House Rules

Tempting Fate

  • Reference: None (House Rule)
  • Life in the Weird West is full of chance and circumstance. Sometimes, Fate is a cruel mistress but other times, she smiles benignly.
  • At the beginning of each gaming session, all players have the opportunity to tempt the hands of Fate. After drawing their three Fate chips at the start of the session, players have the choice to bid those chips in a round of poker against the Marshal.
  • Players that beat the Marshal get an additional chip of equal value to their bid. But if the Marshal wins, the player loses their bidding chip.
  • (Notes: Players may only bid current session chips, NOT saved chips from previous games. Players will have the opportunity to bid in up to THREE rounds of poker. Poker sessions are 5-card stud, Jokers wild.)

Fate Chips

  • Reference: “The Quick and the Dead,” pg.10
  • An individual player can never have more than 10 fate chips. If you draw or are given more than 10 fate chips, you may combine lesser value chips for higher value chips.
  • For example, you may exchange two white chips for a red chip, three white chips for a blue chip, or even one red and one white chip for a blue.
  • The purpose for this ruling is to make certain that the posse isn’t drying out the Fate Pot.
Earning Fate Chips
  • Reference: Core Book, pg.203
  • White chips are rewarded whenever a character does something amusing or clever, or whenever her Hindrance makes life inconvenient.
  • Red chips are rewarded whenever a character does something particularly clever, finds important clues, or defeats or outwits some minor opponent. Red chips are also awarded when a character’s Hindrance makes life miserable but isn’t particularly life threatening.
  • Blue chips are rewarded for playing the character even when it might cost the character his life. Blue chips are also rewarded for defeating a major menace or discovering a critical clue.

Bounty Points

  • Reference: Core Book, pg.204
  • Bounty points are awarded for finding clues, getting through some sort of event, or defeating bad guys.
  • Individuals may be given Fate Chips for the same reasons, but the entire posse benefits from their actions and gets par t of the bounty as well. In effect, bounty points represent the experiences the characters amass in the course of the game and particularly through their encounters with the unknown.
  • Bounty Points are awarded at the end of the session; bounty points must be split evenly among all PCs. Leftover points remain in the pot.

Improvin’

  • Reference: “The Quick and the Dead,” pg.11
  • Players can only modify their character/spend bounty points before or after a game session.

Traits

  • Reference: “The Quick and the Dead,” pg.11
  • Traits are the TYPE of die you roll for an attribute(d6, d8, d10, etc.)
  • Raising your traits costs TRIPLE the new die type in Bounty Points.
  • Example: To go from a d4 to a d6 would cost 18 Bounty Points. (3×6=18)

Coordination

  • Reference: “The Quick and the Dead,” pg.11
  • Coordination is the NUMBER of die you roll for an attribute (3, 4, 5, 6, etc.)
  • Raising your coordination costs DOUBLE the new level in Bounty Points.
  • Example: To go from a 4d6 to a 5d6 wound cost 10 Bounty Points. (2×5=10)
  • Note that this cost only applies to the main traits (Cognition, Mien, etc.) and NOT individuals aptitudes (Shootin’, Persuasion, etc.)

Aptitudes

  • Reference: Core Book, pg.111
  • Raising the level on an aptitude costs whatever the NEW level is. For example, raising your shooting from a 2 to a 3 costs 3 bounty points.
  • You can only raise an aptitude ONCE per game session, and only ONE level at a time.

New Aptitudes

  • Reference: “The Quick and the Dead,” pg.11
  • New Aptitudes can also be bought with Bounty Points
  • The first level of a new aptitude costs 1 bounty points; any levels after that follow the improvin’ rules for aptitudes above.

Buying Off Hindrances

  • Reference: “The Quick and the Dead,” pg.11
  • Hindrances can be bought off by doing the following:
    - First, the player must come up with a reason how or why the hindrance goes away.
    - Once the RP conditions have been approved and met, the player must pay DOUBLE the original price in Bounty Points.
  • Fate chips can no longer be rewarded for playing that hindrance once it has been bought off.

Gaining New Hindrances

  • Reference: “The Quick and the Dead,” pg.11
  • Sometimes, your character earns a new Hindrance through circumstance or RP during the campaign. When this happens, the player does NOT have to spend the Bounty Points for the Hindrances and can begin earning Fate Chips for roleplaying the Hindrance immediately.
  • Players can also choose to pick up new Hindrances as well.

Gaining New Edges

  • Reference: “The Quick and the Dead,” pg.11
  • Sometimes, you character earns a new edge through extraordinary circumstances in the game. When this happens, the player does NOT have to spend the Bounty Points for the Edge – it is purely the reward for playing and surviving in the Weird West.
  • To purchase a new Edge, the player must do the following:
    - First, the player must come up with a reason how or why the character now has this Edge.
    - Once the rationale has been approved and met, the player must pay TRIPLE the cost of the Edge. This may be done all at once, or may be paid for over a period of time. However, you may only put a maximum of three bounty points per game session towards the new Edge.

New Hexes, Miracles, and Rituals

  • Reference: “The Quick and the Dead,” pg.12
  • Shamans gain a new Favor when their highest ritual improves a level. For example, a shaman with a ritual at level 5 has 5 favors. When he raises his ritual to a level 6, he gains a new favor.
  • Blessed gain a new Miracle when their theology or Faith is raised a level.
  • Witches gain a new spell when their Witchcraft is raised a level.
  • Huckster rules: TBA (There is contradiction between using hexes on their own or through the hexslingin’ ability which will determine how hexes are bought).

House Rules

The Dead West perditionsdaughter perditionsdaughter