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Frontier Scum, Acid Western Roleplaying
Frontier Scum, Acid Western Roleplaying
With art from @skullfungus, Chalkdown, Michal Gotkowski, and the public domain.
System inspired from MÖRK BORG by Pelle Nilsson and Johan Nohr.
With thanks to @skullfungus, Brian Yaksha, Chalkdown, Kid Pomade, 冷静, Michal
Gotkowski, Mud-Pipes, Skander Fanni, Strega, Tomaz Petlozki, and Walton Wood.
Inspired by movies such as Dead Man (1995), Ravenous (1999), Bone Tomahawk (2015),
The Hateful Eight (2015), El Diablo (1990), Gallowwalkers (2012), The Quick and the
Dead (1995), The Lighthouse (2019), The Witch (2015), and I Sell the Dead (2008).
ISBN: 978-989-53344-3-8
PRINTED IN PORTUGAL
Printer: Papelmunde
Random Tables................................... 56
Odd Jobs/Opportunities................................. 56
Bounties............................................... 58
House Loot/Pocket Loot................................. 60
Tomb Loot/Strange Relics............................... 62
DALLIANCE, DD
The gelid expanse of Dreckgullard's Desolation
was emancipated from the Incorporation and
deemed terra nullius, for it is a bitter land of
cold sunrises and wealth not worth the cost of
extraction. Of all the company towns that once
sought to plunder the cold’s perceived riches,
only the alabaster city of Dalliance remains, a
joyless enclave in the frost-choked wilderness.
Grumbling prospectors, desperate fur trappers,
and destitute carpetbaggers silently shuffle
through the snow, burdened by heavy garb and
careful not to speak lest their lungs freeze.
In the district once known as Silver Horn City,
the Allied Governess rules from her manse, and
the generations who’ve endured the inhospitable
cold love as much as fear her. She courts an air
of mystique. None know if she inherited or stole
her rule. Some say she is a singer, others claim
she’s a mute. The only certainty is that her
ambitions alone have reopened the once-shuttered
silver mines—much to the rage of the
Incorporation who believed them run dry. Her
smug, sullen profile is stamped on the locally
minted coinage along with Dalliance’s motto:
PALACE, DB
A loathsome pinnacle of civilization within the western
Dust Barrens’ arid hills, but no kinder for its station.
Once a proud city-state, now little more than a crumbling
labyrinth of collapsed mines, battered buildings, and
broken dreams. Homesteaders, exiles, bushwhackers, and
deserters abide by the code of the borderlands, where laws
are lacking, only honor among thieves ensures
cooperation, and rights are settled by gunfights.
Incorporation carpetbaggers have often attempted to
enforce land claims, but acquisitionists rarely survive
their encounter with the Redrum Boys, an outlaw gang
who see themselves as masters of the fledgling breakaway
state. They leave a few alive, stripped of all but their
clothes and a pound of flesh poorer for their efforts, to
tell the tale to other would-be capitalists.
9
SICKWATER OASIS
Scum too destitute or too craven for Fort
Gullet’s burlesque parlors take refuge on the
sprawling oasis-bayou that stains the edge of
the Big Nothing: a rogue state called
Sickwater. Folk here observe a klepto-
meritocracy governed by the Outlaw Union,
a criminal outfit most notable for gaming
the bounty system of other territories.
Their rulings are as baroque as they are
simple: kill lawfolk and bounty hunters on
sight. Only a Union license can forestall
such imminent judgment, and it grants
impunity to kidnap or kill anyone who
might otherwise go unimpeded by the
Union. Might makes right in Sickwater,
and the Union lets scum kill scum so long
as they get half the bounty.
Think twice before brandishing your papers
in a Sickwater saloon. The legalist who dares
decipher the whims of the Outlaw Union
and Incorporated cronies find themselves
mugged, gutshot, and left for the crocodiles.
KNIVES
n
+Fort Gullet
yo
n
Ca
d20+40
ws
lo
al
d10+10
lh
Al
The Dust
+ Palace d10+10
Barrens
d6+10
Groutbight
docks d10+10
d20+20
d10+10
Cove
Kessle
d10+10
lard
's
k g u l
Drec olation
Des +
Dalliance
d20+40
Co
n
e
u
g
d10+6
n
u Sunken
o
d20+10
ty
Hill
G
Bo
g
Deadman's la
ke
Station d20+20
Carcass d20+10
Country
Slackgaff-By-The-Sea +
Stubbshead
County
d10+10
d20+20
d10+10
Doldrum isle
d20+10
12
PLAYING
FRONTIER SCUM
Choose one among you to act as GAME MARSHAL (GM).
The rest create PLAYER CHARACTERS (PCs):
1. Roll d4-d4 for each of your four abilities:
3. Roll on the Traits table (p. 14) to see what kind of outlaw scum you are.
4. Roll on the WANTED table (p. 15) to see what crime they accuse you of.
6. Roll d66 for a bonus skill and d66 for a bonus item (pp. 18–19).
9. Roll for a gun (p. 22) and get a slot’s worth of ammunition for it.
10. Describe your hat and keep it close. It may save your life.
11. Roll, choose, or invent a name for yourself (to the left).
d12 d12
1 Accidental Loitering 1
2 Attempted Fraud 2
3 Good-humored Extortion 3
4 Casual Picketing 4
5 Unoriginal Smuggling 5
6 Horse Theft 6
7 Wanton Burglary 7
8 Hired Robbery 8
9 Gruesome Rustling 9
10 Spectacular Grave robbing 10
11 Repeated Arson 11
12 Unionized TOTAL RESULT MULTIPLIED BY 10 Murder 12
16
BACKGROUNDS
Roll d12 for your background. Roll d6 twice and use the prompts to come up with your starting
skills, and then another d6 twice for your starting items. For example skills, see page 18.
4. Suffering Clerk
d6 A skill from that time You… d6 OFFICE SUPPLIES AND SUCH
1 Got locked in the vault after closing. 1 Heavy fur coat (-1 damage)
2 Became hostage in a robbery gone wrong. 2 Briefcase containing d100 useless documents
3 Acted the director’s scapegoat. 3 Bottle of ink and a fountain pen
4 Had to fight an angry depositor. 4 Poetry book
5 Skimmed a little silver off the top. 5 Abacus
5. Butcher-cook
6 Won the “employee of the month” award. 6 Notepad
d6 A SKILL LEARNED When…
1 Rats claimed the pantry.
2 All the meat rotted.
3 The kitchen caught on fire.
4 Someone poisoned your stew.
5 There was only dirt to eat.
12. drifter
Roll twice on the Bonus Skills and twice on the Bonus Items tables.
18
BONUS SKILLS
In addition to the skills from your background, you also begin with a skill from the table below.
