TEXT: Copyright @ 2006 Dog House Rules LLC. Branded for Recoiled and Sidewinder: Recoiled are trademarks of Dog House 
  Rules LLC. All rights reserved under international copyright conventions. 
  For a full list of products distributed by Dog House Rules, please visit www.doghouserules.net.
  1
  DHR1300
  Credits
  Authors: Christopher S. Warner, Bradley W. Hindman
  Senior Editor: Thomas L. Gregory
  Layout and Graphic Design: Karl Keesler
  Original Artwork: Karl Keesler
  Proofreader: Dana Warner
  Open Game Content
   
  All content (excluding Product Identity as listed herein) is designated Open Game 
  Content in accordance with section 1. (d) of the Open Game License by Wizards of the 
  Coast. The Open Game Content may only be used under and in terms of this license.
  Product Identity
  The following is hereby designated Product Identity: All artwork, Sidewinder: Recoiled, 
  Branded for Recoiled, Frontier Towns, The Fort Griffin Echo, and Six-Guns.
  Table of Contents
  Introduction ................................................2
  James-Younger Gang ..................................2
  Alexander Franklin “Frank” James .............3
  Jesse Woodson James .................................4
  Thomas Coleman “Cole” Younger ................5
  James Hardin “Jim” Younger ......................6
  Clelland D. “Clell” Miller ..............................7
  Arthur C. McCoy .........................................8
  THE JAMES-YOUNGER GANG
  
  2
  SIX-GUNS:  THEJAMES-YOUNGERGANG
  Introduction
  Most folks know the six-shooter revolutionized the
  Old West. Settlers, soldiers, outlaws and lawmen alike
  relied on a trusty hogleg for protection on the frontier.
  Now, with a title like Six-Guns, you might reckon this
  FREE Branded for Recoiled supplement is about those
  very sidearms. 
  Wrong! But hey, we figure the metaphor fits right
  nicely. That is, a good Judge needs a passel of non-player
  characters to enliven Old West roleplaying. A holster
  loaded with spirited personalities gives a Judge an edge
  in developing adventures. So we like to think of Six-Guns
  as a smokewagon with a full wheel of Old West
  gunfighters, soldiers and other interesting folks ready for
  any Judge’s draw.
  While some Six-Guns installments will have a theme
  binding the characters together, others might be a hodge-
  podge collection of personalities. Either way, we hope you
  can put these cowpokes to use right quick-like. And don’t
  be surprised if other DHR products call some of these
  folks into action. 
  The James-Younger Gang
  Jesse was a man, a friend to the poor,
  He’d never see a man suffer pain;
  And with his brother Frank, he robbed the Chicago bank,
  And stopped the Glendale train.
  — Ballad of Jesse James (trad.)
  Perhaps the most famous band of outlaws of the Old
  West, the James-Younger Gang featured the legendary
  Jesse James, his brother Frank, their cousins (by marriage)
  the four Younger brothers, and a number of friends and
  brothers-in-arms. Feared by some and revered by others,
  the gang was responsible for numerous heists: including
  the Clay County Savings Association Bank in Liberty, MO,
  the Gads Hill, MO train robbery and the First National Bank
  in Northfield, MN.
  Formed by the former Confederate guerrillas Cole
  Younger, Frank James and Jesse James, the gang
  developed a reputation for daring robberies, often
  accomplished with style and panache. Tales of stealing from
  the rich and giving to the poor were fueled by accounts of
  common folk spared by the gang, as well as the outlaws’
  tendency for spending their money freely among locals. 
  
  3
  SIX-GUNS:  THEJAMES-YOUNGERGANG
  Various accounts indicate that upwards of 40
  different men rode with the James-Younger Gang. The
  Dog House Gang chose six of the better known members,
  circa 1874, for this installment of Six-Guns.
