This article provides stats and plot hooks for various types of criminals, for use with
Crime
Doesn't Pay?
Among the legends
and stories that have come out of the American West, many of the most
memorable tell of how men and women flaunted the law through acts of
thievery, murder and the like, and then managed time and time again
to escape capture by those who pursued them. Some eventually were
caught and brought to justice, but others disappeared into the
wilderness, never to be seen again.
Outlaw
Archetypes
Presented below are
archetypes for five different types of common criminal characters.
Thug
These
rough and tough hombres use their fists to achieve their desired
ends.
Attributes:
Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills:
Athletics d8, Boating d4, Common Knowledge d4, Fighting d8,
Intimidation d6, Notice d4, Persuasion d4, Riding d6, Stealth d4
Pace:
6, Parry:
6, Toughness:
6
Edges:
Brawny
Gear:
Clothing, cudgel (Str+d4), knife (Damage Str+d4).
Shootist
Fast
hands and sharp eyes make this gunslinger especially dangerous.
Attributes:
Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills:
Athletics d4, Common Knowledge d4, Fighting d4, Intimidation d6,
Notice d6, Persuasion d4, Riding d6, Shooting d8, Stealth d6,
Thievery d6
Pace:
6, Parry:
4, Toughness:
5
Edges:
Quick
Gear:
Clothing, Colt Navy pistol (Range 12/24/48, Damage 2d6, RoF 1).
Fence
This
person earns illicit income by receiving stolen goods and then
selling them to customers who may or may not know how they were
obtained.
Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d4
Skills:
Academics d8, Athletics d4, Common Knowledge d8, Notice d8,
Persuasion d8, Research d6, Stealth d4
Pace:
6, Parry:
2, Toughness:
4
Edges:
Connections
Gear:
Clothing, books and writing materials, $500 in cash and coin,
Derringer pistol (Range 5/10/20, Damage 2d6, RoF 1).
Grifter
Some
criminals make their living through deceiving others, such as con
artists and snake oil sellers.
Attributes:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d4
Skills:
Academics d6, Athletics d4, Common Knowledge d6, Fighting d4,
Gambling d6, Language d4, Notice d4, Performance d4, Persuasion d8,
Research d6, Stealth d4
Pace:
6, Parry:
4, Toughness:
4
Edges:
Charismatic
Gear:
Clothing, knife (Str+d4), Knuckleduster pistol (Range 5/10/20, Damage
2d6, RoF 1).
Boss
In
some places, such as New York City or San Francisco, criminals form
organizations with a distinct hierarchy and a powerful individual in
a position of leadership.
Attributes:
Agility d4, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills:
Academics d4, Athletics d4, Common Knowledge d6, Notice d8,
Persuasion d8, Research d8, Shooting d4, Stealth d4
Pace:
6, Parry:
2, Toughness:
5
Edges:
Rich
Gear:
Fancy clothing, luxury items such as fancy drinks and cigars, $5000,
Knuckleduster pistol (Range 5/10/20, Damage 2d6, RoF 1).
Rustler
While
most cowboys guide herds assigned to them by the people who own the
cattle, some seek wealth by stealing cows or horses from others.
Attributes:
Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills:
Athletics d6, Boating d6, Common Knowledge d4, Fighting d6, Notice
d6, Persuasion d4, Riding d6, Shooting d6, Stealth d4, Survival d6
Pace:
6, Parry:
5, Toughness:
5
Edges:
Alertness
Gear:
Clothing, knife (Damage Str+d4), Colt Navy pistol (Range 12/24/48,
Damage 2d6, RoF 1), horse, saddle and tack, bedroll.
Pickpocket
Perhaps
the oldest form of crime is when light-fingered individuals take
things from others.
Attributes:
Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills:
Athletics d6, Boating d4, Common Knowledge d6, Fighting d6, Notice
d6, Riding d4, Stealth d8, Thievery d8
Pace:
8, Parry:
5, Toughness:
5
Edges:
Fleet-Footed
Gear:
Clothing, knife (Str+d4).
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Related Material
The following articles
present content related to outlaws and their activities.
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The Hideout
A bandit camp on
the frontier might be made from natural caverns that have been worked
a little to make them more inhabitable. From the entrance (1) it
opens up into a broad main cavern (2), which has a firepit along with
chests and trunks the provide seating. From here, side tunnels lead
to a small pool of water (3), a cave with sleeping pallets (4) and a
midden pit (5).
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The Long Arm of the Law
There are numerous individuals
tasked with upholding the law on the frontier, including the
following.
Cities hire their own police,
who are mainly active within or close to their own boundaries.
County sheriffs, then, have a
broader range of jurisdiction.
The United States Marshal
covers even more ground, possibly including a whole state.
Texas has its own organization
for upholding the law, the Texas Rangers.
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Cattle
Brands and Rustlers
While gold and
silver receive the most attention when it comes to act of thievery,
horses and cattle are also a valuable—and mobile—asset. For that
reason, rustling is not uncommon, and particularly despised. This is
why ranchers brand their animals with a distinguishing mark, so that
they can be told apart from one another. The picture above lists some
especially complicated marks, but rustlers are always devising means
of circumventing such efforts.
Plot
Hooks
Here are just a few
ways in which outlaws can be part of adventures and campaigns set in
the world of The Sixth Gun.
Perhaps the most
classic type of heist is the train robbery, for which thieves
mounted on horses ride alongside a train and then climb aboard to
steal any valuable cargo it carries along with the possessions of
passengers.
A variation on this
is when the thieves dynamite or otherwise destroy a section of
track, thereby forcing the train to stop so that they can stage
their theft.
Thieves who are
faced with capture might resort to burying their loot, hoping to
reclaim it if they can avoid conviction or after they serve short
sentences.
Once they are
captured, outlaws sometimes must be transported between
jurisdictions, usually by train, thus providing a chance for allies
to rescue them. This is also the case when a public execution, such
as a hanging, takes place.
It is common for
notable brigands to take or be given flashy nicknames, such as Billy
the Kid, Black Bart and Rose of the Cimarron. Some work to cultivate
their own notoriety, such as by leaving letters for their victims,
while others acquire their monikers from newspaper columns or even
dime novels.
The same goes even
more so for games who establish a reputation, such as the
James-Younger Gang and the Wild Bunch.
Occasionally
outlaws even become involved in territory disputes; for example, a
rancher who wishes to chase settlers off of valuable land might hire
thugs to do the dirty work, hoping to keep one's name clean by doing
so.
This can even lead
to so-called “County Wars,” such as the one that took place in
Lincoln County, New Mexico. In this instance, cattle ranchers and
other businessmen recruited small armies to fight for their
competing interests.
Elections can be
another time for such coordinated activities, when one candidate
tries to skew the process by keeping an opponent's supporters away
from the polls.
In some locations
criminal activity is an organized business, one run by a group with
powerful and dangerous leadership. An example of this is the various
Tongs active in the Chinese neighborhoods of San Francisco and other
cities.
Law-abiding
citizens could be recruited to join a posse, or even deputized by
the local sheriff.
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Communications
How
quickly and effectively the powers that be can respond to criminal
activity is greatly influenced by the speed of communication on
the frontier. Word of mouth is likely the first means employed,
but is of course limited; sending dispatch riders is faster.
Cities and important settlements connected by telegraph lines
provide for fast, but short, messages. Finally, a legendary outlaw
makes headlines in the local newspapers, and may even be the
subject of dime novels written by authors from back east.
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