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Weird western · d6 rulebook

Copper Dust

  • 2–5 players
  • Difficulty 2 of 3
  • Not recommended under 12
  • Available in: Français, English, Español, Deutsch, Italiano

In the mining town of Cobre Viejo, the dead come back every new moon to collect their debts. The sheriff needs help, and he asks no questions.

The rulebook at a glance

  • d6 dice pool
  • 4 attributes
  • Debts
Read the rules

Choose an adventure

  • One-shot

    The New Moon

    1 session · duels, ghosts, debts

    Cost: 1 Die for the whole table

    Create a table
  • Campaign

    The Silver Train

    3 sessions · journey, train robbery, moral choice

    Cost: 3 Dice for the whole table

    Create a table

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By the Icotale team

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What the problem is, in a few words.

The world

The rulebook

Resolving actions

  1. Roll as many d6 as the attribute (plus 1 if a tool or your trade helps).
  2. Each 5 or 6 is a success: one success for a simple action, two for a risky one, three for a feat.
  3. No success and at least one 1: the dust gets involved.

Initiative : Aim + 1d6

Attributes

Grit GRT
Taking blows, thirst and fear.
Aim AIM
Shooting, throwing, drawing first.
Wits WIT
Bluffing at poker, sniffing out a trap, haggling.
Soul SOU
Speaking to the dead, praying, resisting their call.

Special rules

Debts
A dead soul can do you a favour (an automatic success, a piece of information), but every favour is paid for with a memory: the player chooses one of their character's memories, which the character forgets forever.
New moon
On new moon nights, the dead are solid: ordinary bullets pass right through them, only blessed bullets or copper from the mine can hit them.

Character creation

Each attribute starts at 1: spread 8 extra points, up to 5 per attribute · no reroll

Origins

Cobre Viejo miner
Knows the tunnels; +1 to Grit.
Drifter
Arrived on yesterday's stagecoach; +1 to Wits.
Raised at the mission
The dead have spoken to them since childhood; +1 to Soul.

Vocations

Gunslinger
Fast, precise, famous.
Preacher
A worn Bible, holy water, a voice that carries.
Doctor
A saw, whisky and a steady hand.
Gambler
Marked cards and an honest smile.

Derived values

Hit points
3 + Grit
Defense
Aim
Initiative
Aim + 1d6

Starting equipment

  • A revolver and six bullets
  • An old horse
  • A canteen

Veils

Topics kept off screen: the Narrator never shows or describes them.

  • sexual violence
  • torture