  Personalities
  Alexander Franklin “Frank” James
  The son of a slave-holding family in the deeply
  divided border state of Missouri and known as an
  intelligent and well-read man (with a penchant for
  quoting Shakespeare and the Bible), Frank James joined
  the Confederate Army at the age of 18. Shortly thereafter,
  he was captured by Union forces and spent time in a
  federal prison. After his parole, Frank joined up with the
  infamous William Quantrill, learning the ways of guerrilla
  warfare in the Ozarks. While serving with Quantrill,
  Frank was joined by the Younger brothers, Cole and Jim.
  As a member of Quantrill’s Raiders, Frank developed
  into a skilled marksman and accomplished tactician.
  After the war, he would apply his natural smarts and
  battle experience to the outlaw life. Frank and Cole
  Younger formed a gang intent on seeking revenge against
  Yankee businesses—particularly trains and banks.
  Frank James rode with the gang until his brother
  Jesse’s death in 1882. He married Annie Ralston in 1874
  and they had one son. Frank lived to the ripe old age of
  72, having gone on the straight and narrow, with
  accounts telling of his making a living as a shoe
  salesman, farmer and Wild West Show star in his later
  years.
  Alexander Franklin “Frank” James
  (Smart Hero 4, Fast Hero 3; Soldier 2)
  Sex: Male
  Birthdate: January 10, 1843
  Birthplace: Clay County, Missouri
  Heritage: American
  Weight: 160 lbs.
  Height: 6’ 0”
  Hair: Light Brown (handlebar moustache) 
  Eyes: Blue
  Allegiances: James-Younger Gang
  Challenge Rating: 9
  Level: 9
  Grit Dice: 4d6+3d8+2d10+18 (59) 
  MDT: 14
  Initiative: +3
  Speed: 30 ft.
  Base Attack Bonus: +5
  Grapple Modifier: +5 (+5 BAB, +0 Str)
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 5
  Reputation: +6
  Defense: 19, touch 19, flat-footed 16, (+6 class, 
  +3 Dex)
  Saving Throws: Fort +6, Ref +8, Will +4
  Abilities: Str 10 (+0), Dex 16 (+3), Con 14 (+2),
  Int 16 (+3), Wis 12 (+1), Cha 10 (+0)
  Attacks: Fists +5 (1d3 nonlethal; Crit: 20)
  Colt New Model Navy +10 (2d4+2; Crit: 20; 
  Range: 45 ft.; Ammo: 6 cyl.)
  Winchester ‘73 +8 (2d8; Crit: 20; Range: 105 ft.; 
  Ammo: 17 int.)
  Knife +5 (1d4; Crit: 19-20)
  Occupation: Military [class skills: Hide, Survival; 
  bonus feat: Personal Firearms Proficiency]
  Skills: Demolitions +12, Hide +11, Intimidate +5, 
  Knowledge (art) +15, Knowledge (civics) +8, 
  Knowledge (current events) +7, Knowledge 
  (history) +8, Knowledge (popular culture) +8, 
  Knowledge (streetwise) +9, Knowledge (tactics) 
  +16, Knowledge (theology & philosophy) +8, 
  Move Silently +11, Profession +10, Read/Write 
  Language (English), Ride +13, Search +11, Speak 
  Language (English), Spot +8, Survival +9, Swim +5
  Feats: Dodge, Educated [Knowledge (art, tactics)], 
  Far Shot, Personal Firearms Proficiency, Point 
  Blank Shot, Renown, Simple Weapons Proficiency, 
  Sidewinder, Slip Hammer, Trail Lore (Missouri)
  Class Features: Evasion, Plan, Uncanny Dodge 1, 
  Savant [Knowledge (tactics)], Weapon Focus (Colt 
  New Model Navy), Weapon Specialization (Colt 
  New Model Navy) 
  Possessions: Colt New Model Navy (3), .38 
  percussion rounds (52), double holster, 
  Winchester ’73, .44 center fire rounds (34), riding 
  boots, trousers, cloth overcoat, cowboy hat, plain 
  men’s shirt, vest, knife
  Personalities
  
  4
  SIX-GUNS:  THEJAMES-YOUNGERGANG
  Jesse Woodson James
  Although almost five years younger than his
  brother Frank, Jesse James garnered the greater fame
  and notoriety. Considered villain by some and folk hero
  by others (often called the American Robin Hood), Jesse
  James relied on bravery, good looks and natural
  likeability to forge his legendary status.
