You and your companions are wanderers in the Weird West exploring the Unknown Frontier. Players choose a character Creed, Soul, Personal Goal and Number to determine their abilities. When taking risky actions, players roll dice with advantages or complications determined by their choices. If dice rolls succeed, the action is accomplished well or with extra effects. If all dice fail, the action goes wrong with complications from the GM. The GM begins an adventure involving rumors of monstrous threats that want to destroy, corrupt or control locations in the frontier.
You and your companions are wanderers in the Weird West exploring the Unknown Frontier. Players choose a character Creed, Soul, Personal Goal and Number to determine their abilities. When taking risky actions, players roll dice with advantages or complications determined by their choices. If dice rolls succeed, the action is accomplished well or with extra effects. If all dice fail, the action goes wrong with complications from the GM. The GM begins an adventure involving rumors of monstrous threats that want to destroy, corrupt or control locations in the frontier.
You and your companions are wanderers in the Weird West exploring the Unknown Frontier. Players choose a character Creed, Soul, Personal Goal and Number to determine their abilities. When taking risky actions, players roll dice with advantages or complications determined by their choices. If dice rolls succeed, the action is accomplished well or with extra effects. If all dice fail, the action goes wrong with complications from the GM. The GM begins an adventure involving rumors of monstrous threats that want to destroy, corrupt or control locations in the frontier.
You and your companions are wanderers in the Weird West exploring the Unknown Frontier. Players choose a character Creed, Soul, Personal Goal and Number to determine their abilities. When taking risky actions, players roll dice with advantages or complications determined by their choices. If dice rolls succeed, the action is accomplished well or with extra effects. If all dice fail, the action goes wrong with complications from the GM. The GM begins an adventure involving rumors of monstrous threats that want to destroy, corrupt or control locations in the frontier.
You and your companions are wanderers in the Weird West; who knows what the Unknown Frontier holds in store for you?
PLAYERS ROLLING THE DICE GM: CREATE AN ADVENTURE
1. Choose a Creed for your character: When you do something risky, roll 1D6 to see Roll or choose on the tables below. Bounty Hunter, Con Artist, Cowboy, how it goes. Drifter, Gambler, Mechanic, Roll an extra 1D6 if your Creed or There Are Rumours of… Preacher, Sawbones, Shaman, Soul would give you an advantage, 1. A Monstrous 3. A Thing From 5. A Dead Trailblazer. Roll an extra 1D6 if you’re prepared Beast Beyond Man/Woman Who or have the right tool for the job. Walks Again 2. Choose a Soul for your character: Roll your dice and compare each die result to 2. A Tribe of 4. Strange 6. Victims of an Arrogant, Bitter, Cheerful, Cursed, your Number. Bloodthirsty Mechanical Unnatural Plague Drunken, Eccentric, Grim, Pious, Savages Creatures Prickly, Secretive If you’re using GRIT, you want to roll above your Number. 3. Choose a Personal Goal for your That Wants To… character: Avenge a Loved One, If you’re using SLICK, you want to roll 1. Destroy 3. Occupy 5. Plunder Become a Legend, Get Rich, Keep below your Number. 2. Corrupt/Infect 4. Control 6. Protect Being Yourself, Prove Yourself, Settle Down and Retire. If you roll your Number exactly, That’s How The West Was Won; you can either count that The… 4. Choose your Number, from 2 to 5. A die as a success, or ask the GM a single 1. Prairie Town 3. Mining Outpost / 5. Great Forest low Number means you’re better at question about your current situation and get an Factory / Railway GRIT (gunfighting, outdoorsy activities, honest answer. You can change your action 2. Frontier Town 4. Plantation / 6. Wastelands being tough). A high Number means based on the answer if you want, and then roll Ranch / Farmland you’re better at SLICK again. (smooth-talking, book-learning, being cunning or subtle). If none of your dice succeed, it goes And Also… wrong; the GM says how things get 1. The group is 3. Bandits are 5. There’s a bad 5. Give your character a cool Western worse. name, like Flint Torchwood, Jessy wanted, dead or causing trouble storm on the If one die succeeds, you barely alive. horizon. Stormheart, or Black-Hand Bill. manage it. The GM inflicts a 2. Someone 4. There are 6. Folk are complication, harm, or cost. important has rumours of riches claiming it’s a You have: clothes and tools suiting your Creed, If two dice succeed, you do it well. a sixgun, another weapon (rifle, shotgun, gone missing miracle If three dice succeed, you do it really tomahawk, etc), and a horse (name your well; the GM tells you some extra GM: RUN THE GAME horse). effect you get. Don’t plan anything, play to find out the story. Introduce the threat; show what it can do. Helping: If you want to help someone else Dare them to take risks and kick ass. who’s rolling, say how you help them and make Use failures to push the action forward. a roll yourself. If you succeed, give them an Ask questions, build on the answers. extra 1D6 on their roll.