Marshal and deputies
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d6, Vigor d8
Skills: Fighting d8, Guts d6, Intimidation d10,
Notice d6, Shooting d10
Charisma: –6; Pace: 6; Parry: 6; Toughness: 6
Bloodthirsty Your hero never takes prisoners unless under the direct supervision of a superior. This can cause major problems in a military campaign unless his superiors condone that sort of thing. Your killer suffers –4 to his Charisma, but only if his
cruel habits are known.
Grim Servant o’ Death Your hero’s a killer. His family’s probably pushing daisies, his enemies are worm food, and even a few of his friends have holes in them that are suspiciously the same caliber as his very own shootin’ iron. Only Wild Cards can take this Hindrance, and you shouldn’t do it lightly, amigo.
The good news is your hombre adds +1 to every damage roll he ever makes, whether it’s from Fighting, Shooting, Spellcasting, or even Throwing things at people in a most inhospitable manner. The downside is that your hero winds up in the hoosegow or on the run a lot. But there’s more than that, amigo. Any Shooting or Throwing attack roll that comes up a 1 on the skill die (regardless of the result of any Wild Die) automatically hits the
nearest friendly character in sight—whether they’re in the line of fi re or not. Other players’ characters are always fi rst choice, but an allied Extra will do in a pinch.
In either case, snake eyes on the attack roll adds an additional d6 to the damage (as if the cowpoke hit with a raise).
Combat Reflexes He adds +2 to his Spirit roll when attempting to recover from
Hip Shooting He suffers only a –2 to his Shooting rolls when fanning the hammer
Marksman The hero excels at taking controlled, measured shots. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1.
Quick Draw This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual –2 multi-action penalty if he chooses to fire as well). If the character must make an Agility roll to draw a weapon (see page 66), he adds +2 to the roll. Speed Load Your pistolero has mastered the fi ne art of loading his six-gun in an all-fi red hurry. Your hero can reload one weapon on his action, ignoring the usual –2 penalty to Shooting rolls in the same round.
Gear: Colt Dragoon (12/24/48, 2d6+1, shots 6,
AP 1), quick draw holster.
Quote: “This is MY town!”
Attributes: Agility d6, Smarts d4, Spirit d4,
Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d4, Notice d4,
Charisma: –6; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Arrogant, Bloodthirsty, Mean,
Edges: Combat Reflexes
Gear: Colt Frontier (12/24/48, 2d6, shots 6, AP 1),
Quote: “Yeeha! Look at ’im dance!”