  Jesse joined his brother as a member of Quantrill’s
  Raiders in late 1863, after the scorching of Lawrence,
  Kansas. The James farm, among others, was burned by
  Union soldiers in retribution for the Raiders’ actions in
  Lawrence, fostering Jesse’s hatred of bluecoats and
  driving him to find Frank. Cole Younger nicknamed Jesse
  “Dingus” after the young soldier shot off the tip of a finger
  and coolly observed it was the “dingus-dangest thing.” 
  When Quantrill and “Bloody” Bill Anderson, (a
  psychopathic soldier who led a contingent under
  Quantrill) parted ways in 1864, Jesse chose to ride with
  “Bloody” Bill. He continued to ride with remnants of the
  Raiders until April 1865. It was while he and six others
  were coming in to surrender under a white flag that Jesse
  took a bullet to the lung. When captured, the wound
  appeared so grave that the authorities issued Jesse a
  pass to go home to die. But Jesse was too stubborn.
  After the war, several of the Raiders, including Cole
  Younger and Frank James, gathered in 1866 and began
  their 
  life 
  of 
  crime. 
  While 
  the 
  gang 
  operated
  democratically, Jesse’s natural charisma, good-humor
  (as long as no bluecoats were in sight) and daring
  escapades made most folks regard him as the leader. By
  1881, after numerous robberies (and foiled attempts) the
  gang dissipated and Dingus went back to his wife
  (Zerelda Mimms) and children in Tennessee. In 1882,
  Jesse was shot in the back, in his own home, by Bob
  Ford, the younger brother of gang member Charley Ford. 
  Jesse Woodson James
  (Charismatic Hero 4, Gunslinger 3,
  Pony Soldier 2)
  Sex: Male
  Birthdate: September 27, 1847
  Birthplace: Centraville, Clay County, Missouri
  Heritage: American
  Weight: 190 lbs.
  Height: 5’ 11”
  Hair: Brown (close cropped whiskers) 
  Eyes: Blue
  Allegiances: James-Younger Gang
  Challenge Rating: 9
  Level: 9
  Grit Dice: 4d6+3d10+2d10+18 (62) 
  MDT: 14
  Initiative: +3 (+1 class, +2 Dex)
  Speed: 30 ft.
  Base Attack Bonus: +5
  Grapple Modifier: +5 (+5 BAB, +0 Str)
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 5
  Reputation: +7
  Defense: 16, touch 16, flat-footed 14, (+4 class,
  +2 Dex)
  Saving Throws: Fort +7, Ref +8, Will +3
  Abilities: Str 10 (+0), Dex 14 (+2), Con 14 (+2),
  Int 12 (+1), Wis 10 (+0), Cha 18 (+4)
  Attacks: Fists +5 (1d3 nonlethal; Crit: 20)
  Colt Old Model Navy +7 (2d4; Crit: 20; Range: 
  30 ft.; Ammo: 6 cyl.)
  Pistol Whip +5 (1d4; Crit: 20)
  Occupation: Outlaw [class skills: Hide, Sleight of 
  Hand; bonus feat: Personal Firearms Proficiency]
  Skills: Balance +6, Bluff +8, Concentration +4, 
  Diplomacy +8, Handle Animal +10, Hide +8, 
  Intimidate +15, Knowledge (current events) +5, 
  Knowledge (streetwise) +5, Knowledge (tactics) +3, 
  Move Silently +6, Navigate +3, Read/Write 
  Language (English), Ride +14 Sleight of Hand +12, 
  Speak Language (English), Spot +5 
  Feats: Blazing Saddle, Defensive Riding, Frightful 
  Presence, Gunplay, Personal Firearms Proficiency, 
  Point Blank Shot, Quickdraw, Renown, Simple 
  Weapons Proficiency, Two-Weapon Fighting
  Class Features: Born in the Saddle +2, Charm 
  (male), Effortless Control, Favor, Greased 
  Lightning, Weapon Focus (Colt Old Model Navy) 
  Possessions: Colt Old Model Navy (3), .38 
  percussion rounds (80), double holster, shoulder 
  holster, cartridge belt, riding boots, plain men’s 
  suit, cloth overcoat, cowboy hat, plain men’s shirt, 
  vest, pocketwatch & chain
  
  5
  SIX-GUNS:  THEJAMES-YOUNGERGANG
  Thomas Coleman “Cole” Younger
  The son of a successful Missouri merchant,
  landowner, and 2-time state assemblyman, Cole Younger
  had a privileged upbringing. An intelligent young man
  whose mother was the daughter of a Judge, Cole had a
  promising career ahead of him in his father’s business—
  or just about anything he might deem to undertake. 
