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All characters can pick from the common list or their dedicated list.
Common: a fast horse, a flask of whisky, a revenge to take, once was a slave, acrobatic riding, I know this guy.
Bounty Hunter: a rolled-up "wanted" poster, a dark past, keen eyes.
Outlaw: a hidden stash, outta jail in no time, dynamite.
Con Artist: trick deck of cards, conceived sleeve-gun, wigs and fake mustaches.
Gambler: trick deck of cards, cane swords, a rich family.
Gold-digger: the map to an [abandoned] mine, pickaxe/shovel, small gold nuggets.
1.3 Starting equipment
Regular clothes, a six-shot revolver and/or a rifle, a fistful of dollars.
You may ask your GM for extra equipment, specific clothes, or an unusual item, but if it gives you an advantage, it should be counted as such.
2. Additional rules
2.1 Dueling
A duel is a three-phases challenge: Staredown, Draw, and Fire.
Staredown: Everyone is looking at everyone, tension is rising, you need nerves to succeed... The characters involved should make a 2d6 roll. The character with the highest intense score will roll with advantage. The characters that will fail this challenge, will have a disadvantage on the next step.
Draw: Be as quick as possible. Make a regular 2d6 roll. The character with the highest nimble score will roll with advantage. The characters that will fail this challenge, will have a disadvantage on the next step.
Fire: Roll your dice (one or two d6). A 5 means you've hit your target, it's Out of Action and they need to be healed. A 6 means you killed your opponent. Since the rolls are simultaneous, all the characters involved may be hit or killed.
2.1.1 More than two duelists
When the duel is only a mano-a-mano combat, no questions asked, both know what their target is.
I'm sure you all remember the classic Il buono, il brutto, il cattivo, with the final scene is a three-man duel (a triello, or truel). It could even become more complicated. Knowing who you're targeting and who targets you becomes crucial.
If there are more than two characters involved in a gunfight, we must add a step between the Staredown and the Draw steps:
Targeting: Each player should secretly chose which duelist they're targeting.
One solution would be to write down the name of your target. The GM will make a quick countdown and players would simultaneously reveal their target.
If it's possible (for example, if the GM is controlling only one or two NPCs), the GM could make a quick countdown and at the signal, each player would make a gun hand to point at their target. If there are NPCs, they'll be materialized as a miniature or a piece of paper on the table.
2.2 Poker
Each player starts with a dice in front of them, showing the "2" face. This is your Money Dice. You'll increase and decrease it along the game. If at some point it goes down to zero, you're out of the game.
On each turn, take your 2d6, and apply advantage/disadvantage, based on how lucky or intense you are.
You can chose to cheat. At the beginning of the turn, roll for nimble if it's a card trick, for example ; or as the GM requires. In case of success, you'll increase your dice pool by one dice for this turn. If you fail... well... "You know what we do to cheaters, don't you?!?"
Roll your dice pool, but hide the result.
If you pass, discard your dice and decrease your Money Dice number by 1.
All the remaining players are in for a showdown.
Show your highest dice. If there's a clear winner with one dice, this character wins the turn and increases their Money Dice by 1. The other players will decrease their Money Dice by 1.
If there's a draw, all the players still involved will reroll all their dice pool once. If there's still a draw, the turn is skipped, and everyone is keeping their Money Dice at the same level. If there's a winner, apply the outcome as above.
Play as many turns as you want until everybody is out except one player, or if you think you've had enough and leave the table.
3. Optional Rule: Gunfight & Ammunitions
Wild gunfights are resolved as usual. But you may want to keep track of the ammunitions available in your gun or your rifle.
You can chose any of the following methods. In any case, fully reloading your gun would take two full turns. During these turns, you can't shoot or move, unless to dodge and cover.
3.1 Narrate
Don't keep track of ammunitions, let it go naturally. When the GM tells you you're out of bullets, it means you must take one or two full turns to reload.
3.2 Ammo Dice
Each time you attack during a gunfight, you roll a separate dice, called the Ammo Dice. If this dice shows a "1", it means you have to reload, may your attack being successful or not.
3.3 Cylinder Dice
At the beginning of the fight, each player with a character involved can put a six-sider showing the "6" face in front of her. This is the Cylinder Dice.
Each time you fire a bullet, you'll drop your Cylinder Dice by one. If you roll only "1's", drop it by two steps. Once your Cylinder Dice is exhausted, you'll have to reload.
Using this method, you can choose to reload only during one turn, which means that your Cylinder Dice will have just "3" more bullets. Reloading two turns will reload it completely.
4. Optional classes: Amerindians
Note: this section is WIP, please stay tuned.
You may optionally play American Indians as PCs. Chosing a tribe won't give you any mechanical advantage. Although it could mean that you will find allies and enemies in the other tribes, on top of pale-faces.
4.1 Classes
Warrior/Hunter (2): a tomahawk, a fine bow and arrows, a fast horse, a sharp knife, a scalp.
Shaman (2): [animal] is my totem (only pick once), a protection amulet against [situation], a good medicine.