Six Guns Without Master
I've been bouncing it around in my brain for a while, so now it's time to bounce it around your brain. Weird West Sw/oM:
Your tones
Polished - swift, shining, decisive, refined, graceful, delicate,
Felling a foe with a single well placed shot, charming the barkeep into parting with information, conning the Wells Fargo man out of a deposit,
Gritty - grimy, difficult, forceful, methodical, practical,
Piercing a foe with a dozen stabs of a knife, wheedling information out by threat or intimidation, robbing the stage in broad daylight,
Additional Phase
The Dueling Phase - The Overplayer hands the dice to the Rogue that they deem most appropriate to act secondly. The other involved Rogue narrates what the Storm they are presenting to the Rogue who is holding the dice. As usual, the dice-holding Rogue may slip and struggle against the storm, but cannot make progress until they roll the dice. As soon as they do, the two roles flip and the other Rogue takes possession of the dice and begins to slip and struggle against the newly created Storm. Take care to hit your tones while creating these Storms. As in a Perilous Phase, the offer of death is always on the table for the Rogue who is willing to accept it.
The Dueling Phase ends at the Overplayer’s whim after a Rogue has picked up the dice.
Additional Trick
High Noon - The Rogue player may use this trick to demand the next phase be a Dueling Phase and may name another Rogue which they wish to duel.
Who's up for a playtest?
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