  But the war changed everything. The Younger’s livery
  was looted by Kansas raiders, the father was robbed and
  murdered, and the teenaged Cole landed himself in a
  fight (guns drawn) with a Federal militia captain—Irvin
  Walley—who insulted Cole’s sister. The next day, Walley
  tried to arrest Cole as a spy.
  So the young man armed himself and fled. He soon
  joined Quantrill’s Raiders—that was 1861. During his
  time with Quantrill, Cole met Frank James and later
  Jesse James. He participated in the raid on Lawrence,
  Kansas, and other battles, but by 1864, Cole began to
  question Quantrill’s way of doing things and left the
  Raiders. When the war ended, Younger was re-united
  with several friends from the Raiders, including the
  James brothers. 
  Cole was wounded and captured in the failed attempt
  to rob the Northfield, MN bank in 1876. He served 25
  years in jail before receiving parole and then a full pardon
  in 1903. He became a lecturer, speaking to young people
  and encouraging them to live moral lives and to learn
  from the mistakes he had made. He died peacefully in
  1916.
  Thomas Coleman “Cole” Younger
  (Tough Hero 4, Smart Hero 2, Rustler 3)
  Sex: Male
  Birthdate: January 15, 1844
  Birthplace: Harrisonville, Jackson County, Missouri
  Heritage: American
  Weight: 216 lbs.
  Height: 6’ 2”
  Hair: Sandy Brown 
  Eyes: Brown
  Allegiances: James-Younger Gang
  Challenge Rating: 9
  Level: 9
  Grit Dice: 4d10+2d6+3d8+27 (74) 
  MDT: 17
  Initiative: +2
  Speed: 30 ft.
  Base Attack Bonus: +5
  Grapple Modifier: +6 (+5 BAB, +1 Str)
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 2
  Reputation: +6
  Defense: 19, touch 19, flat-footed 16 (+6 class,
  +3 Dex)
  Saving Throws: Fort +6, Ref +7, Will +4
  Abilities: Str 12 (+1), Dex 16 (+3), Con 16 (+3),
  Int 14 (+2), Wis 10 (+0), Cha 10 (+0)
  Attacks: Fists +7 (1d6+1 nonlethal; Crit: 20)
  Colt New Model Navy +10 (2d4; Crit: 20; Range: 
  45 ft.; Ammo: 6 cyl.)
  Loomis Side-By-Side +8 (2d6; Crit: 20; Range: 
  35 ft.; Ammo: 2 int.)
  Knife +6 (1d4+1; Crit: 19-20)
  Occupation: Military [class skills: Hide, Move 
  Silently; bonus feat: Personal Firearms Proficiency]
  Skills: Bluff +4, Craft (mechanical) +4, 
  Concentration +6, Demolitions +4, Disable Device 
  +10, Hide +12, Intimidate +8, Knowledge 
  (business) +4, Knowledge (current events) +9, 
  Knowledge (history) +4, Knowledge (popular 
  culture) +4, Knowledge (streetwise) +4, Knowledge
  (tactics) +8, Knowledge (theology and philosophy) 
  +3, Listen +4, Move Silently +11, Navigate +4, 
  Read/Write Language (English), Ride +9, Search 
  +4, Speak Language (English), Spot +7, Survival +3
  Feats: Brawl, Dodge, Educated [Knowledge 
  (current events, tactics)] , Endurance, Far Shot, 
  Knockout Punch, Personal Firearms Proficiency, 
  Renown, Sidewinder, Simple Weapons Proficiency 
  Weapon Focus (Colt New Model Navy)
  Class Features: Damage Reduction 1, High Tail It, 
  Remain Conscious, Savant (disable device), Sweep
  Possessions: Colt New Model Navy (2), .38 
  percussion rounds (30), Loomis Side-By-Side, 15 
  gauge ammo (20), double holster, plain men’s suit, 
  plain shirt, cowboy boots, cloth overcoat, Stetson 
  hat, string tie, gloves, knife
  REWARD!
