This project currently uses direct links to manage playbook ownership. Please read up on it in the FAQ.
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
Smoke & Mirrors:
You may expend your special armor to resist harm from combat, or appearing to die (fall off a vehicle, disappear in an explosion, etc.). only to reappear in a location of your choosing with a +1d to your next Action.
Fancy Dead Eye:
You can push yourself to do one of the following: make a ranged attack at extreme distance — perform an impossible shot (ricochet around the corner, trick shots, shot into/through a group of people) — have one last bullet no one counted for.
Eastwood:
Before weapons are drawn, you may lock eyes with someone, forcing them to hesitate or flinch. Both of you know, that you can interrupt whatever they do next. Take +1d for your next Action against them.
Lightning Nerves of Steel:
You may always shoot first. You may wait ’til the latest possible moment and still be the first to (re-)act.
Silver Bullets:
You may enrich your shots with spirit energy. Your shots gain Potency in combat vs. the supernatural.
Fill the Air with Lead:
Expend your Special Ammunition to do one of the following: unleash a barrage of rapid fire to suppress the enemy — attack a group with +1 scale.
Stunning Performance:
You can perform a flashy show with your weapons or horse, that leaves your audience stunned and speechless. Take +1 effect, to act on this impressed folks or on escape.