Roll d66 and use the prompt to invent a skill or choose one of the examples.
d66 A skill You picked up when… EXAMPLE SKILLS
11 You had the best day of your life. Skip rocks, mimic birdsong, befriend dogs
12 You learned a craft. Sew clothes, whittle wood, repair guns
13 You killed your first scum. Throw bottles, knife fights, revolver ricochets
14 You got a friend in trouble. Shift blame, backstab friends, throw voice
15 You were hanged for your crimes. Strong neck, cutting ropes, beg for mercy
16 You committed your first crime. Open tombs, herd cattle, suckerpunches
21 A loan shark came to collect. Jump out of windows, negotiate bribes, bamboozle scum
22 Other scum took all you had. Conceal trinket, wrestlin’ when outnumbered, evoke pity
23 You were lost in the wilderness. Find water, forage for roots, climb trees
24 The train derailed. Iron grip, fall with grace, train-car surfing
25 You drank overmuch. Dance on tables, drunken wrestlin’, precision vomiting
26 You went to a funeral. Feign tears, console mourners, compose eulogy
31 Your horse ran off with another scum. Charm donkey, long-distance running, track horse
32 You had to leave town unseen. Hide in crowds, climb drainpipes, disguise self
33 The stagecoach went over a cliff. Whip slingin’, mountain climbing, shoot while falling
34 You fell into the river. Swim upstream, endure cold, crocodile wrestlin’
35 You got shot at for the first time. Cheat at cards, insult scum, climb fences
36 The beans went bad. Resist poison, sprinting, go without sleep
41 The theatre came to town. Pickpocketing, throw fruit, balancing acts
42 You staged a jailbreak. Invoke riot, lockpicking, impersonate lawfolk
43 You were dragged behind your horse. Calm horses, plank surfing, dodge cacti
44 You spent a year locked up. Catch rats, chisel through stone, play dead
45 You got lost in the streets. Ask for directions, retrace steps, sleep in the gutter
46 You caught the plague pox. Resist disease, disguise disease, climb plague pit
51 You were accepted into a gang. Guess passwords, speak in code, hand signals
52 The saloon caught on fire. Jump through fire, endure heat, start fire
53 You dug your own grave. Barter for time, dig hard ground, hold breath
54 You went to a dinner party. Move with manners, talk fancy, firm handshakes
55 You missed the train. Horse racing, trainhopping, track trains
56 You got a nasty wound. Navigate barbed wire, stitch flesh, endure pain
61 The general store was robbed. Intimidate cowards, crack safes, climb chimneys
62 The outhouse door jammed behind you. Squeeze through holes, kick door, swim through sludge
63 Your horse died. Mountain riding, horse wrestlin’, jousting
64 You were caught in a storm. Burrow through sand, dodge lightning, build shelter
65 You were mistaken for another scum. Forge signature, impersonate scum, guess names
66 You had the worst day of your life. Bear wrestlin’, corpse rafting, write poetry
19
BONUS ITEMS
On top of your background items, you also start with an item from the table below, a canteen with
a day’s worth of water, as well as d10 silver for each ability under +0.
d66 ITEM
11 d10 silver
12 Bottle (D8) 1 Sharpshooter Spirits (Drunk 2, d8 drinks, includes pistol slugs)
13 Fly net 2 Gougenburg whiskey (Drunk 2, d8 drinks)
14 Straight razor 3 Slackgaff pale ale (Drunk 1, 1 drink)
15 Washcloth 4 666-proof gin (Drunk d6, d6 drinks, wakes unconscious creatures)
16 Reading glasses 5 Sickwater grog (Drunk 3, d6 drinks, corrodes metal)
21 Grappling hook 6 Unheimlich Blend (Drunk d6, d6 drinks, causes hallucinations)
22 Umbrella 7 Watery Wilsom’s Whiskey (Drunk 1, d8 drinks, tastes of sweat)
23 Small tent (2 people) 8 Chateaux Gullet Red (Drunk 2, d4 drinks)
24 Horse brush
25 Health item (D4) 1 Injury kit (heal back to 0 + doctor’s Wits HP, d4 uses)
26 Sheepskin gloves 2 d8 gin pills (heal d4 HP but only when drunk)
31 d20 matches 3 Healthful Bitters (heal d4 HP, cures Miserable on 3+, 1 use)
32 Rope (30 ft.) 4 Antivenom (cures Snakebit, 1 use)
33 d20 pieces of chewing gum
34 CAN OF BEANS (D10) 1 Baked beans in tomato sauce
35 Bedroll 2 Lead beans in gas gravy (d4 damage as pistol slugs)
36 d20 cigarettes 3 Meaty beans in offal
41 d6 strips of beef jerky 4 Stubbshead beans in brine
42 Bar of soap 5 Big bean in bean juice
43 Change of formalwear 6 Bursting beans in jelly (can explodes when heated, d4* damage)
44 Tub of vaseline 7 Sourstink beans in lard
45 Fishing rod 8 Skinny beans (tapeworm eggs) in pond sauce
46 Tin of tea leaves (d20 uses) 9 Beanmash with bits of bog meat
51 Bear trap (d8 damage) 10 Rat’s beans in brandy sauce (Drunk 1)
52 Flip lighter
53 Blanket 1 Ripped photograph 11 Locket with bleached portrait
54 Hunting knife 2 Engraved silver ring 12 Well-worn guitar
55 Skillet 3 Wrinkled newspaper clipping 13 Broken handcuffs
56 Large tent (4 people) 4 Defaced wanted poster 14 Embossed harmonica
61 Chewing tobacco (d20 uses) 5 Well-read letter 15 Torn theater ticket
62 Spare boots 6 Old key 16 Scratched pocketwatch
63 Tin of d20 biscuits 7 Bloodied contract 17 Embroidered handkerchief
64 Hatchet 8 Page torn from a book 18 Waterlogged journal
65 Chocolate bar 9 Cracked horseshoe 19 Stained invitation
66 PERSONAL Memento (D20) 10 Tarnished medal 20 Marked bullet
20
SADDLE UP!
You begin with a stolen horse, saddle, and saddlebags. Roll on the tables for details.
D20 Type Notes Cost
1 Nag HP d4 Morale d10+1, very slow, bad at everything 5s
2–6 Donkey HP d6 Morale d4+7, slow, bad at maneuvering 15s
7–11 Mule HP d4+2 Morale d6+5, slow 40s
12–17 Riding horse HP d6+2 Morale d6+5 80s
18–19 Draft horse HP d8+4 Morale d4+7, slow, good at pulling, bad at maneuvering 80s
20 Race horse HP d6+4 Morale d6+5, very fast, good at maneuvering 160s
Ammunition
Should you roll a 1 on any of
your damage dice, you lose an
item slot’s worth of ammunition Other ranged weapons
of that type. You can carry Bow d6 8s
multiple slots’ worth. Throwing knives d4*, a slot’s worth 5s
Check Luck after a shootout to Fire bottle d4*, hurts adjacent creatures 6s
find a slot’s worth of Stick of dynamite d4*+4, hurts adjacent creatures 12s
ammunition. Arrows and Melee weapons
throwing knives can usually be Unarmed 1 + half Grit (round up, min. 1) -
recovered without checking. Light melee weapon d4*/d6* 2-handed ~5s
NPCs run out of ammunition at Heavy melee weapon d6*/d8* 2-handed ~10s
the GM’s discretion. Light improvised weapon d4/d6 2h, breaks on max damage ~2s
Heavy improvised weapon d6/d8 2h, breaks on max damage ~5s
TYPE Cost
Pistol slugs 5s Protection
Rifle rounds 5s Hat Lose to ignore damage 10s
Shotgun shells 5s Furs/armor/thick coat -1 damage 10s
Arrows 5s Shield -1 damage 5s
* exploding - whenever you roll maximum damage, add another damage dice of the same size.
