Sons of the Gun

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Sons of the Gun 1 Wild Cards Sons of the Gun Table of Contents The Legend… … pg. 03 About Wild Cards ... …pg. 04 Attaining, Owning, and Passing the Cards… ...pg. 05 Playing Wild Cards… ...pg. 06 Story: The Last Stand At Tombstone… … pg. 09 History of the Wild Cards World… … pg. 15 The Fifty Four Cards… …pg. 20 The Spades… ...pg. 21 The Diamonds… ...pg. 27 The Clubs… ...pg. 33 The Hearts… ...pg. 39 The Jokers… ...pg. 45 Acknowledgements… … pg. 47 Creative Commons Attribution 4.0 International License: Y ou are free to share and adapt this material for any purpose, including commercially, as long as you give attribution. Rules by Sean "Mac" McClellan. All lore text was created by a variety of folks and I make no claim of ownership of it - please see the “Acknowledgements” section for a list of contributors I’ve managed to chronicle thus far. 2 Wild Cards: Sons of the Gun The Legend... There are whispers. Half truths and tall tales. To be honest no man knows where the Cards came from. No mortal man, kennit? All that is agreed upon is one day they started to appear, and the world changed. To hear it told, there are only so many true Guns in the world. Guns with a capital G. The Fabled Fifty Four. Sure you can find the odd shooting iron, crafted by some smith of supreme skill. Maybe even purchase a genuine Smythe, not the mass produced crap, but one the old man made himself. More common a slugthrower, those bastard children of inspiration that many a would-be 'Slinger claims is a weapon true. The real deal, blessed steel, they are the only ones worthy of being called true Guns. They are the Cards, and they are the weapons of the ‘Slingers. To wield a Card is to be blessed and cursed. To carry one is to be a God on Earth, and a demon of the cruelest nature. The stories hint that those who carry the Cards don't truly wield them, but are instead used by them. There are tales of ‘Slingers who would thank their murderers for freeing them from the curse in one breath, and bemoan their damned souls in the next. Many a man will argue on the nature of the Cards. Whether they were the work of one man or many. Some even speculate that Ol' Scratch Himself made them. What no man will argue is their power. Fifty four Guns, thirteen of each Suit and the two Wilds. Deuce to Ace, that's how their power is reckoned. Such thinking is for the jaw waggers and the boilbacks. Any man who has seen a Gunslinger will tell you, the strength of the Gun will only get you so far, the rest is the man or woman who the Card rides. The Cards are marked with the image of their namesake, usually on the handle. Stories follow those that carry them, right into the grave. A clever ‘Slinger may make it to old age with a Gun, but none will make it there unscathed. Beyond that, there's not much that a fella can say about the Cards. Or rather, there's too much. Scuttlebutt. Gossip. Stories you can never really confirm. The suits do seem to mean something. They say that a Club can punch through steel, that you never beat a Diamond at the quick-draw, that a Heart can shoot the wings off a fly, and that a Spade can shoot around corners if he really wants to. The Jokers, now them everyone can agree on. The Black Joker, the Dead Man's Gun. No one who carries it ever dies in a gunfight, but they all die soon enough... and the Red Joker, which might as well be a myth. No one can ever remember anything about the fella who carries it. Just the gun. And even that's foggy. 3 Wild Cards: Sons of the Gun About W ild Cards: Sons of the Gun Let me be upfront - I didn’t invent Wild Cards. I was involved in some of the initial threads on 4chan’s Traditional Games (/tg/) channel and I was part of one of the initial playtest groups, so I’ve been involved in this game nearly from the beginning. I never oered much in the way of mechanics (it would still be years before I started down the path of homebrew mechanics and building systems), I jumped into the project as best I could - joining Wild Cards threads and providing commentary on suggestions on how to run the game. I found myself falling in love with the supernatural Wild West setting of Wild Cards a nd wanted to explore it further. Unfortunately the initial mechanics didn’t ow as smoothly as people would have liked and the project started to fall apart. It wasn’t anyone’s fault, it was a bunch of anonymous gamers using a message board to build a game. Life got in the way and people had other things to do with their time. Wild Cards was moved over to 1d4chan (in fact, check them out here: https://1d4chan.org/wiki/Wild_Cards) and expanded upon further by all kinds of folk. Lore was written, new attempts at rules were drafted again and again (including a less-than-stellar attempt by yours truly). Ultimately, however, it seemed like the sun had set on the savage world of Wild Cards. I want to get this out right away because I don’t want anyone thinking I’m trying to take credit for the hard work by the dierent people who helped build the world of W ild Cards . This was a group eort - I’m merely doing my best to compile all the information in one place and wanted to oer up my own rules set - B ullets & Bourbon - as a potential way for people to play Wild Cards again. I claim no ownership to any of the lore found within this document and will do my best to attribute it to the original creators whenever possible. The rules found in here are an expansion of B ullets & Bourbon a nd will require a copy of the rulebook to play. Welcome, ‘Slingers, to Wild Cards: Sons of the Gun . Watch out for the Dealer, I hear he’s a right bastard. - Mac 4 Wild Cards: Sons of the Gun On the Attainment, Ownership, and Passing of the Cards The true origin of The Cards is as mysterious as the origins of the Dealer. We don't know whether they share an origin or if one came first and brought about the other. We do know that these two things are immutably involved in W ild Cards . Together, they recruit new ‘Slingers from every land west of the Mississippi. Most of the ‘Slingers are of a profession that brought them in close contact with guns on a regular basis. Others ain't. And even fewer of us have never even seen a gun up real close, let alone hold one. But that's how it is. There is some speculation as to whether the Dealer gives a man his Gun for a reason, or if it is all random. I'm partial to the former, myself. Others speculate that the Dealer has no choice in the matter at all, that the cards themselves guide him and the ‘Slinger into their meeting; the Cards create the matching between the gunslinger and his Card. One thing is for certain; there is a certain mysticism about the whole ordeal. Men who witness the pairing of a ‘Slinger and Card often report strong feelings of uplifting elation or terrible dread, depending on the character of the man and the circumstances that bring about the pairing. In spite of this, there are no known or discernible qualities that the ‘Slingers possess, universally, that would unite them. They arrive at this crossroads in life, coming from all types of backgrounds. ‘Slinger "Solemn John" was a slave, Casey "The Fool" Clement was a gold hunter, and "Johnny Boy" was a cowman. Clarkson was a goddamn banker at the time he obtained the Five of Clubs. All of the Cards hold great power, this is true. One would have to be a great gunsman to outmatch even the lowliest ‘Slinger. Yes, I do imply that it is possible to beat a ‘Slinger with nothing but one's own skill. Though the Guns greatly magnify the capabilities of its holder, they do not always make the holder invincible and many manifest detrimental effects on the man who pulls the trigger. The Card known as the Black Joker, for instance, sets its holder's life to end one year and one day after their first meeting. Before that time, though, the ‘Slinger that wields the Black Joker is impervious to Death. Other Cards only imbue minor blessings on their wielder, for example, the Three of Spades, ' Loss', only allows for the gunman to have an infinite supply of ammunition as it fires the gunman's thoughts and memories, rather than bullets. What, then, happens when a ‘Slinger dies? We know that if the Card is picked up by a non-chosen bystander, it disappears in a few days. If it is left alone it disappears within the next twenty-four hours. And most disturbingly of all, if it is picked up by another ‘Slinger, it hangs around, at least until that ‘Slinger dies. Where do the Cards go when they disappear? Some say they 5 Wild Cards: Sons of the Gun go straight back to the Dealer.
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