Index

POSSE TERRITORY


APTITUDE POINTS

Normally, the sum of a character's Knowledge, Smarts, and Cognition die types are used to determine the number of skill points that a character starts with. Not around here, pardner. In my game, all starting characters have 36 points to spend on aptitudes, regardless of how well or how poorly your character's card draws were. Keep in mind that these points cannot be used to buy Edges, only points from Hindrances or points earned from Veteran can be spent to purchase Edges.

STARTING APTITUDES

All heroes start with area knowledge: home city/state 2, climbin' 1, search 1, sneak 1, and throwin': unbalanced 1.

GOIN' BUST

I handle this a little more lightly than the rulebook states. Going bust on your roll, having more than half the dice come up 1s, means that you automatically fail and cannot spend chips to alter the roll (unless its a Legend chip). Catastrophes won't occur unless there's a specific reason why one should occur.
See the Hindrance Bad Luck below.

COMBAT

WIND DAMAGE For every wound your hero suffers, she also takes 1d4 Wind, this roll is open-ended. If she's hit by an attack that causes damage but does not cause a wound, she takes 1d6 Wind but the roll is not open-ended.

WOUND LOCATIONS I've added the 'Hand' as a possible location to take wounds and this opens up a new area of handicaps for characters. It makes all characters slightly tougher, but it is extremely hard to hit the hand randomly. If a character is shot in the arm, another d6 is rolled. On the result of a 1, the character's hand has been hit.

EDGES

All Edges are allowed with the following additons/exceptions:

1% INSPIRATION (3)
This character receives an extra fate chip from the pot every session that can ONLY be spent on Mad Science, Science: Alchemy, or Tinkerin' rolls.

99% PERSPIRATION (2) not official
You are a hard working and dilligent Mad Scientist. Once you have an idea for a gadget, you never give up. Because of this, every time you repeat an attempt at making a gizmo (or elixir), you get a +1 bonus (max +5). Eventually, with time and energy, you'll get the gizmo (or elixir) to work. Also, if a Mad Scientist tries to improve on a previously devised blueprint the bonus will still apply.

CHOSEN ONE (5) originally Lost Angels, modified
The Powers That Be have decided you're their terrestrial agent. Lucky you.
Your hero may take a blue chip out of the pot at the beginning of each session. This counts as one of your normal chip draws, so you'll take the blue chip and two other random chips. The pot is still limited in the number of blue chips that are in there, however, and if there aren't any blue chips available then the Chosen One receives a red chip instead.
There may only be one Chosen One in a posse at any one time. Should two characters with this Edge appear in the same posse, the winner of an opposed Spirit contest gets the blue chip at the beginning of each session. Anyone who goes bust when rolling for the contest loses the Edge permanently.

DEED (1-5) not official
Your character owns a business. The level of this edge determines how successful your business is. Your character will receive a certain amount of money at the end of each month based on the level of the business and how often your character was there to make sure everything runs smoothly. With a Deed the character must take an active role in the development of his business or else it will wither. A business owned with the Belongin's edge represents a silent partnership.
Cost Income/Business
One $50/month; small business (curio shop, small cafe)
Two $100/month; moderate business (restaurant, small tavern)
Three $500/month; successful business (saloon, hotel, ghost rock mine)
Four $2,000/month; big/influential business (brothel, big saloon, several ghost rock mines)
Five $5,000/month; huge business (railroad company partnership, head of a mining office)

FAMILIAR (5) originally Hucksters & Hexes, severely modified
This edge is now available to Shaman as well as Hucksters. Shaman are slightly restricted though, their familiar must be related to their Guardian Spirit.
For Hucksters, instead of the +1 bonus to Hexslingin' rolls, the Huckster now gets to pull a bonus wild card. It acts like a joker in all respects for putting a hand together, but it doesn't cause backlash in any way. All other rules regarding familiars with Hucksters are still used.
For Shaman, the rules for familiars are the same except when it comes to the magical bonuses they give. When the Shaman is within 10 yards of her familiar, she gains a +4 bonus to all Ritual rolls. This bonus applies if the familiar is within 10 yards of the Shaman at the beginning of the Ritual, if a Ritual takes several hours, then a familiar could conceivably stray away from the Shaman and the Shaman would still get her Ritual bonus.

GIANT (5) not official
You're so big, people often mistake you for a circus freak or abomination. But, you sure are one tough hombre.
Your character is huge, and probably over 7 feet tall. You must have at least a 2d10 Strength to take this Edge. If you do, you can add +2 to your Size. At the Marshal's discretion, you may occasionally be allowed to add +2 to your hostile persuasion and overawe rolls (this cannot be combined with the bonus for mean as a rattler). Though your Pace remains the same, your maximum Nimbleness is d8.
This Edge can be taken with Brawny (for a total of +3 to the character's Size), but cannot be taken with Big 'Un.

