Introducing... THE LAW DOG
There was forty feet between them when they stopped to make their play
And the swiftness of the ranger is still talked about to-day
Texas Red had not cleared leather when a bullet fairly ripped
And the ranger's aim was deadly with the big iron on his hip
Big iron on his hip
It was over in a moment and the folks had gathered round
There before them lay the body of the outlaw on the ground
Oh he might have gone on living but he made one fatal slip
When he tried to match the ranger with the big iron on his hip
Big iron on his hip
-Big Iron, Johnny Cash
The States are gone, and law and order with them. Each town is a State unto itself, and an outlaw can evade justice by riding hard to the next hold over. Maybe you were a lawman before everything went to Hell, or maybe you're just standing up for what's right, but you know one thing for sure. Justice comes from the barrel of a gun.
Cool +1 Hard +2 Hot +1 Sharp +1 Weird -2
Cool +1 Hard +2 Hot =0 Sharp +1 Weird -1
Cool +1 Hard +2 Hot -1 Sharp +2 Weird -2
Cool +2 Hard +2 Hot -1 Sharp +1 Weird -2
A number of Lawdog moves refer to Hangin' Crimes: Crimes normally punishable by hangin' throughout the west. The Hangin' Crimes are: murder, arson, grand theft, cattle theft, horse theft, rape, and witchcraft.
You get all the Basic Moves.
Always Get Your Man: When you follow the trail of someone you know is guilty of a crime, roll + Sharp. On a 10+, you will inexorably track them to their destination, and choose one:
*You catch them on even footing.
*You catch up to them before they reach their destination.
*You beat them to their destination, and can prepare for their arrival.
On a 7-9, you track them to their destination, but the MC chooses one:
*When you catch up to them, they have the advantage.
*The journey is long and arduous.
*To catch them, you have to ride ahead of your companions.
Hunchin': When you Open your Mind, roll + Sharp instead of + Weird.
Judge of the Guilty: When you Read a Person, you have two extra questions you can ask:
*Have you committed any Hangin' Crimes in the last year?
*Have you ever committed (name a particular Hangin' Crime)?
Justice Comes From the Barrel of a Gun: You do +1 Harm to those you know are guilty of a Hangin' Crime, and you get +1 Armor against their attacks.
Rally the Townsfolk: When you speak to a mob about a threat that concerns their livelihood, roll + Cool. On a hit, they unite and will fight for you as a gang (2 harm, 0-armor, Vulnerable: Desertion, size appropriate). On a 10+, add +1 harm, +1 armor to the gang, or lose Vulnerable.
On a miss, congrats, you're the scapegoat.
Welcome Reputation: When you enter a community with your badge of office revealed, roll + Cool.
On a hit, they welcome you into the community, and tell you their sorrows. On a 10+, you take +1 forward for dealing with members of the community. On a miss, they don't trust you, and close themselves off to you.
You get one Big Iron, a solid weapon, and a backup weapon. You also get a badge of office, a sturdy noose, 1 Armor, a horse, and goods worth 2 barter.
Chose one of the following profiles:
Looks +1 Power +1 Spirit +1 Weakness +1
Looks +2 Power +1 Spirit +1 Weakness +2
Looks +1 Power +2 Spirit +1 Weakness +2
Looks +1 Power +1 Spirit +2 Weakness +2
Normally, your Horse's profile won't matter, unless you pick up the Born On Horseback move.
Choose its Strength or Strengths, as many as its power.
Fast, Rugged, Nimble, Smart, Loyal, Workhorse, Healthy, Fierce, Huge, Independent, Breeder
Choose its Look or Looks, as many as its looks.
Compact, Huge, Mangy, Deformed, Pretty, Sleek, Well-Bred, Awe-Inspiring, Scarred, Thin
Choose a Weakness or Weaknesses, as many as its Weakness:
Filthy, Fickle, Gluttonous, Horny, Lazy, Mean, Nervous, Picky, Sickly, Slow