Fate is a fickle mistress, but at least she can be bribed. Chips are your currency, but be warned you also need them to improve yourself. Start of each session, every player gets to draw 3 chips from the pot. Now back to the fickle part, the marshal also gets to draw three. The pool is a set balance, so we will make sure to record who has what before we finish off each time. (Session may not mean every time we sit to play but it likely will). You can also never have more than 10 chips..ever.
I never miss
Trait & Aptitude Rolls : White chips give you one extra die per chip spent. You can spend them one at a time, until you are happy with the result (or until you end up going bust)
Wounds : Negate 1 wound level or 5 wind
Bounty Points : 1
No going back When used on Trait or Aptitude roll, the player cannot spend white chips, once he has spent a red, blue , or legend chip.
Trait & Aptitude Rolls : Like a white chip, you can toss a Red to aid a roll. The better part is that instead of just adding an extra die, you add an extra and add that to your other highest die. Only one red chip may be spent on a roll.
Wounds : Negate 2 wound level or 10 wind
Bounty Points : 2
Marshal’s Tithe : Bad part, you alter fate this much, it comes back to bite you. When you spend a red chip to effect a roll, the marshal gets a draw from the pot. Spend it just to save your hide or get a bit smarter, and the marshal just gets to watch and cry.
Trait & Aptitude Rolls : Just like a red, except the marshal doesn’t get a draw.
Wounds : Negate 3 wound level or 15 wind
Bounty Points : 3
Trait & Aptitude Rolls : Just like a blue, marshal tears and all.
Wounds : Negate 5 wound levels or All
Bounty Points : 5
Reroll : You can use a legend chip to reroll any die roll. This includes a trait or aptitude check (the entire roll), even if you went bust. You can also use it to reroll a hit roll, reliability check, or even damage. When used like this though it doesn’t grant the reroll bonus.
The bad Part : Now, unlike most chips, when you spend a legend chip it doesn’t go back into the pot. You have to earn these chips being tossed into the pot.
Well..except when i drop my gun
The bad thing about going bust, is that if you end up going that bad, you can’t spend a red, white, or blue chip to save your rear end.
You can trade chips to other players, the catch is for each chip you transfer, you have to toss the same value of chips back in the pot. Along with this toss back in the pot, you best come out with a slight explanation on how you are working fate. Say your pardner is about to take a nasty barrage of bullets and is all out of chips, you could toss him a very well timed warning of “duck”, and toss in a white chip to give your friend a white chip.
Well, this is the part that gets your attention. Yu get to draw from the pot when you’ve done good. Now this might be good role playing, saving the town, or maybe just because the marshal is a nice guy.
Learning from Chips
Raising a trait, costs the an amount of bounty points equal to triple the new die type. (going from a d6 to a d8 costs 24 bounty points.)
Raising a trait level, costs twice the double the new level. (Going from 4d6 to 5d6 costs 10 points.)
Aptitudes are a lot cheaper, they cost an amount equal to the level you are raising it to. (No skipping levels here, if you are a 3 you have to buy 4 before getting to 5. Once you get to 5, you are an expert and it gets harder to get better. To get to each level after this costs twice the level you are increasing it to.
New aptitudes cost a simple 1 point. Now some require a bit of justification and training though.
Edges and hindrances, there are times and ways when you might get the chance to remove or gain new hindrances or perks. Removing a hindrance, beyond the story cost, you have to pay twice the original cost of the hindrance. Perks though take 3x the point cost, and an even better story.