23
“On the Lost Frontier, taking off your hat is a gesture of equal parts well-meaning and folly.”
24
Ability Checks
When an outcome is uncertain and interesting, roll d20 +
Difficulty
Ratings
6 Foolproof
modifiers against the Difficulty Rating (DR). If the result meets
or exceeds the DR, you succeed just like that.
8 Straightforward
Otherwise, something goes wrong:
You trip, get hit by a trap, lose/break something, or worse. 10 Could be harder
Successful or not, an ability check should always move the action
forward in some fashion. It’s no good getting stuck rolling for the
12 Standard
same thing over and over again.
14 Difficult
Skilled checks: If one or more of your skills apply to an ability
check and the GM agrees, you can make that check with 16 Very difficult
Advantage. You can have up to 6 skills; to learn any more, you’ll
have to replace an existing one. 18 Almost impossible
Learning new skills: When you roll a natural 20 while making an
ability check, you may learn a new skill related to that check Unless otherwise noted, the
instead of gaining an Ace. default DR is 12.
ACE IN A SLEEVE
Spend an Ace to reroll any dice that’s not a natural 1 or 20.
Gain an Ace at the start of every session.
If you roll a natural 20 on an ability check, choose between
learning a skill or gaining an Ace.
Everyone immediately loses all their Aces when any PC rolls a
Tip: Use playing cards to track Aces. natural 1 on an ability check, so don’t forget to use them!
REACTIONS MORALE
2d6 when a reaction is uncertain… 2d6 when the enemy…
▶ leader is defeated
2-3 Kill or capture
▶ numbers are halved
4-6 Irritated ▶ is alone with 1/3rd HP
7-8 Apathetic
9-10 Somewhat amicable If the result exceeds their
11-12 Seemingly friendly Morale, they flee or surrender.
Ranged attack (not a gun) Check Slick to hit You check Slick to avoid being hit
Shoot a gun (in melee) Check Grit to hit You check Grit to avoid being hit
Shoot a gun (tough shot) Check Slick to hit You check Luck to avoid being hit
If you’re rolling multiple damage dice, you can assign each to a different nearby target.
TOUGH
The GM determines if a shot is tough or not, but here are some
things you could consider:
▶ The range — how’s the visibility, how’s the weather?
▶ The target — is it tiny, moving fast, or behind cover?
▶ The shooter — are they distracted, moving fast, or blindfiring?
▶ The gun — a rifle is good at range, but a shotgun is better at
hitting moving targets. Dual-wielding guns is always a tough shot.
The more unlikely the shot, the greater the DR of the Slick check to
hit and the lower the DR of the Luck check to avoid being hit.
REST c
After a scuffle, heal d4 HP, +1 for each: smoke, drink, nap.
Until morning, heal 1 HP for each: sleep, food, entertainment.
Heal twice as much in comfort with good beds/food/drink/company.
RESTING WON’T HELP IF LACKING FOOD, WATER, OR SLEEP — GO A DAY WITHOUT AND BECOME MISERABLE.
CONDITIONS
Such as… – frostbit
– Skunked – POisoned
– Soggy boots – exhausted
If a condition doesn’t have a noted effect, treat it as being Miserable or make something up. Getting
rid of the condition depends on what it is; being Miserable from cold might require you to find a
source of warmth, while being poisoned could require a specific antidote.
Some conditions deal damage (Drunk 2, Cold 1, Poisoned d8). GMs may call for an ability check to
avoid both the damage and the condition itself. Some items may decrease or increase damage taken
from gaining conditions — a fur coat could give -1 from Cold but +1 from Hot.
ARE
YOU MISERABLE?
CONDITION: Miserable. Do not heal HP from resting. Cures Unwe
The remedy depends on your individual condition. In some - - - 50% ll humors
cases, a hearty meal, a stiff drink, or a good night’s sleep is guaranteed!
all it takes. In other cases, Dr. Panache’s Certified
- --
Healthful Bitters may be just the thing to cure what ails
you. Available in most general stores!
only 6.00s!
XINTOXICATIONX
The symptoms of a drink too many differ from person to person; some become talkative, others
violent, sluggish, or simply pass out (with a Drop Check).
CONDITION: Drunk. The first time you become Drunk, swap two random abilities. This lasts
until you sleep it off or sober up. Mark these Abilities; in the future, swap the same two.
NATURAL 1 BUST! You’re DEAD, but it’s somehow even worse than that.
1 or less
D E AD
2–5 yoU’RE A
d6 At best, You’ve got
1-2 d10 minutes to make your mark.
goner
You’re dying, and 3-4 d8 hours of pain and panic.
there’s nothing you 5 d6 drawn-out days of misery.
can do about it. 6 d4 weeks of tedious expiration.
Pick a random
ability, roll d6, and
BETTER OR HIGHER: increase that ability by 1.
LOWER: decrease that ability by 1.
compare the result to
your ability. WORSE A result of 1 always decreases the ability but
never below -6.
A SECOND WIND!
NATURAL
20 Heal d4 & Increase max hp by 1
While at negative HP, you move at a crawl or a stumble.
SCUM ON THE
28
HUNTING
Check Wits and roll d8 + Luck for game type. You can usually
harvest a silver value and rations equal to the beast’s HP.
d8 Type Examples
2 or less Small game Rats, crows, snakes, skunks
3–6 Medium game Deer, boars, wolves, cassowaries
7 or more Big game Bears, moose, sabre cats
FORAGING
Check Wits and find d4 rations or a source of water.
FISHING
Check Luck and catch d4 rations’ worth.
When consuming raw food/unboiled water, check Grit or become MISERABLE (Food poisoning).
29
Small Game Medium game
HP 3 Morale 11 bite d4 HP 7 Morale 5 tusks d6 hide -1
Boars
Badger Dying rage. After reaching 0 HP or Dying rage. After reaching 0 HP or less, acts
(d4)
less, acts for one more turn. for one more turn.
STREETS
“The city is the foulest of swamps: where bullets
SHADY
DEALS
Fence stolen goods 25% of value
fly like leaded gnats, where the stink and sink of Horse (stolen) 20s
guttermuck fill your lungs and your boots. Lock picks 5s
Forged documents 25s
Indeed, the only safe choice is to leave.
Bribe rabble 1–5s
“Why not do so in comfort and security? The Bribe undertaker 5–10s
Covett City Railway Company will take you to Bribe deputy 10–20s
those wilder, wider spaces. And cheap-like, too.”
SERVICES
Train ticket 12s/day traveled
Carriage ride 6s/day traveled
Courier 3s/day traveled
Funeral 6s
Take a photo 2s
Send a telegram 1s/10 words
HP 4 Morale 4 bite/femur d4
Ghouls (d4+2)
Infected gums. Victim checks Grit or becomes Miserable (Infected).