  DEADORALIVE
  They are believed to be Jesse James and his
  Band, or the Youngers.
  All officers are warned to use precaution in
  making arrest. These are the most desperate
  men in America.
  Take no chances! Shoot to kill!!
  J. H. McDonald.
  SHERIFF
  $5,000.00 will be paid for the capture
  of the men who robbed the bank at
  NORTHFIELD, MINN.
  
  6
  SIX-GUNS:  THEJAMES-YOUNGERGANG
  James Hardin “Jim” Younger
  Jim Younger enjoyed the same advantaged
  upbringing as his older brother Cole. Possessing a
  creative intellect, Jim applied his talents to the arts,
  especially music and writing. Jim was known to favor the
  violin and he often kept a diary.
  Almost missing the Civil War, Jim joined Quantrill’s
  Raiders in 1864 at the age of 16. Captured by the
  Federals in Louisville, Kentucky in May of 1865 during
  the ambush that resulted in Quantrill’s death, Jim
  served time in the Alton Prison (Illinois) until the end of
  the war.
  Jim and Cole’s mother died in 1870 and the family
  relocated for a spell in North Texas. Some say that Jim
  served as a deputy sheriff of Dallas County, Texas,
  during that time. Meanwhile, at some point in the early
  1870s, Jim joined his older brother and rode with the
  James-Younger Gang. After the unsuccessful Northfield
  robbery in 1876, Jim was hunted down by a posse and
  captured (losing part of his jaw in the fight). 
  Jim served 25 years in the Stillwater, MN prison
  before being paroled in 1901. While he had resumed his
  studies while incarcerated, he couldn’t re-adjust to life
  outside prison. In 1902, Jim Younger was found dead in
  the Readon Hotel, St. Paul, MN, with a self-inflicted bullet
  wound to the head.
  James Hardin “Jim” Younger
  (Smart Hero 4)
  Sex: Male
  Birthdate: January 15, 1848
  Birthplace: Harrisonville, Jackson County, Missouri
  Heritage: American
  Weight: 170 lbs.
  Height: 5’ 11”
  Hair: Brown (scruffy beard) 
  Eyes: Brown
  Allegiances: None
  Challenge Rating: 4
  Level: 4
  Grit Dice: 4d6+4 (21) 
  MDT: 12
  Initiative: +2
  Speed: 30 ft.
  Base Attack Bonus: +2
  Grapple Modifier: +2 (BAB +2, Str +0)
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 2
  Reputation: +2
  Defense: 13, touch 13, flat-footed 11, (+1 class,
  +2 Dex)
  Saving Throws: Fort +2, Ref +3, Will +3
  Abilities: Str 11 (+0), Dex 14 (+2), Con 12 (+1),
  Int 16 (+3), Wis 12 (+1), Cha 12 (+1)
  Attacks: Fists +2 (1d3 nonlethal; Crit: 20)
  Colt Old Model Navy +4 (2d4; Crit: 20; Range: 
  45 ft.; Ammo: 6 cyl.)
  Remington Whitmore M1873 +4 (2d10; Crit: 20; 
  Range: 45 ft.; Ammo: 2 int.)
