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Back: Skulls cards and Woes

The Supernatural

The use of Woe chips is not the only way that horror and supernatural elements can be introduced to a session of Texarkana. While the Woe mechanics provide a means for the Dealer to interject horrific and supernatural elements into the game, these can also arise as a consequence of the PCs' actions, or as a natural development of the narrative.

For example, if the Posse has heard rumours throughout the campaign of a ghostly Pale Horseman, manage to deduce the Horseman's identity, and track down his burial  site, then the Horseman may arise to take vengeance on them, resulting in a Free-For-All between the Posse and this ghostly foe. The appearance of the Pale Horseman in this instance would not require the use of a Woe chip.

As general guidance and a rule-of-thumb:

  • If the Malignant Force is reaching out to the Posse, then this will require the Dealer to spend a Woe chip;
  • if the Posse proactively or recklessly take steps to contact with supernatural, or engage with horrific or metaphysical elements of the Frontier, or if these would arise as a natural consequence of the narrative, then this will not require the Dealer to spend Woe chips.

One rule always applies when dealing with the horrific or supernatural, regardless of whether it arose as a result of a Woe chip or the Posse's actions: failing a test when opposed by horrific or supernatural elements will always result in burning the played card (and subsequent loss of Will).

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