HP 7 Morale 8 shovel d8
Undertaker
Strong arms. Can break improvised weapons to deal maximum damage.
d20
1 Gaggle of snitches that spot you and leave to get the law.
2 Drunk itching for a duel.
3 Group of other scum looking for work.
4 Pianist who only knows one song.
5 Pickpocket moving between tables.
6 Group of ranchers seeking hired help.
7 Snake-oil entrepreneur shilling their wares.
8 Bounty hunter with a captured outlaw.
9 Photographer offering their services.
10 Carcass trapper with a half-rotten cadaver.
11 Sailor talking of sunken treasures.
12 Bankrupt business owner looking for revenge.
13 Journalist looking to interview gunslingers.
14 Horse eating meat from a table.
15 Preacher drinking and talking overmuch.
16 Pack of mongrel dogs fighting over table scraps.
17 Leadsworn Knight in bloodied armor, brooding in the corner.
18 Worn-out academic sleeping on a book full of notes.
19 Suited-up Incorporation Goon looking to buy the place.
20 Couple of cultists from the Scree Knives, recruiting new members.
GOING
ON A
BENDER “ what some call ‘carousing’”
TABLE A
d20 WHAT WAS WON
You lost it all and more. Then you You got to know some bar scum while
were offered a loan. A loan you winning all their silver. For some
1 11
have yet to pay back. Roll on Table reason, they’re convinced you
C to see who you owe money. cheated. Now they want a duel.
With tongues steeped in whiskey and Why get robbed by others when you
lies, you managed to get a job paid can be the robbers? It seemed a
3 13
upfront. It was something about a good idea until you found
murder … you think. yourselves locked up in jail.
Waking up mid-drunken stupor, you The bartender paid you to rid the
came across a valuable treasure cellar of plague rats. Everyone
just sitting there. You sold it gets a new condition:
4 14
quickly and spent most of the ■ Poxed. Check Grit every morning
profit quicker still. Surely it or take d6 damage until you
wasn’t cursed? succeed on the check.
You bet favorably in a fight You signed up for and won a talent
between a patron and a random PC. show, earning you prize money and
6 16
That PC checks Grit or takes d4 nicknames that grate on your ears…
damage. Worth it?
You accidentally outed a disguised You broke into the mayor’s home and
outlaw to a group of bounty fenced what you could, but someone
9 19
hunters. They paid you a piece of saw you. Up each PC’s bounty by
the pie. 100s.
TABLE B
d20 WHAT WAS LOST
In your escapades, you each married Someone offered to teach you their
a local. You spent the silver on a craft … for a price. The party
1 11
mass ceremony and some semblance of comes up with a skill that each PC
formalwear. then learns.
Whoever thought getting matching You signed up for and lost a talent
tattoos was a good idea should have show, forfeiting the registration
3 found a sober artist. The scars 13 fee but gaining nicknames that will
will never fade, but hopefully haunt you forever. Definitely not
they’ll stop itching. worth it.
A fire in the livery! Roll Morale You bought a house only to watch it
for each horse. The ones that fail burn down come morning. Should have
5 15
are gone along with anything stored paid the fire brigade like they
on them. said you should.
A massive bar fight left several Other scum took your gear instead
dead and even more wounded. of their own, and they didn’t even
7 Everyone had to chip in for the 17 have any guns. Replace every PC’s
funeral fees. Each PC checks Slick items with 3 things from the Bonus
or takes d4* damage. Item table (p. 19).
You pooled your money to buy a You lost most of your money playing
horse together. Rusty Pickings dice but ended up winning a rat
8 18
(HP 1 Morale d10+1, slow, bad at egg. In d6 days, it hatches. It’s
everything) is the worst horse. not a rat egg.
You were robbed while passed out on What silver you think you have left
9 the tavern floor. Vengeance has 19 is actually owed to someone else.
been sworn. Roll on Table C to see who.
TABLE C
d12 WHO YOU OWE
The Bank of Dalliance. Pay off your The Teary-Eye Gang. Pay back your
debt within d10 weeks or spend that debt in d6 weeks, or they’ll use
1 11
many years in the Governess’s their scoped rifles to pick you off
silver mines. You don’t want that. from the horizon’s edge.
organ
rail
You are prisoners aboard the Organ Rail, a penal train clad in black iron, spewing blood-
red smoke as it rattles across the tracks of the Big Nothing. Rumors say its belly-vault
contains the confiscated swag of a thousand robberies gone wrong.
The next stop is Fort Gullet, where you’ll be hanged for your crimes, so you better get a
wiggle on! To get out alive, you’ll need enough supplies to get you across the sweltering
sands to the swamp-oasis of Sickwater; no straight-shootin’ lawfolk would ever set foot
in that veritable rat’s nest of thieves and outlaws. Yup, that’s your only chance.
Of course, it couldn’t hurt to have a look in that vault while you’re here … could it?
Why do you think it’s called the Organ Rail? (d6)
1. The train runs on blood and viscera—the reason for its billow of red smoke.
2. It was called the Morgan Rail, but the M got scratched off by the hungry Blood
Vultures that follow the train (much as gulls do fishing boats).
3. Rebellious prisoners are ground into slop and fed to the guard dogs.
4. The warden plays a harmonica on the roof to keep prisoners up all night. What else
could that awful screeching be?
5. Unruly prisoners’ bones are milled into flour. That’s why the bread’s all white and
chalky.
6. The healthiest prisoners’ organs are sold off to the highest bidder. No wonder the
guards keep taking people away.
THE OUTSIDE
PCs can climb onto the train’s roof at every car coupling. For each car length traversed,
roll for a random event (d4):
1
Hot Air
2
Sudden Movement
3
d4+1 Blood Vultures
The desert air The PC with the lowest Their hunger spurred by the Scarlet Billow, they descend on
and scorching Luck must check Slick the PCs, murder in their many eyes.
sun force PCs or fall off the side and
to check Grit be eviscerated by the A many-eyed, blood-hungry wretch of a bird.
or become cutting desert sands.
HP 3 Morale 8 ▶ Claws/beak 2d4
Miserable 1 (This kills the PC.)
(Hot). ▶ Hungry: Stops attacking if a PC dies, happy to feast.
4
Billowbeak Billowbeak’s belly contains the digesting corpse of
After ingesting a huge amount of the Scarlet Pastille, Vulchester’s assistant, with a +1 revolver and
Billow, this Blood Vulture grew to a man-eating Gnomon’s Harmonica in his putrid possession.
size. • “Whistle”, +1 revolver
• Silvered with a pearl handle.
Queen of the Blood Vultures, big enough to • The number 16 is engraved.
swallow a human. • One of a pair. Its twin, “Spit”, is kept in Vulchester’s suite car.
• Worth 150s, or 500s for the pair.
HP 16 Morale 8
• Gnomon’s Harmonica
▶ Claws/beak 2d6 + spoils of car
• A mouth organ made of black iron and silver.
