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African
Far East
European
Southern
Native
Mysterious
Big town
Frontier town
Ranch
Fort
Tribe
Loner
Immigrant
Grit
Stigma
Scarred
Corrupted
Visions
Gloryhound
Voices
Cursed
Numb
Hunted
Shamed
Harm
3
Need help
2
-1D
1
Less effect
Mutation
Heal
Armor Uses
Armor
Special
Notes
Playbook XP
Special abilities
Snake Oil Miracles:
When you assist, or engage in a group Action with someone, they may also ignore one harm penalty.
Influential:
You provide a valuable service to the town and are welcome even in dangerous places. Get +1 result level when you speak on behalf of a local community, acquire an asset, or reduce Doom.
Little Vultures:
Cohorts you command gain Potency to gather information and have special armor to resist a consequence of detection or deception.
Well Travelled:
You speak a multitude of languages and are broadly educated. When you gather information in a weird or foreign place, take +1d to your roll.
Fandango:
When you indulge your Vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins your Vice may do the same.
Quick-Witted:
You may expend your special armor to resist a consequence of persuasion or suspicion. When you resist with Wit, take +1d.
Viper:
When you invent, craft, or try to apply a poison or narcotic, take +1d to your roll. You begin the game with one additional formula already known.
In Good Hands:
When you provide meaningful insight or heartfelt advice (to another PC), you both gain 1 Grit. Everyone in your Posse gets +1d to their healing treatment rolls.