Professional Documents
Culture Documents
Edge of The Frontier
Edge of The Frontier
Version 1.0
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Written and Designed by Jon Green 2017
Playtesters: Katie Barta, Wes Barta, Anthony Brown, Tony Byrne, Ben Hinshaw, Richard Hollingworth, Brandon Schrecengost, Jos Vickers, Mira Yankova
Star Wars: Edge of the Empire is copyright 2016 by Fantasy Flight Publishing. Star Wars is a registered trademark of Lucasfilm Ltd. Neither Fantasy Flight
Publishing nor Lucasfilm Ltd is associated with this product or the contents therein.
Edge of the Frontier is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License
All artwork used in this document is public domain or licensed for reuse under the Creative Commons license
1
Table of Contents
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Why the Old West? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Culture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Sidebar: Prejudice in Edge of the Frontier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Obligation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Careers and Specialization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Explorer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Hired Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Lawman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Outlaw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Pioneer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Tradesman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
General Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Combat Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Knowledge Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Weapons, Gear, Horses and Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Horses and Wagons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Clothing and Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Special Combat Situations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Sidebar: Shootout Example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . 64
Adversaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Armed Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Corporate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Law Enforcement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Native Americans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Outlaws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Sidebar: Final Thoughts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
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OVERVIEW
What is Edge of the Frontier?
Edge of the Frontier is a role-playing game designed to encourage play in the exaggerated “Wild West” of late 19th
century America; a time of guns and horses, gold rushes and trains, cowboys and Indians. A time when names
like “Billy the Kid”, “Calamity Jane”, and “Wyatt Earp” set imaginations running wild with tales of sharpshooters
and bank robbers.
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Why the Old West?
Themes of Edge of the Frontier
From high fantasy to gritty sci-fi, the RPG market has dozens of settings and genres to choose from and
explore. Inevitably, this gives rise to the question: what might the Western offer that others don’t? Below is a
small sample of the moods, feuds and enticements your characters could encounter among the wild plains of
Edge of the Frontier. These, alongside abundant bales of hay, the cold steel of a revolver, and a comforting Texas
drawl, are what makes playing a Western different and unique.
Frontier Justice
On the Frontier, Law and Order did not always reflect what was written by the legislators. Banditos, rustlers,
and murderers would often plague a settlement or a county, often better armed and organized than the local
law enforcement. This gave rise to companies hiring private security like Pinkertons, Judges giving warrants to
Bounty Hunters, or Lawmen organizing posses in an effort to curtail the worst of the criminal element. Using
deadly force to protect your livelihood from predators was an expected and necessary part of life in the West.
Honor
In the Old West, men and women took their honor seriously. Calling someone a coward was enough to be
challenged to a Showdown - an often fatal face-off in an American twist of the Code Duello. Similarly, one was
considered within their right to dispense justice to someone who besmirched their honor or the honor of a
loved one. This gave rise to a culture of revenge, retribution, and feuds passed down from generation to
generation as the honorless were shunned and scorned from the rest of Western society.
Pursuit of Wealth
Settlers left for the Frontier for many reasons. Some had nowhere else to go, some needed a fresh start, but
many left in pursuit of wealth. There were Prospectors combing the mountains hoping to strike it rich and
start the next Gold Rush, putting life and limb (literally) on the line searching for wealth. Ranchers would set
out, looking for unclaimed land to develop and use for grazing. And, like vultures, the Conmen and Thieves
journeyed West, looking to see what coin they could exploit from all those who had already found wealth.
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Character Creation
Who are you?
To create a character in Edge of the Frontier, you will follow the basic outline set in Chapter 2 of the EotE Core
Rulebook. However, there are a few updated steps explained briefly here, and expanded upon further in this
document
This replaces the “Select a character Species” section of the EotE book.
Select Obligation
This functions identically to the EotE Core Rulebook, but with rules for starting with additional
obligation, as well as some suggestions and oversight for other types of obligation.
Select Specializations
Each Career listed in Edge of the Frontier has several
Specializations listed with it. This functions identically
to the base book, however the Specializations presented in this
document replace all the character Specializations in the EotE book;
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Culture
Where do you hail from?
In Edge of the Frontier, those living in the West come from all over the world. Each Culture has its own quirks
and idiosyncrasies. Below are seven different Cultures and places you may be from, The Border, the City, the
Farm, Overseas, the Range, the Reservation, and Texas.
The Border
Throughout history, the western frontier has belonged to Spain, France, Mexico, Texas, the Confederacy, and
finally the United States. Volatile governments, an unforgiving climate, bandits, and brigands have left the
folks living down on the border a tough, willful people who stick out through thick and thin. Despite the
hardships and relentless environment, they tend to be good natured, quick to laugh, and have a deep sense of
connection to family and friends. However, endless revolutions, wars, and the hardships of life have left many
wary of strangers. If you want someone with you who withstands whatever hardship comes their way and
keeps pressing on, look no further than the nearest pueblo.
