chips, 1000 1kg $3

Stage Play, ticket $1

Stereoscope 75¢

Trombone 3kg $9

Trumpet (coronet) 2kg $11

Violin (fiddle) 2kg $9.50

Lodging and Services Bath 50¢

Bath $1

Hotel, poor (per night) 50¢

Hotel, average (per night) $1

Hotel, good (per night) $2

Hotel, luxury (per night) $6

Room (per week) $1

Room and board (per week) $2.50

Shave and haircut 25¢

Stable, overnight for man

or animal (per night) 25¢

49

Medical Services Amputation $5

Broken bone set 50¢

Broken bone splinted 75¢

Buckshot removed $2

Bullet hole patched 50¢

Bullet removed 25¢

Concussion treated 50¢

Lacerations stitched 50¢

Leeching 25¢

Other burns treated $2

"Other" diseases treated $2

Powder burns treated $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. (e) “Product Identity” means product and product line names,

logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic

elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,

themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells,

enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures,

equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or

registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically

excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a

Contributor to identify itself or its products or the associated products contributed to the Open Game License by the

Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and

otherwise create Derivative Material of Open Game Content. (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. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent

that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this

License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of

the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the

copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility,

except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. 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

50

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.