▶ Spoils of car: On a 6, victim is grabbed or • When Gnomon hears it (or any other music) played, he falls
swallowed, and Billowbeak attempts to fly asleep, and the train stops for as long as the tune lasts.
away. • Worth 50s.
THE SITCH
• Besides being locked in a cell, the PCs are handcuffed and chained together by their
feet. They cannot stray from each other’s sides. Roll to decide who’s shackled to
whom.
• Everyone is wearing filthy black-and-white striped prison uniforms, and the guards
confiscated almost all their possessions. Each PC has smuggled in one inventory item
that fits in their pocket; they may also check DR14 Slick to bring along one more of
their carried items regardless of size.
• The thick black-iron walls and the rattle of the rails keep most sounds (and bullets)
from traveling between cars.
• The cars’ couplings are tightly welded black iron and cannot be destroyed.
1 2 3 4 5 6 7 8 9 10
Optional: Whisper in
2. THE BARRACKS CAR this room and see
which PCs catch on.
Slightly cooler with a mixture of liquor and unwashed linens in the air.
1 2 3 4 5 6 7 8 9 10
3. THE MESS CAR
Oven warm, the smell of stew and smoke lingering.
• A clutter of tables and chairs, empty bowls and cutlery strewn haphazardly.
• 4 guards eating, drinking, and talking.
• A grease-stained cook boiling stew in the kitchen’s right corner.
• A half-opened pantry next to the kitchen.
• An old and mangy mutt sleeping on a ragged mat (HP 2 Morale 5 bite d4).
search the pantry: Pots and pans, 2 the cook: Larbara will stay out of trouble
bottles of watered-down booze (Drunk 1, if possible; she’s more concerned with
6 drinks each), 2 large barrels of water her stew’s safety than anything else. If
(24 drinks each), and a crate of 12 threatened or if the stew is spilled, she’ll
unlabeled cans. bring out the shotgun.
When opening a can, roll d10 + Luck: If the PCs convince Larbara to share her
0 or less. Live (d4)……… 1. spiders. stew, they find it filling but rusty with a
1. Moldy dog food. 2. wasps. menthol aftertaste that soothes and
2. Lard in grease. 3. snake. cools. The overdue burst of nutrition
3. Offal. 4. rat. restores d6 HP.
4. Condensed milk.
Larbara
5. Baking powder.
6. Pig’s trotters in jelly. A smoking, sweating, and passionate cook with a
7. Tomato soup. shotgun under the counter.
8. Luncheon meat. HP 8 Morale 7
9. Sweet fruit in syrup. ▶ Double-barreled shotgun 2d6
10. Freshly baked beans. ▶ Pan shot! Bullets that would only deal 1
11+. Result in silver coins. damage instead ricochet off of a pan or pot,
dealing d6 damage to a random target.
1 2 3 4 5 6 7 8 9 10
4. THE CAGE CAR
Stuffy heat, the scent and sounds of animals.
• Both walls lined with 30 or so cages of varying sizes. Each cage is padlocked.
• A bunch of supplies in the corner: a ladle, a barrel of foul-smelling slop (24 meals), 2
barrels of water (24 drinks/each), 3 buckets, and a broom.
Bear
HP 12 Morale 8 ▶ Bite/claws 2d6 Fur -1
▶ Strong. Deals damage with Advantage.
cargo door leads out to the desert (locked) ▼ [5] Lab Car (locked) ▶
1 2 3 4 5 6 7 8 9 10
5. THE LAB CAR
Smells of taxidermy and sweat.
• Left half is a maze of metal shelves laden with taxidermied composites of different
animals.
• By the right wall, a surgeon’s table with a body half-covered in bloody feathers.
• A craning man in a lab coat is operating on the body, seemingly suturing the flesh.
Doctor Vulchester is finalizing his latest He thanks the PCs profusely, offering
mutant creation, a wicked blend of eagle them the remaining three syringes.
and woman. When the doctor notices When he notices his keyring is missing,
the PCs, the Harpy wakes from her however, he panics.
anesthetic, slashes him across the gut,
steals his keys, and dashes out the right He explains that the mutants seek to halt
door. the train, and he urges the PCs to stop
them from reaching the engine. He
Guts spilling onto the floor, Vulchester offers freedom, 500 silver per person,
motions the PCs to hand him one of the and even the chance of permanent
four scarlet syringes beside the employment if they succeed.
operating table. If the PCs don’t hurry, he
dies.
Note: The harpy’s escape, and the resulting
If Vulchester receives a syringe, he jailbreak in particular, are key events of the
plunges it deep into his flesh. His coiling adventure. Should the players stop or
intestines pull themselves back into his somehow circumvent the events in this car,
body, and the wound quickly seals itself. have the jailbreak trigger in some other
The doctor rapidly returns to his overly manner lest the adventure be … derailed.
friendly and cheerful self.
1 2 3 4 5 6 7 8 9 10
use a syringe: The PC immediately
heals to full HP, regrowing lost limbs and
even teeth. Indeed, the healing power is
strong enough to bring someone back
from the brink of death. They also feel a
strange new sensation in their mind as if
another floor has been added to their
brainhouse.
“KILL THE
While traversing the car, PCs who used a
ENGINE.”
syringe begin hearing words in their
heads. An echoing voice asks them to
hurry onward, to finish the job, to
1 2 3 4 5 6 7 8 9 10
7. THE SUITE CAR
Expensive cigar scents meet varnished wood notes.
1 2 3 4 5 6 7 8 9 10
search the room: Vulchester’s journals pcs also find:
contain the following information: • 6 bottles of high-end liquor (Drunk 2,
1. He’s had a lifelong passion for 6 drinks each).
taxidermy, stuffing his first pet by the • A Strange Relic (p. 63).
age of six. • A slot’s worth of pistol slugs.
2. He was a well-to-do snake-oil doctor • d4 scarlet syringes.
before encountering a patient • “Spit”, +1 revolver
(nicknamed “Gnomon”) with a peculiar • Pearl-handled and silver-plated.
affliction.
• The number 16 is engraved.
3. He acquired the Morgan Rail cheap
• One of a pair; the other, “Whistle”,
and turned it into a prison train as a
lies safely within Billowbeak's belly.
front for his experiment. His
assistant, Pastille, helps dispose of • Worth 150s, or 500s for the pair.
failed attempts; he has recently gone
missing, presumably eaten by the linger in the room: Doctor Vulchester
Blood Vultures that hound the train’s will telepathically contact Bloodbound
roof (despite borrowing one of PCs, imploring them to make haste; the
Vulchester’s twin revolvers). mutants in the suite car also hear this
4. The life-giving properties of and demand the PCs either join them or
Gnomon’s blood-serum keep the test die. As the PCs will find out, the mutants
subjects from perishing during the in the Gun Car are much too busy to
procedures. listen in.
5. Injecting the serum heals even fatal
wounds, but subjects are left with a
strange mental bond to Gnomon and
others bound by his blood.
6. Research suggests that Gnomon’s
death will also kill anyone bound, and
painfully so. However, should only a
single Bloodbound person remain at
“the final strike”, they will survive and
inherit Gnomon's powers.
