House Rules
The year is 1763; the West is just starting to get weird. The following special rules apply
Character Creation
- Each character at creation can declare one 'Dibs' Skill or Edge; no other character can start with that Edge or with that Skill at level five.
- Characters can not have any gadgets to start.
- Advantages related to owning horses or means of transportation are pointless since the campaign is set on a train.
- You can buy an arcane background, but it won't apply until you've had a few adventures. Buying it does mean you'll develop unusual abilities before those who don't buy one.
- When purchasing weapons, consult the Law Dogs book for production years. Remember, we're talking 1763.
- Jokers should still be recorded for the Conductor to evaluate.
- No one can be a "Veteran of the Weird West" (that's just me guessing).
Combat
These rules applied in Joe's last game and are assumed to be in force here
- You can only spend one chip on a wound unless its fatal; even then you have to start with your highest chips
- For Fightin' roles, the target is modified by the difference in the skill ratin' rather than just a straight add (so a fightin' 4 vs. a fightin' 2 needs a 5, not a 7 to hit. The fightin' two guy would need a 7, not a 9).
- You can't spend chips to buy more damage dice
- We mostly ignore vigor checks