  Knife +2 (1d4; Crit: 19-20)
  Occupation: Artist [class skills: Listen, Perform 
  (stringed instruments)]
  Skills: Craft (writing) +10, Demolitions +5, 
  Decipher Script +7, Forgery +12, Investigate +6, 
  Knowledge (art) +10, Knowledge (civics) +5, 
  Knowledge (current events) +7, Knowledge 
  (history) +9, Knowledge (popular culture) +7, 
  Knowledge (tactics) +5, Knowledge (theology and 
  philosophy) +5, Listen +9, Navigate +7, Perform 
  (stringed instruments) +9, Read/Write Language 
  (English), Repair +6, Research +8, Ride +5, 
  Search +9, Speak Language (English, Spanish) 
  Feats: Combat Expertise, Educated [Knowledge
  (art, history)], Far Shot, Improved Trip, Personal 
  Firearms  Proficiency, Simple Weapons
  Proficiency
  Class Features: Exploit Weakness, Savant
  (Forgery) 
  Possessions: Colt Old Model Navy (2), .38 
  percussion rounds (40), double holster, 
  Remington-Whitmore M1873, 10 gauge ammo 
  (20), cowboy boots, trousers, cloth overcoat, 
  cowboy hat, plain men’s shirt, knife
  
  7
  SIX-GUNS:  THEJAMES-YOUNGERGANG
  Clelland D. “Clell” Miller
  In 1864, Clell Miller—the 14-year-old son of a
  Missouri farmer—apparently fought with “Bloody” Bill
  Anderson. Clell’s military service lasted only a few days,
  as he was captured by Federal troops in October of 1864
  and held at the Gratiot Street Prison. He and his family
  testified that he had never aided the rebellion and he was
  released in 1865. 
  Clell resumed the life of a farmer, but was also said to
  be among the James-Younger Gang at a few incidents in
  the early 1870s, including the Corydon, Iowa train
  robbery. Although he was acquitted of that charge, he
  was definitely with the gang during the 1876 Northfield
  robbery, as he was shot and killed by the townspeople
  during the attempt. It seems likely that Miller’s affiliation
  with the gang is in some way connected to that short stint
  with Anderson as part of Quantrill’s Raiders, despite his
  family’s testimony. 
  Some accounts portray Miller as a stocky man with a
  hearty laugh—and as a fellah who enjoyed clowning
  around, except during a fight. 
  Clelland D. “Clell” Miller
  (Strong Hero 2, Charismatic Hero 2) 
  Sex: Male
  Birthdate: December 15, 1849
  Birthplace: Clay County, Missouri
  Heritage: American
  Weight: 172 lbs.
  Height: 5’ 8”
  Hair: Auburn 
  Eyes: Brown
  Allegiances: None
  Challenge Rating: 4
  Level: 4
  Grit Dice: 2d8+2d6+4 (24) 
  MDT: 13
  Initiative: +1
  Speed: 30 ft.
  Base Attack Bonus: +3
  Grapple Modifier: +6 (BAB +3, Str +3)
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 2
  Reputation: +2
  Defense: 14, touch 14, flat-footed 13, (+3 class,
  +1 Dex)
  Saving Throws: Fort +5, Ref +3, Will +0
  Abilities: Str 17 (+3), Dex 12 (+1), Con 13 (+1),
  Int 11 (+0), Wis 10 (+0), Cha 14 (+2)
  Attacks: Fists +7 (1d6+4 nonlethal; Crit: 20)
  Colt Old Model Navy +4 (2d4; Crit: 20; Range:
  30 ft.; Ammo: 6 cyl.)
  Knife +6 (1d4+4; Crit: 19-20)
  Pistol Whip +6 (1d4+4; Crit: 20)
  Occupation: Laborer [class skills: Climb, 
  Intimidate, Ride]
  Skills: Bluff +6, Climb +6, Diplomacy +4, Handle 
  Animal +5, Intimidate +5, Knowledge (current 
  events) +2, Knowledge (popular culture) +3, 
  Knowledge (streetwise) +2, Perform (stand up) +4, 
  Profession +2, Read/Write Language (English), 
  Repair +2, Ride +3, Speak Language (English) 
  Feats: Brawl, Dodge, Improvised Weapon 
  Proficiency, Personal Firearms Proficiency, Point 
  Blank Shot, Simple Weapons Proficiency
  Class Features: Fast-Talk, Melee Smash 
  Possessions: Colt Old Model Navy (3), .38 
  percussion rounds (42), holster (2), buckskin 
  trousers, plain men’s shirt, vest, cowboy hat, 
  cowboy boots, knife (2), pocketknife
  PROCLAMATION
  GOVERNOR OF MISSOURI!
