There Comes a Reckoning
pages 145-150, players Guide
Trait & Aptitude Rolls: White Chips add another die of the same type as if you had another level in in that Trait or Aptitude. If no red or blue chips have been used by the player they may use as many White chips as they have available on the roll until they achieve success or run out.
Wounds: 1 wound or 5 wind negated. Wounds must be negated immediately after the damage was done & before any Wind is rolled.
Bounty Points: 1
No Going Back: When used on a Trait or Aptitude roll, you cannot spend any more white chips once you have spent a red, blue, or legend chip.
Trait & Aptitude Rolls: Red chips let you roll a bonus die and add it to your highest current die roll. This is like an Ace except that the die didn’t necessarily come up the highest number it can be. Only one red chip may ever be spent on a single action.
Wounds: 2 wounds or 10 wind negated. Wounds can be negated from multiple locations with a single chip.
Bounty Points: 2
Marshal’s Tithe: Whenever you use a red chip for a Trait or Aptitude roll, the Marshal gets a draw from the Fate Pot (but not when used to negate wounds or cash them in for Bounty Points).
Trait & Aptitude Rolls: Blue chips are just like red chips except they don’t give the Marshal a draw. Only one blue chip may ever be spent on a single action.
Wounds: 3 wounds or 15 wind
Bounty Points: 3
Trait & Aptitude Rolls: Used just like blue chips
Wounds: 5 wounds or all wind
Bounty Points: 5
Reroll: You can use a Legend chip to reroll any die roll. That includes rerolling a Trait or Aptitude check from scratch (ignore any previous rolls or chips spent), even if the roll went bust. It can also be used to reroll a result from a table or even a damage roll. Whenever a Legend chip is used for a reroll, its gone forever. discard it from the pot.
Each chip is worth a certain number of Bounty Points (see above).
If you can afford the changes you want all at once (because you’ve got enough Bounty Points), do it. Otherwise, keep your Bounty Points noted on your hero’s character sheet so you can use them later when you’ve got enough of them to make a difference. Once they’re yours, they’re yours forever. They can’t be taken away, and they can’t be converted back into Fate Chips.
Raising Trait Die Types:
Raising a Trait’s die type costs triple the new die type in Bounty Points. To go from a d4 to a d6 costs 18 Bounty Points, for example.
Raising Trait Levels:
Trait Levels cost double the new level. So to go from 4d6 Strength to 5d6 costs 10 points
Raising Aptitude Levels:
New Aptitude levels cost whatever the new level is in Bounty Points. If you want your character’s shootin’ to go from 3 to 4, it costs you 4 Bounty Points. Until your gunslinger become an expert, that is.
Once you’ve raised an Aptitude to level 5, your hero is considered an expert. Learning more and getting better from this point is a lot harder. To reflect this, it costs twice as many points to raise it again. A level–6 skill costs 12 Bounty Points, going to level 7 costs 14, and so on. Being one of the best in the West is expensive, amigo.
Gaining New Aptitude Levels:
You can buy a new Aptitude with Bounty Points. It just costs you 1 point to get the first Aptitude level in that skill.
Concentrations are listed in italics below some of these Aptitudes. If Concentrations are listed, then one must be chosen. Shootin’, for instance, must be followed by a pistol, rifle, or shotgun Concentration. Your character can learn additional concentrations of a skill for a flat 3 Bounty Points, regardless of how high the skill itself is. This counts during character creation and once play begins. If your hombre already has shootin’: pistol at level 5, he can pick up shootin’: shotgun at level 5 for 3 Bounty Points.
Feel free to make up new Aptitudes or concentrations if none of the standard Aptitudes fit, and look for new ones in other Deadlands books. We’ve left space on the character sheet (see page 206) for these extra “specialty” skills.
Gaining New Edges:
So here’s the deal. You can take a new Edge if you have a good roleplaying rationale for it and your Marshal approves. After that, you have to pay triple the Edge’s cost in Bounty Points. The Marshal decides how long it takes to your hero to learn or develop the new skill.
Once you’ve paid enough Bounty Points, that Edge is yours.