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The City
Originally from the Northeast or some other major metropolitan area, where people prefer cobblestone to dirt
roads and massive skyscrapers rather than the wide open spaces, “City slickers” head for the Frontier for all
sorts of reasons. Some wanted to escape the pollution and industry that was ever expanding, some are out to
seek their fame and fortune, and others are simply trying to start a brand new life. City folk benefit by hailing
from an area with the finest universities, newspapers and industry, but often find themselves a bit unprepared
for the harshness of life on the frontier. Still, if you want resourcefulness, then there are few better than people
from the city. Just be prepared to get called “Yankee” (or if you’re talking to a Southerner, “damnyankee”).
The Farm
Scattered across the Midwest and the West, the most common type found on the Frontier are from a farm.
This doesn’t just mean those who grow crops. These are also the laborers, the wranglers, and the cowpokes
that make up the spirit and the backbone of the West. A lifetime of manual labor has left many of them a bit
sturdier than those from back east, but folks from the farm come in all shapes and sizes, good and bad, men
and women, young and old. They hail from all over and can end up be anything from a blacksmith, to a
bounty hunter, to a barkeep. If you want to play a typical man or woman living on the Edge of the Frontier,
choose someone from the Farm.
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Overseas
Farmers from Ireland, Chinese brought over to work on the railroad, political refugees from Eastern Europe;
the list goes on and on. Nearly everyone, excluding Native Americans, was an immigrant at one point, and
now the country has more than ever before, with many of them headed to the West. Often at odds with their
fellow frontiersmen because of different cultures, traditions, and language; most immigrants have had to make
a life out of nothing but hard work. Of course, sometimes that work isn’t entirely voluntary and more than one
person from Overseas will find themselves taken advantage of. Though a bit standoffish at first, many from
Overseas are eager to make new connections and settle into the new land they’ve found themselves in.
Someone from Overseas is an excellent addition to any group because you never know what skills and
knowledge they may have brought with them from wherever they originally hail.
The Range
From Montana to Mexico, folks that grew up on the Range come in all sorts. Some ride from town to town
bronco-busting, others live their lives on the trail alongside the herd, others settle down on a ranch or
farmstead. Could be a freed slave out making a new life for himself, a farmer’s daughter watching the family
herd, or a Native American walking that line between ancient tradition and the new civilization clashing on
the Frontier. Most folks born on the trail haven’t had abundance of book learning, but they know how to
manage a rope and a horse. They often have a stubborn streak a mile wide, but they know how to handle
themselves no matter what they are facing.
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The Reservation
There are two types you’ll find from the Reservation. Most are the original inhabitants of the West, ancient
tribes existed here centuries before the Colonists and Europeans ever set eyes on the Frontier. But you’ll also
find those who get sick of civilization and moved out with a people who understand the land and what it
means. Some don’t give a damn about other people, and headed out into the wilderness on their own. But
those who leave the Reservation to find their own way do so for many reasons; some to take revenge on
peoples and governments who abused and mistreated them, some for curiosity’s sake, and some because they
have nowhere else to go and the government has told them to leave. They may be called “injun”, “wild man”,
“crazy hermit” or a myriad of other insults. If you’re lucky you may find some loyal companions among the
cowboys and settlers on the Frontier; and if they’re very lucky they’ll earn a companion who knows the land in
a way they never could.
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Texas
From the (self-proclaimed) greatest state in the Union, Texans tend to be loud and friendly. However, they
have a sense of pride wider than the Rio Grande, and it tends to get them in trouble more often than not. Most
folks from Texas are direct. Insult a man from Texas, and he won’t sneak around and plot his revenge when
you least expect it, he’ll punch you right in the face then and there, even if the odds are stacked against him.
They’re loyal companions, nearly fearless, and a much better ally than enemy in a Showdown.
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Obligation
Who do you owe?
Living in the Old West is hard, but sometimes just getting there and getting started is the hardest part. No one
makes it without sacrifice and debt. Maybe you have a debt to pay, either to the law or to a banker. Maybe the
only way you made it to the Frontier was by gambling your way, and now you can’t shake the habit.
Regardless, eventually those obligations will come calling, and you will have to deal with the consequences.
To learn more about Obligation, what Obligation you have, and how much you should start with, please see
EotE p38.
Additional Obligation
Some characters may choose to start the game with additional obligation over and above what that have in
exchange for money or experience.
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Careers and Specialization
What do you do?
Once you’ve chosen the background and obligation of your character, you’ll need to choose your Career and
Specialization. Careers are chosen when you first create a character, and they stick with you permanently.