1 2 3 4 5 6 7 8 9 10
8. THE GUN CAR
Smoky hot with the telltale smell of blood and gunpowder.
• At the left end, a makeshift barricade with six mutants taking cover.
• At the right end, an ironclad half-wall with a swivel-mounted machine gun.
• 5 guards firing rifles at the mutants while a sixth mans the mounted gun.
1 2 3 4 5 6 7 8 9 10
Vicar Bear Dog Coyote
A cowardly Covett City preacher with a bear body A cruel Covett City librarian, their head replaced
and an octogenarian head. with a mutt’s.
HP 12 Morale 4 ▶ Claws d6 Fur -1 HP 6 Morale 7 ▶ Rat rifle d4*
▶ Scaredy bear. Roll Morale each round. ▶ Bad stitchwork. Roll incoming damage with
Advantage.
Rattlesnake Eyes
A sarcastic gambler from Fort Gullet with the tail Professor Kentaur
and eyes of a snake. A kindly teacher from Slackgaff-by-the-Sea with
HP 5 Morale 8 ▶ Revolvers 2d6* a horse's lower body.
The Blob
Harpy A ??? from ???; a flesh sack with the eyes, arms,
A salty fishmonger from Slackgaff-by-the-Sea and mouths of innumerable animals speaking,
with eagle claws and wings. barking, screaming all at once.
HP 6 Morale 9 ▶ Claws d6 HP 12 Morale 11 ▶ Bite d4*
▶ Evasive. DR14 to hit. ▶ Splitter. When a Blob reaches half HP, unless
the damage is enough to kill it outright, it
splits into two Blobs with that much HP each.
1 2 3 4 5 6 7 8 9 10
9. THE ENGINE
Clammy and wet, loud thumping.
• Flesh-covered walls.
• A massive heart suspended by pipeline arteries. The engine—“Gnomon”.
1 2 3 4 5 6 7 8 9 10
10. THE FALSE ENGINE
Hot and filled with the smell of silver.
• Appears as a black-iron locomotive, though the instruments have been ripped out.
• A huge safe in plain sight, secured with an integrated combination lock and bolted to
the wall.
1 2 3 4 5 6 7 8 9 10
EPILOGUE
d20 OR HOW TO SPEND 10,000 SILVER
Retiring to a modest villa in Covett City, right Launching a factory in Covett City. It makes
off Main Street. There’s a leak in the wine money at first, but you quickly find yourselves
1 cellar where the guttermuck seeps in, and the 11 neck-deep in taxes, licensing fees, and court
screech of the trams keeps you awake at settlements. “Someone” torches it in the night,
night. It could be worse. and you feel a sense of relief.
Starting a ranch out in the Dust Barrens with Commissioning a solid silver statue in your
a hundred heads of cattle that seem to hate honor, erected in a town square somewhere. It
2 you. Disregarding the weekly rustling 12 doesn’t take very long before the crows have
attempts and frequent dust storms, it goes pecked the silver veneer away, revealing a
just about as well as you’d hope. rusting iron interior. Poetic?
Investing in a cargo ship that ferries goods Scurrying off to a cottage hideout deep in
between Slackgaff-by-the-Sea and the frozen Carcass Country lest anybody get their hands
3 docks of the Desolation. It’s a steady stream 13 on your hard-earned silver. Infighting and
of income, but you suspect the captain’s paranoia escalate, leaving all of you at the
smuggling something on the side. brink of a deadly showdown.
Withdrawing to a row of townhouses in Procuring a riverboat and organizing leisure
Slackgaff-by-the-Sea, with an ocean view and tours around the Gougen County swamps. One
4 a fishery down the street. Excepting the 14 day, it’s boarded and sunk by scum looking to
putrid smell, watching the sunrise with a cup make a quick buck. You float away on a broken
of tea and a biscuit is a fine way to go along. card table as the crocodiles approach.
Running a potato farm in Stubbshead Spending all of it on carriages, banquets, and
County, nestled in a craggy valley that fogs up expensive clothes, you soon become the
5 most every morning. The ground is cold and 15 targets of other scum. Between the robberies
hard and full of rocks, but it’s honest work. For and murder attempts, you miss the days when
whatever that’s worth. the shoe was on the other foot.
Setting up a lumber business in Carcass Burying the coins in a casket below the sands
Country, but the trees seem to always fall of Allhallows Canyon, ripping the map into
6 where they shouldn’t, and corpses of workers 16 pieces divided between you. Years later, the
are found hanging from branches or gutted map is reconstructed and the silver spent,
on the ground. You are not welcome here. setting off a series of unfortunate events.
Buying an oil company outside Fort Gullet Betting it all on a single hand in a Sickwater
and building derricks in the barren fields. The saloon. You lose, accuse the winner of
7 embers of a dropped cigarette make it all go 17 cheating, and challenge them to a duel. They
up in flame, and a fiery dust devil burns down draw a gun from under the table and leave you
whatever remains. Shit. gutshot in the swamps.
Operating a silver mine in Dreckgullard’s Obtaining the deed to an old castle outside a
Desolation. You’re unsure if the worst part is Stubbshead County fishing village. It’s drafty,
8 the chronic frostbite, the sabre cats that keep 18 derelict, and full of hidden passages. But what
attacking, or the Flaywind that tears flesh you really want to know is … who’s rattling
from bone. Probably the latter. those chains all night?
Opening a gambling den in Fort Gullet, but Ordering your own train with elaborate suites
after refusing to give in to the marshal’s and a fancy dining car. On one of your trips
9 extortion and protection rackets, you find 19 through the Big Nothing, the train switches
yourselves outmaneuvered, ousted, and left onto a track that brings you deeper and deeper
without a silver to your names. into the west, never to return.
Financing an expedition to uncharted places Constructing a mausoleum at a fine spot in
beyond the Scree Knives. Most of the caravan Sunken Hill Cemetery and filling it with
10 goes over a cliff when the rocks give way, but 20 elaborate traps. There’s little left over for other
you press on to find a slower, starving death in things, but knowing you’ll be gaudy when you
a dark and desolate cave. go leaves you with a sense of pride.