  EXPRESS AND
  TRAIN ROBBERS.
  REWARDS
  FOR THE ARREST OF
  Jesse James, Frank James and the
  Youngers wanted for the robbery at the 
  Gads Hill Station.
  These men are desperate and dangerous.
  Officers of the law are authorized to shoot
  these outlaws on sight.
  With full authority and lawful proclamation.
  of the
  Thomas T. Crittenden.
  GOVERNOR OF MISSOURI
  
  8
  SIX-GUNS:  THEJAMES-YOUNGERGANG
  Arthur C. McCoy
  While it seems clear that Arthur McCoy was born
  in Ireland around 1825, the time of his immigration is
  uncertain. He worked in St. Louis before the war, first as
  a coppersmith and later as a painter (including jobs
  painting steamboats). Also serving as a volunteer in the
  Liberty Fire Company, McCoy married Louisa Gibson—
  they had two sons and a daughter between 1856 and
  1861 (the younger son dying in 1864). Louisa bore two
  more sons in the early 1870s. 
  McCoy joined the Confederate Army and served as a
  Captain under General Joseph Shelby. Known as the
  “Wild Irishman” because of his zeal for adventure, feral
  grin and complete absence of fear, McCoy operated as
  spy, scout, guide, saboteur and messenger. Tales of his
  bravado in outwitting the Federals on his various
  missions spread throughout the Confederate ranks, not
  to mention his ability to break into song suited for any
  occasion. He had a reputation as a talented rider,
  marksman and tactician.
  After the war, McCoy became involved with the
  James-Younger Gang because his friend John Jarrette
  (also a Captain under Shelby) was married to Cole
  Younger’s sister (Josephine). Despite his slight build, the
  Wild Irishman was said to be the most ferocious of the
  gang, until he disappeared in late 1874 or early 1875.
  Some accounts have him as a member of the Gads Hill
  Train Robbery that year, others claim he was dead by
  then, but his family and Louisa maintained that he died
  in the early 1880s.
  References
  “Jesse James and the Gads Hill Train Holdup,”
  Ronald H. Beights, Wild West Magazine, June 2005.
  http://www.civilwarstlouis.com/History/
  jamesgangoutlaws.htm
  http://www.islandnet.com/~the-gang/
  http://www.crimelibrary.com/gangsters_outlaws/
  outlaws/james/1.html
  http://ralphandsue.com/ChasingOurTales/
  chasingourtalescolumn/franklin_james.html
  http://www.thejessejamesscrapbook.com/
  http://www.civilwarstlouis.com/History/
  ArthurMcCoy.htm
  http://www.islandnet.com/~the-gang/jimbio.htm
  http://outlaws.a-beautiful-life.net/jimyounger.php
  Arthur C. McCoy
  (Tough Hero 4; Desperado 2, Scout 2)
  Sex: Male
  Birthdate: 1825
  Birthplace: Ireland
  Heritage: Irish
  Weight: 140 lbs.
  Height: 6’ 0”
  Hair: Reddish-Blond 
  Eyes: Bright Blue
  Allegiances: None
  Challenge Rating: 8
  Level: 8
  Grit Dice: 4d10 +2d10+2d10+24+3+4 (80)
  MDT: 19
  Initiative: +3
  Speed: 30 ft.
  Base Attack Bonus: +5
  Grapple Modifier: +4 (+5 BAB, -1 Str)
  Space/Reach: 5 ft. x 5 ft. / 5 ft.
