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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
I Am the Law:
You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.
A Story to Tell:
Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing — give a fighting cohort +1 effectrestore 1 Grit for everybody in the Posse.
This Ain’t No Pique-nique:
When you Command a cohort in combat, they continue to fight when they would otherwise break (they’re not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.
What Your Country Can Do for You:
You have access to law enforcement resources. Get +1d when you acquire assets during Downtime. All assets have a minimum quality of 1.
S’Only a Flesh Wound:
Penalties from harm are one level less severe (though level 4 harm is still fatal). When you accept level 2 or 3 harm instead of resisting, clear 1 Grit.
Moral Compass:
You gain an additional XP trigger: You did the right thing at cost to yourself. If your Posse has problems due to this, also mark Posse XP.
Tactical Genius:
You always know the best position during a fight or hunt. If you’re able to occupy this position gain +1 Effect for you and everybody who’s there with you.