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Violence

Violence is an all-too-common experience on the Frontier, and the Posse should anticipate violence at some point throughout the campaign. Violence in Texarkana takes two particular forms: 

  • one-on-one Shoutouts; and 
  • chaotic, unstructured Free-For-Alls. 

These are discussed in more detail as follows:

Shootouts

Shootouts represent one gunslinger pitted against the other, with only their quickness, their grit, and their keen eye standing between triumph and death. Shootouts generally take one of two forms:

  • Duels: for example, where two parties agree to ‘meet at high noon’ or ‘step outside’ to settle some feud or argument; or
  • Impromptu Shootouts: for example, where two characters find themselves in a standoff, or one discovers their enemy in a solitary or compromising situation and violence or tension ensues.

Regardless of which type of Shootout is taking place, this type of climactic and cathartic violence is precisely what the Frontier feeds upon, and it as such the Frontier enforces a number of additional metaphysical and narrative protections which sanctify every Shootout:

  • Shootouts are personal: No outside force may interfere with a Shootout, this includes players assisting one-another or using Traits or Invocations which provide bonuses to other Posse members. Note however that Woe chips may be played by the Dealer as normal when resolving a Shootout, as the Frontier is not a fair place;
  • Shootouts are climactic: the winner of a Shootout inflicts double their weapon’s typical damage, and deals one additional Injury upon their opponent. Luck may not be spent to avoid injury during a Shootout;
  • Shootouts are conclusive: Shootouts are considered to settle a matter. The loser may not seek vengeance or reprisal for the outcome of a Shootout or any injuries suffered as a result. Some later, unrelated dispute may lead to further violence between the two characters, however the matter relating to the Shootout is considered resolved at its conclusion, narratively and within the context of the game. If the duellists are alone and/or isolated, the loser of a Shootout is at the winner's mercy, and may be captured or executed, although the latter is considered dishonourable.
  • Shootouts are with pistols: no other type of ranged weapon may be used (note that all PCs begin the campaign with either a revolver, service pistol or derringer in the event they  are required to engage in a Shootout).

The typical procedure for a Shootout is similar to any other cardplay, with some minor exceptions. When two characters find themselves in a shootout:

  1. the Dealer secretly notes difficulty (including any Woe chips)
  2. the player plays a card (with Pistols as Trumps)
  3. the Dealer flips a card (with Pistols and Skulls as Trumps)
  4. resolve the winner as usual. The winner escapes unscathed and the loser has been shot. Note the additional damage and Injury suffered by the loser as per the ‘climactic’ rule above;
  5. Shootouts do not follow the typical rule where ties are broken in the player’s favour. Instead, when a tie occurs in a Shootout, both characters are considered to have been shot, and apply damage and injuries as per the ‘climactic’ rule above. 

Next: Violence - Free-for-Alls

Table of Contents

Updated 3 days ago
Published 7 days ago
StatusReleased
AuthorTexarkana

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