  Action Points: 4
  Reputation: +1
  Defense: 19, touch 19, flat-footed 16, (+6 class, 
  +3 Dex)
  Saving Throws: Fort +11, Ref +4, Will +4 
  Abilities: Str 8 (-1), Dex 16 (+3), Con 16 (+3),
  Int 12 (+1), Wis 14 (+2), Cha 12 (+1)
  Attacks: Fists +4 (1d3-1 nonlethal; Crit: 20)
  Colt New Model Navy +8 (2d4; Crit: 20; Range: 
  45 ft.; Ammo: 6 cyl.)
  Remington Whitmore M1873 +8 (2d10; Crit: 20; 
  Range: 45 ft.; Ammo: 2 int.)
  Knife +4 (1d4-1; Crit: 19-20)
  Occupation: Military [class skills: Knowledge 
  (tactics), Navigate; bonus feat: Personal Firearams 
  Proficiency]
  Skills: Bluff +4, Intimidate +9, Knowledge (current 
  events) +2, Knowledge (popular culture) +3, 
  Knowledge (streetwise) +3, Knowledge (tactics) +4, 
  Navigate +4, Perform (singing) +4, Profession +4, 
  Read/Write Language (English), Ride +9, Speak 
  Language (English), Spot +8, Survival +10 
  Feats: Confident, Far Shot, Improved Damage 
  Threshold, Personal Firearms Proficiency, Simple 
  Weapons Proficiency, Toughness, Track
  Class Features: Damage Reduction 1, Fearless, 
  Hard to Follow, Ornery DR 1, Robust, Terrain 
  Specialization (mountains) 
  Possessions: Colt New Model Navy (2), .38 
  percussion rounds (50), double holster, 
  Remington-Whitmore M1873, 10 gauge ammo 
  (30), buckskin trousers, plain men’s shirt, cloth 
  overcoat, cowboy hat, knife
  
  9
  SIX-GUNS:  THE JAMES-YOUNGER GANG
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who 
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  edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
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  13. Termination: This License will terminate automatically if You fail to comply with all 
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  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; 
  Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Sidewinder: Recoiled, Copyright © 2003, 2004, 2005 by Dog House Rules LLC; Thomas 
  L. Gregory, Bradley W. Hindman, Karl Keesler, Geoff Spakes, Christopher S. 
  Warner.
  Sidewinder: Wild West Adventure, Copyright © 2002 by Citizen Games.
  Fort Griffin Echo, Volume 1, Number 1, Copyright © 2004 by Dog House Rules LLC; 
  Thomas L. Gregory, Bradley W. Hindman, Karl Keesler, Geoff Spakes, Christopher 
  S. Warner.
  Fort Griffin Echo, Volume 1, Number 2, Copyright © 2004 by Dog House Rules LLC; 
  Thomas L. Gregory, Bradley W. Hindman, Karl Keesler, Geoff Spakes, Christopher 
  S. Warner.
  Frontier Towns: Fort Griffin, Volume 1, Copyright © 2004 by Dog House Rules LLC; 
  Thomas L. Gregory, Bradley W. Hindman, Karl Keesler, Geoff Spakes, Christopher 
  S. Warner.
  Frontier Towns: Fort Griffin, Volume 2, Copyright © 2004 by Dog House Rules LLC; 
  Thomas L. Gregory, Bradley W. Hindman, Karl Keesler, Geoff Spakes, Christopher 
  S. Warner.
  Buckshots: For Whom the Bugle Blows, Copyright © 2005 by Dog House Rules LLC; 
  Thomas L. Gregory, Bradley W. Hindman, Karl Keesler, Geoff Spakes, Christopher 
  S. Warner.
  Six-Guns: The James-Younger Gang, Copyright © 2006 by Dog House Rules LLC; 
  Thomas L. Gregory, Bradley W. Hindman, Karl Keesler, Geoff Spakes, Christopher 
  S. Warner.
  Take a Gander, 
  Pardner
  Feast your eyes on these and other Wild 
  West game materials available from DHR
  
  
  Visit the Dog House Gang at 
  doghouserules.net
  
SOURCE: textdata/thevault/Deadlands [multi]/Misc/Deadlands D20/Sidewinder Recoiled/Sidewinder Recoiled - Six Guns - The James-Younger Gang.pdf