Specialization is a particular path and focus within a career, but you may be able to change this over time. If
you start out an Outlaw, part of you will always be an Outlaw, even if you give up your Bandito ways and get
deputized as a Peacekeeper. Similarly, a Pioneer may discover that she’s more useful to folks as a Barkeep
rather than the town Doc, but that spirit that made her a Pioneer will always be with her regardless if she’s
using alcohol to disinfect wounds or to dull a broken heart.
There are six different careers included in Edge of the Frontier: Explorer, Hired Gun, Lawman, Outlaw, Pioneer,
and Tradesman; each with three or more Careers.
For a further explanation of Careers and Specializations, please see EotE p53.
Explorer
The Explorer’s eight career skills are Animal Handling, Cool, Driving, Knowledge (Frontier),
Knowledge (Lore), Knowledge (Nature), Perception, and Survival. They automatically gain one rank in
four of these skills (of their choosing) without spending experience, and receive a discount when they spend
experience to purchase ranks in any of these skills.
An Explorer’s Role
The Frontier is vast, varied, and largely unexplored. Out away from the lights of civilization, there are endless
mysteries and opportunities just waiting to be discovered. Maybe a new place to settle and farm, maybe a new
place to drive cattle, or maybe nuggets of gold that will set off a brand new gold rush and change the land
forever.
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Explorer Specializations
Cowboy
The symbol of the West, the Cowboy is the horse-riding, cattle-roping, poker-playing heart of the
Frontier. Some Cowboys herd cattle across miles of open plains, traveling hundreds of miles across the
country and away from anything resembling civilization, while others may scour the prairie looking
for herds of wild mustang to break. Of course, out there in the wild, anything can happen, so most
Cowboys like to be prepared. A Cowboy gains the additional career skills Gambling, Pistols, Riding,
and Roping. If this is the character’s starting specialization, they may choose two of these skills and get
one free rank in each without spending starting experience.
Most Cowboys are excellent riders, competent at shooting, quick with a lasso, and experienced at
surviving on their own out in the middle of nowhere. Cowboys tend to be hardworking but easy going.
Because of their mobile lifestyle, many cowboys will have a vast network of contacts and acquaintances
stretching across the Frontier
Prospector
Prospectors are the dreamers of the Frontier. You’ll find them panning for gold, scouring the
mountains for veins of silver, blasting apart the rocks to mine deeper and further. The dream of riches
is what keeps most Prospectors forever pushing the boundaries of the Frontier and tromping across the
mountains with a pack mule and a pickaxe. In pursuit of their dream, the Prospector gains the
additional career skills Mechanics, Medicine, Melee, and Shotgun. If this is the character’s starting
specialization, they may choose two of these skills and get one free rank in each without spending
starting experience.
A good prospector is the type who is creative, and doesn’t let a problem get in the way. They can fix a
mine cart, patch up a busted leg, and deal with pesky claim jumpers. They specialize in knowing the
frontier, finding their way through terrain no one else would risk, and understanding that when all else
fails: use dynamite.
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Scout
Some people like to look at the Frontier from the safety of a train car. Others know that to truly learn
the land, you need to get out there, journey into the canyons, climb the mountains, and wade the
streams. The Scout is the one for the job if you need someone who can scope out the land, tell you
what’s what, and not get killed in the process. To make the job easier, Athletics, Medicine, Riding, and
Rifle are added to the list of career skills for the Scout. If this is the character’s starting specialization,
they may choose two of these skills and get one free rank in each without spending starting experience.
A good Scout is one who focuses on learning the land, spotting trouble before it spots him, and
avoiding it–or taking it out from a distance. Scouts excel at finding the safest places to camp, surveying
the terrain, and keeping themselves and their allies safe when they’re out in the wild.
Scouts often work for local governments or corporations looking for expansion opportunities. Many
Scouts will also work as guides, and can get you anywhere you need to go. Some do this for a love of
the land, others for profit, and still others for their own private reasons. In any case, underestimating a
Scout is dangerous. Any man or woman who makes it their job to spot trouble before it sneaks up on
them is a fearsome opponent indeed.
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Explorer: Cowboy Talent Tree
Career Skills: Animal Handling, Cool, Driving, Knowledge (Frontier), Knowledge (Lore), Knowledge
(Nature), Perception, Survival.
□ Fast Draw
□ Easy There, Fella □ Lay of the Land
□ Thick Skin Remove up to two Can draw or holster a
Take 2 Strain to Your Wound Setback dice to find pistol as an incidental
downgrade the threshold increases food, water or shelter rather than a
difficulty of an Animal by 2 outside of a city or maneuver. Gain a
Handling check town Boost die on your
Cost: 10 Showdown roll.
