Mark Havener, Legends of the Old West play-tester and veteran gamer, presents a brand new Hired Gun for Legends of the Old West. If you'd like to see some of your own house rules, home-brewed Hired Guns or battle reports up in lights, them to us today!
HIRED GUNS: THE CARD SHARP
Gambling is a popular distraction for the hard men of the old west. There are, however, a few men for whom gambling is more than a distraction; it is a way of life. These professional gamblers often drift from town to town, earning a living by the luck of the cards (sometimes helped by a little "creative dealing"). Often notable for their fancy duds and polite manners, it is usually a mistake to assume that the clean appearance of a professional gambler is a sign of weakness. Most gamblers have had to get themselves out of one or two bad situations, and have learned how to protect themselves.
Recruitment Fee: $18
Retainer: $8
Card Sharp Profile |
S |
F |
St |
G |
A |
W |
P |
FA |
FT |
5+ |
3 |
3 |
3 |
1 |
1 |
3 |
1 |
3 |
Equipment: Derringer (Saturday-night Special), Boot Knife (Hand Weapon).
Options: Sixgun (+$6). May take a set of Marked Cards for $10. Additionally, the Card Sharp may take a Spring-loaded Contraption for +$12. You must specify whether this is for cards or for the Derringer when it is purchased.
Special Rules
Skills: The Card Sharp automatically starts with the Card Sharp skill (obviously), and may choose from Movin' and Savvy skills when he gains an advance.
No Hero: The Card Sharp may not use his Fame point to perform Heroic Actions.
"I can double that for ya": Instead of using his Card Sharp skill, a player can "stake" his Card Sharp with posse funds, and try to make some real money. Similar to the Card Sharp skill, this ability may only be used as long as the Card Sharp Hired Gun does not search for rare equipment or get removed from play during the last game. The player declares an amount of money for the "stake" and rolls on the following table:
D6 Roll |
Effect |
1 |
Accused of Cheatin'! Roll on the Heroes Serious Injury Table for the Card Sharp, as if he had been removed from play in the last game (reroll any Bitter Enmity or Captured results). |
| 2-3 |
Bad Run of Luck. The stake is lost. |
| 4-5 |
Good Day of Cards. The stake is doubled. |
| 6(+) |
Fleeced the Sheep. The stake is tripled. |
If the Card Sharp has a set of Marked Cards, he may use them to adjust the D6 roll above by +1. However, a roll of '1' may not be adjusted, and will result in the player having to roll TWICE on the Heroes Serious Injury Table and applying both results!
Infamy: The Card Sharp adds 10 points to the Posse's Infamy rating for as long as he accompanies them.
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