Wanted!
It is possible for a posse to contain some members who are wanted and other who aren’t. When there are more “wanted” members than non-wanted members, or when the whole posse becomes wanted, a posse must check for the effect upon posse membership. Posses generated from the “Outlaw” list in TOW do not have to make this check – it is assumed that they are a gang living on the edge of the law already!
Roll a dice for each posse member:
- On a score of a “1” they leave the posse for good, taking all equipment identifiably theirs with them.
- On a score of a “2” they must miss the next game in which their posse is active whilst they consider their future. They are then available as normal to the posse.
- On a score of 3+ they decide to remain part of the now “Wanted” posse.
Effects of being wanted:
- Each and every member who is currently “Wanted” will have a “Wanted” bounty price put upon their head. This price can continue to rise! The current list of Wanted men and women will appear in the monthly newsletter, including the bounties on them and any conditions.
- Any wanted member captured and turned over to the law will stand trial (see Facing the Law).
- Wanted members are only safe from arrest when in their safe house. This safe house may only be raided by the law (or any other posse) using a “vendetta” scenario by informing the GM in advance. In general the GM will only allow such a raid to be carried out if the Law posse’s infamy rating exceeds that of the wanted posse (otherwise they wouldn’t dare risk it!) and all/most of the posse in question is “Wanted”.
- Wanted posses may only recruit from the “Outlaw” list in TOW from then on until they change status again (which is hard to do!). They will only generate income (see below) as an outlaw posse until they change status.
Note that there are non-player characters who are also on the Wanted list around town!