56
ODD JOBS
d66 when you need to make a few coins
11 Manufacturing (d8) 1 Bolts for prison wagon wheels.
12 Chopping firewood for an ungrateful old-timer. 2 Nails to go in cradles and coffins.
13 Carrying rocks from one pile to another. 3 Gears for expensive music boxes.
14 Guarding crates full of sawdust and old bones. 4 Padlocks that don’t lock properly.
15 Gutting fish only to throw it all in the same stew. 5 Cans to be filled with beans.
16 Washing sharp cutlery without gloves. 6 Bullets that other scum get to shoot.
21 Painting fences and then watching the paint dry. 7 Hinges for doors that squeak.
22 Washing clothes in water that only makes them dirtier. 8 Blades in the dark.
23 Tending fires all day and night to make charcoal.
OPPORTUNITIES
when you need to make a few more coins d66
Expired train tickets. 1 Selling (d8) 11
Dynamite filled with cigarette ash. 2 Defacing fences. 12
Rustled cows that seem to hate you. 3 Stealing wheels off of wagons. 13
Cutlery made of fool’s silver. 4 Extorting local shop owners for protection money. 14
Soap with a prize inside (dirt). 5 Stealing firewood from a grumpy old-timer. 15
Stolen silverware. 6 Working as a courier but throwing the letters away. 16
Plots to non-existent silver claims. 7 Drilling holes in oil barrels. 21
Milk mixed with chalk and water. 8 Shoplifting from the general store. 22
Planting rats in the saloon’s basement. 23
Coins out of fool’s silver. 1 Forging (d6) 24
Company bonds. 2 Sowing discord between neighbors. 25
Counterfeit cigarette cards. 3 Sneaking beetle eggs into the miller’s storeroom. 26
Deeds to stolen horses. 4 Hustling folks at cards. 31
Wanted posters of rival lawfolk. 5 Demanding road tolls from travelers. 32
Treasure maps that don’t make any sense. 6 Taking candy from children. 33
Working as a clerk but skimming a little off the top. 34
Moonshine that’ll turn you blind. 1 Smuggling (d6) 35
Books banned by the Incorporation. 2 Pickpocketing people in the street. 36
Medicine made from sewer sludge. 3 Stealing from freshly dug graves. 41
Other scum out of town. 4 Rebranding rustled cows that seem to hate you. 42
Secondhand coffins. 5 Stealing crates full of sawdust and old bones. 43
Explicit gramophone records. 6 Torching stores that wouldn’t pay for fire insurance. 44
Altering photos to implicate rival politicians. 45
House with d6 vicious guard dogs. 1 Burglarizing a (d6) 46
Mansion of someone who’s got d4 others. 2 Sabotaging the gallows. 51
Saloon with creaking floorboards. 3 Breaking other scum out of jail. 52
Factory that never closes. 4 Poaching cattle and selling the meat. 53
Warehouse full of nondescript crates. 5 Planting rocks in a rival farmer’s fields. 54
Bank that’s almost run dry. 6 Poisoning the well. 55
Feeding pigs bits of suspicious meat. 56
Lawfolk and extorting people. 1 Siphoning oil from the streetlamps. 61
Undertakers and looting bodies. 2 Stealing shoes from horses. 62
Other scum and framing them. 3 Ambushing wagons coming into town. 63
Incorporation goons and taking bribes. 4 Hosting unlicensed prizefights. 64
Doctors selling swill. 5 Stealing clothes from clotheslines. 65
Ghouls and scaring people. 6 Disguising yourselves as (d6) 66
Jobs pay 3d4 silver/day. Check Slick or increase your bounty by twice your pay.
58
BOUNTIES
d12 When you need to make a lot of coin
HOUSE LOOT
d66 When you’re SCAVENGING the Homes of the living
11 Toolbox (d4) 1 Hammer, d20 nails, hand drill, d10 screws
12 Freshly cleaned linens 2 Wrench, d4 angled and d6 straight pipe pieces
13 Fishing rod 3 Small hammer, d20 tiny nails, d10 small hinges
14 Personal memento (p. 19) 4 d4 bobbers, d6 fishing lures, fishing line (30 ft.)
15 d20 cigarettes
44 Locked Safe (d4) 1 2d100 silver coins and d4 silver candlesticks (50s each)
45 Porcelain teapot and d6 cups 2 Deeds to a house and a horse
46 Brass spittoon 3 d20 company bonds (25s each)
51 Empty saddlebags 4 Strange Relic (p. 63)
52 Silver candelabra (50s)
POCKET LOOT
When you’re robbing the Pockets of the living or recently deceased d66
d20 company scrip and a lump of coal 1 Coin Purse (d4) 11
d10 silver coins and quite a few grains of sand 2 Piece of chalk 12
d20 silver coins and d10 silver teeth (1s/each) 3 d10 pieces of chewing gum 13
d66 silver coins and some pocket lint 4 Collectible cigarette card 14
Reading glasses 15
Recipe for home-made cookies 1 Ripped Journal page (d8) 16
Lifelike sketch of a horse 2 Business card 21
Paraphrase of a famous poem 3 Pack of d20 cigarettes 22
List of names with some crossed out 4 Flip knife 23
Description of a recurring dream 5 Deed to their horse 24
Middle of an unfinished story 6 Silver ring (10s) 25
Work-in-progress list of their potential epitaphs 7 Box of d20 matches 26
“BONES BONES BONES BONES BONES BONES BONES BONES BONES BONES” 8 Iron pocketwatch (5s) 31
Lead pencil 32
Broadsword Brand Brandy (Drunk 2, d4 drinks) 1 Pocket flask (d6) 33
Horsehead Gin (Drunk 3, d4 drinks) 2 Dirt-speckled apple 34
Gougenburg whiskey (Drunk 2, d4 drinks) 3 Nondescript key 35
Stubbshead schnapps (Drunk 2, d4 drinks) 4 Empty envelope 36
Dr. Panache’s Patented Bean Milk (d4 drinks) 5 Stained handkerchief 41
Carcass Country rotgut (Drunk 3, d4 drinks) 6 Deck of well-played cards 42
Lighter with oil for d6 hours 43
Featuring them and their family in front of a house 1 Photograph (d4) 44
Portraying them and a loved one dressed their finest 2 Stick of lip balm 45
Showing a landmark and a scrawled treasure map on the back 3 Embroidered handkerchief 46
With them and a beloved pet looking perfectly content 4 Fountain pen 51
Locket with a silhouette (10s) 52
Harsh words from a former lover 1 Harmonica 53
Communique promising employment in a faraway town 2 Shaker of salt 54
Loving wishes from a family member 3 Checkered bandana 55
Letter of inheritance from a distant relative 4 Ticket stub 56
Unsent promise to a loved one 5 Silver pocketwatch (25s) 61
Angry words vowing revenge 6 Self-help bible 62
Extortion letter threatening exposure of a scandalous secret 7 Chewing tobacco (d10 uses) 63
Unfinished account of their recent travels 8 Brass button 64
Eviction notice 9 Safety pin 65
Invitation to dinner and a ball 10 Letter or telegram (10) 66
62
TOMB LOOT
d66 When you’re plundering places from a bygone era
11 Live Animal (d4) 1 Pernicious tomb snake (HP 1 Morale 4 bite 1 + Snakebit)
12 d20 silver teeth (1s each) 2 Torrent of fleeing cockroaches Check Grit every hour
