Premise

Wild West Fantasy! Guns and Horses and Swords and Sorcery! Comparable to D&D meets the Wild West.

Core Mechanics

2d12 + Skill + Bonuses. SkillĀ 
It's mentioned frequently that Bonuses are to the roll, not the skill rating. (Some Talents refer to skill rating)
Dice showing 13 triggers a Luck Roll. Another 2d12 roll needs to roll higher than your Luck stat for a good result. (In other words, high luck is bad!)

Character Creation

Pick a race, gain the Abilities and Talents for that race.
Pick a Background and Archetype. Background gives initial equipment and skills. Archetype determines various discounts you gain for spending XP on.
Gain 100 XP for spending on Talents, Abilities, and Skills.
Determine luck with a 2d12 roll. Assign 8 to rolls lower than 8, and 16 to rolls higher than 16.

What It Does Interestingly

Has a few downtime activities so that PCs can have things to do during time skips. These activities include finding information, burglarizing buildings, and studying to gain special XP for raising specific skills
Makes extensive use of the d12, and keeps a numeric scale similar to D&D. (Though with a curved probability.)
Includes a few unusual fantasy races in addition to the standard fare.

Potential Pitfalls

Be careful if you tend to skim rules; some important details are only mentioned once, and can be easily missed. Order of operations is important.

Sections to Pay Attention To

Downtime has a lot of interesting options for giving player characters things to do when time needs to be "sped up."
Magic, uses a system where spellcasting can backfire on the caster and knock them unconscious if they use powers too great for them to handle.

Final Thoughts
A delightful mix of Wild West and Fantasy. Has plenty of unique concepts and a high level of customization, while still giving guidance via Background and Archetypes.

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