GREAT NEWTON'S GHOST! (4) not official
Your Mad Scientist has the spiritual voices of a famous scientist, perhaps even Isaac Newton himself, offering helpful advice. However, this is a double-edged (no pun intended) sword because it could be a special kind of Loco since your Scientist truly believes that there is a ghost (or spirit) giving him assistance. Whether there IS a ghost or not is irrelevent since the base reliability of any gadget he builds (or elixir he brews) is increased by +2.

I GOTS ME A DEGREE! (1-5) not official
This scientist is better at building gadgets related to a particular field and for every level in his chosen specialty gets a +1 bonus to rolls when devising blueprints or building a gadget that is related to the school of Science used in the gizmo's creation. When taking this Edge, the player must choose a concentration of the Science skill to link it to. Mad Science, Science: Alchemy, and Science: General cannot be chosen with this edge.

IRON STOMACH (4) originally The Agency and Lost Angels, modified
Never let 'em see you sweat, or puke. This hero has seen just about everything Hell can send at the living, and it's left him just a bit jaded. When he fails Guts checks, the dice roll on the Scart table is modified by minus 12, to a minimum of one, and he never needs to make Guts checks to see gore or violence. This is for Veterans only.

MAD INSIGHT (5) not official
This Mad Scientist is especially gifted. He is a marvel of the scientific community because of his natural gift at inventing gadgets quickly and making them work better than other Scientists' gadgets.
In game terms, the player spends a chip and the character receives some sort of bonus in attempting to devise a blueprint or actually construct a gizmo.
WHITE = draw an extra card during the design phase, lower contruction TN by 1, or raise reliability by 1 point (max 19)
RED = discard up to 3 cards and redraw them during the design phase, lower construction TN by 2, lower construction time by 10%, or raise reliability by 2 points (max 19)
BLUE = make one of the cards (chosen by player) wild during the gizmoļæ½s design phase (jokers are already wild), lower construction TN by 3, lower construction time by 25%, or raise reliability by 3 points (max 19)
LEGEND = the poker hand is upgraded to the next best hand during the design phase, lower construction TN by 5, lower construction time by 50%, or raise reliability by 5 points (max 19)

"STOP TOUCHING MY BRAIN!" (3) not official
Most Mad Scientists think their ideas are their own, a select few know about the existence of manitou and a rare number of those select few use this this to their own advantage. When this Mad Scientist draws cards to devise a blueprint, she draws them one at a time and stops whenever she chooses. (just like Old Hand)
Additionally, this Mad Scientist knows the dangers of the game she is playing and shoves her experience into the manitou's face, when she draws a Red Joker she can use it as a wild card but doesn't suffer the negative aspects of drawing a Joker during the design phase. Black Jokers always result in an insanity, however, and that's the price you pay for letting evil spirits touch your brain.

VETERAN O'THE WEIRD WEST (0) originally The Player's handbook, slightly modified
And speaking of Veterans, when a player takes this "edge" they are allowed to know what their Veteran result is before they spend the 15 points they get from it.

HINDRANCES

All Hindrances are allowed with the following additons/exceptions:

BAD LUCK (5) Player's Guide
Same as the book. Whenever you go bust on a roll, whatever your character is doing fails and the worst possible outcome occurs. Pray for the player who goes bust on his Demolitions roll.

GRIM SERVANT O' DEATH (5) Player's Guide, modified
Same as the book, except I've added a little addendum. At the end of every session, if nobody has died then the Marshal will secretly determine if an "accidental" death will occur during the next play session. What this accident is, how it occurs, who it will hit, and even if it will happen is up to the Marshal.

SECRET IDENTITY (2) originally Law Dogs, not allowed
This is something that a player should do through role-playing. Besides, the Hindrance itself doesn't explain why the character would need a Secret Identity. If he's Wanted, then just take Wanted and put some points in Bluff, Persuasion and/or Performin': Actin'.



NO MAN'S LAND

Blessed
New Miracles

Harrowed
New Harrowed Powers

Hucksters
Backlash
Starting Hexes/Tricks

Mad Scientists
Alchemical Formulae Quirks
Gadget Design Quirks
New Formulae & Gadgets

Martial Artists
New Powers

New Relics


THE MARSHAL'S SECTION

Basic Stuff includes my rules for Grit
Expanded Backlash Tables
Expanded Mysterious Past Table
Expanded Veteran Table
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