or take d8 damage
13 Animal-tooth necklace 3 Slithering mass of worms and grubs until you succeed.
14 Painted ceramic eye 4 The deadly leaping spider (DR10 Slick or make a Death Check)
15 Vial of foul-smelling liquid
44 JAR OR urn (d4) 1 Lantern oil that burns blue (enough for d10 hours)
45 Tombful of shed snakeskins 2 Ashes and bits of charred bone
46 d6 six-sided bone dice 3 Meat honey from vulture bees (d10 vile meals)
51 Ceramic bracelet 4 Ancient wine (Drunk 3, d10 drinks)
52 Wooden wolf statuette
STRANGE RELICS
When you've FOUND SOMETHING YOU OUGHT NOT to HAVE FOUND d66
Full of sand that welds metal it touches 1 JAR OR urn (d4) 11
Turns anything put inside it to ash 2 Silver coin that gnaws leather and rips cloth 12
Emits opaque smoke that kills insects 3 Music box that sounds like people screaming 13
Filled with paste that regrows skin and flesh 4 Silver rope that slowly unties itself (30 ft.) 14
Raven skull that shakes when it’s raining 15
Star-metal ring that blisters and burns skin 1 Jewelry (d8) 16
Amulet that makes you Miserable (Headache) 2 Marble that always rolls north 21
Rune-covered ring that cannot be destroyed 3 Cloak that makes you feel freezing cold 22
Animal-tooth necklace that tries to bite you 4 Glass eye that grants sight but seeps red tears 23
Iron ring that makes you Drunk while wearing it 5 Horse statuette with a shadow that points west 24
Moonstone tiara that makes you fall asleep 6 Six-sided dice that always rolls a 6 on stone 25
Brooch with a face that matches your mood 7 Pearl that sweats lantern oil when shaken 26
Ring that fits any finger perfectly 8 Key that locks any lock but opens none 31
Round stone humming with static electricity 32
Knife that makes wood catch on fire 1 Weapon (d6) 33
Sword with a blade that glows in the dark 2 Stewpot that makes water boil 34
Whip that burns like nettles 3 Oil painting that depicts the current weather 35
Greatsword with an edge that never dulls 4 Tooth that drips a deadly poison 36
Dagger that’s always sticky with blood 5 Comb that dyes hair a silvery blue 41
Sword with an invisible blade 6 Orb that glows like a torch when underwater 42
Soundless whistle that makes animals attack you 43
Check Wits. The POWERFUL RELIC’s effect happens Crow egg that always feels warm to the touch 44
regardless of the result, but if you fail you
become Miserable d4 (Headache). If this brings
Fishing lure that swims like a fish in water 45
you to 0 HP or below, make a Drop Check. Pewter figurine that moves when nobody sees 46
d4 creatures fly for an hour 1 Hand mirror that reflects people’s skeletons 51
Restore d6* HP to a creature 2 Skull that cackles loudly at dawn 52
Summon d4 skeletons (HP 3 Morale 5 claws d4) 3 Carved-bone fountain pen that drinks blood 53
Fling lightning bolts (2d6* damage) 4 Glass jar with an ever-burning flame inside 54
An object glows like a torch for d8 hours 5 Bell that echoes the last words it heard 55
d6 creatures grow gills for an hour 6 Fingerbone that dissolves hair it touches 56
Hurl a fireball (d6*+6 damage to those nearby) 7 WAND Carved From Ancient bone (d10) 61
Turn invisible for d10 minutes 8 Scroll written In a dead language (d10) 62
d6 creatures gain an Ace 9 Staff made from Elden wood (d10) 63
Turn into a hound (HP 6 bite d6) for d6 hours 10 Orb Imbued with Antediluvian magick (d10) 64
Should you roll a 1 on any of the relic’s Stone Tablet Etched with old runes (d10) 65
effect dice, it breaks, never to be used again.
Tome bound in a Bygone Era (d10) 66
GUNS
Pocket pistol d6, fits in a pocket 10s
Revolver d6* 15s
Rat rifle d4* 10s
Repeater rifle d6* 30s
Hunting rifle d8 20s
Long rifle d10 60s
Sawed-off shotgun d4/2d4 both barrels 10s
RULES Double-barreled shotgun d6/2d6 both barrels 20s
REFERENCE SHEET OTHER RANGED WEAPONS
AMMUNITION Bow d6 8s
Should you roll a 1 on any of your Throwing knives d4*, a slot’s worth 5s
damage dice, you lose an item Fire bottle d4*, hurts adjacent creatures 6s
slot’s worth of ammunition of that
type. You can carry multiple Stick of dynamite d4*+4, hurts adjacent creatures 12s
slots’ worth. MELEE WEAPONS
Check Luck after a shootout to Unarmed 1 + half Grit (round up, min 1) -
find a slot’s worth of ammunition.
Arrows and throwing knives can Light melee weapon d4*/d6* 2-handed ~5s
usually be recovered without
checking. Heavy melee weapon d6*/d8* 2-handed ~10s
NPCs run out of ammunition at the Light improvised weapon d4/d6 2h, breaks on max damage ~2s
GM’s discretion. Heavy improvised weapon d6/d8 2h, breaks on max damage ~5s
Pistol slugs 5s PROTECTION
Rifle rounds 5s Hat Lose to ignore damage 10s
Shotgun shells 5s Furs/armor/thick coat Take -1 damage 10s
Arrows 5s Shield Take -1 damage 5s
* Damage explodes — when you roll maximum damage, add another damage dice.
HEALTH ITEMS
Laudanum Heal d4 HP and become Drunk if not fully healed, 4 uses 10s
Injury kit Heal back to 0 + doctor’s Wits HP, 4 uses 10s
Doctor’s bag Heal d6 + doctor’s Wits HP, 6 uses 20s
Gin pills Heal d4 HP but only while Drunk, 8 uses 10s
Healthful bitters Heal d4 HP and on a 3+ also cure Miserable, 1 use 6s
Opium tincture Heal d10 HP, check DR18 Grit or fall into deep sleep, 4 uses 10s
HORSES
Nag HP d4 Morale d8+3, very slow, bad at everything 5s
Donkey HP d6 Morale d4+7, slow, bad at maneuvering 15s
Mule HP d4+2 Morale d6+5, slow 40s
Riding horse HP d6+2 Morale d6+5 80s
Draft horse HP d8+4 Morale d4+7, slow, good at pulling, bad at maneuvering 80s
Race horse HP d6+4 Morale d6+5, very fast, good at maneuvering 160s
COMBAT CONDITIONS
d6 INITIATIVE (AT START OF EVERY ROUND) Miserable: don’t recover HP from resting.
1-3 Enemies go first Drunk: swap two abilities until sober.
DEATH/DROP CHECKS
When your HP reaches 0 or below, roll d20 + 10 or less Unconscious until back at 1+ HP.
Grit. Subtract negative HP from the roll. 11 or more Remain at current HP.
If the damage could kill you ▼ ▲ If the damage is non-lethal
Nat 1 Bust. Dead, but it’s somehow even worse than that.
1 or less Dead. End of the line.
2–5 Goner. Dead in (d6) … 1-2: d10 minutes | 3-4: d8 hours | 5: d6 days | 6: d4 weeks.
6–10 Out cold. Unconscious until back at 1 HP or more.
11–15 A lesson for better or worse. Roll to increase/lower a random ability.
16 or more Hanging in there. Remain at your current HP.
Nat 20 Second wind. Increase maximum HP by 1 and recover d4 HP.
!!!!!!!!!!!!!! WHILE AT NEGATIVE HP, YOU MOVE AT A CRAWL OR A STUMBLE !!!!!!!!!!!!!!