Cost: 10 Cost: 10
Cost: 10
□ Ride Hard
Make a Hard Animal □ Disarming Shot
Handling check. If May forgo a critical □ Bull’s Eye
successful, increase □ Legend of the West hit on a ranged attack Add 10 to the roll of
one of your horse’s Increase a roll to force the all critical injuries you
characteristics by 1 characteristic by 1 target to drop one inflict for each rank of
until the end of the weapon they’re Bull’s Eye
Cost: 25
scene. You may only holding. Cost: 20
use this once per
scene Cost: 20
Cost: 20
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Explorer: Prospector Talent Tree
Career Skills: Animal Handling, Cool, Driving, Knowledge (Frontier), Knowledge (Lore), Knowledge
(Nature), Perception, Survival.
□ Unnatural Explosions
When you use
□ Thick Skin □ Tough as Nails
dynamite, choose one
Your Wound □ Legend of the West A creature attacking
creature or object in
the burst area. That threshold increases Increase a you needs an
creature takes no by 2 characteristic by 1 additional advantage
damage from the Cost: 25 to score a critical hit.
dynamite Cost: 20
Cost: 20
Cost: 20
16
Explorer: Scout Talent Tree
Career Skills: Animal Handling, Cool, Driving, Knowledge (Frontier), Knowledge (Lore), Knowledge
(Nature), Perception, Survival.
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Hired Gun
The Hired Gun’s eight career skills are Athletics, Discipline, Melee, Pistol, Riding, Resilience, Streetwise
and Vigilance. They automatically gain one rank in four of these skills (of their choosing) without spending
experience, and receive a discount when they spend experience to purchase ranks in any of these skills.
Hired Guns come from all walks of life. Some are Southern Belles who found
themselves with a talent for killing men. Some got in one too many fights over a game
of poker, and have honed their skills the hard way. Some are former soldiers who only
have one marketable skill. Regardless, the Hired Gun’s talents are in high demand on
the Frontier, and finding someone who needs your skills and can pay for them never
seems to be too hard.
Barfighter
Maybe he cheated at poker, made a snide comment about your mother, or just looked at you wrong. In
the end it does matter, sometimes a fella just needs to get punched in the face. A Barfighter is the rough
and tumble scrappy fighter who you want by you in a scrape when things get rough but you aren’t
quite ready to pull out the shotgun. A Barfighter gains the career skills Brawl, Coercion, Gambling,
and Survival. If this is the character’s starting specialization, they may choose two of these skills and
get one free rank in each without spending starting experience.
Rather than a shogun or a rifle, a Barfighter’s best weapons are fists, broken bottles, or maybe even a
barstool. To reflect this, most Barfighters focus on skills like Brawl, Melee, Resilience, and Streetwise.
Some keep a pistol handy just in case things get a bit too rough, but most Barfighters like to stay up
close and personal.
Some Barfighters are trained in the art of fighting, or have learned some skills just in case a friendly
game of cards turns ugly. Others have learned through broken noses and stitches. However they
learned their skills, a Barfighter is a one-person wrecking ball, and can be a valuable asset no matter
what sort of scrape you find yourself in. Some have taken these skills and turned it into a commodity as
a professional bodyguard or bouncer, but for others it’s just a skill to fall back on when they find
themselves in a rough spot.
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Gunslinger
It doesn’t matter if it’s a showdown at high noon, a shotgun hidden under the poker table, or a rifle
peeking out the window of an old fort; if a Gunslinger is near, you don’t want to be the one in the
crosshairs. Gunslingers are hands down the deadliest folks with a weapon, and they gain the following
career skills to reflect that: Knowledge (Frontier), Perception, Rifle, and Shotgun. If this is the
character’s starting specialization, they may choose two of these skills and get one free rank in each
without spending starting experience.
The primary skills for a Gunslinger tend to be a weapon (either focusing on one, or being an expert
with many), as well as Cool, Perception and Discipline to make sure they know when to use that
weapon.
Gunslingers make their living with their wits and their iron. Some are renowned quickdraws or world
famous sharpshooters; others are walking instruments of violence. Like most on the Frontier,
Gunslingers find themselves on both sides of the law, helping people or hurting them. Whichever path
a Gunslinger chooses, they can be certain that their skills will always be in high demand.
Veteran
Whether the American Civil War, the Mexican-American War, dozens of skirmishes with Native
American tribes, or even as far back as the Texas War of Independence, there are never a shortage of
former soldiers out to make a new life for themselves on the Frontier. Coming from the military,
Veterans start the game with the following additional career skills: Artillery, Knowledge(Civilization),
Perception and Rifle. If this is the character’s starting specialization, they may choose two of these
skills and get one free rank in each without spending starting experience.
Most Veterans keep up their skill at firearms, and it’s rare you’ll find anyone better at handling a
cannon or a Gatling gun than a Veteran. Veterans tend to have an eye
for potential trouble, so Discipline and Vigilance are often skills a
Veteran keeps honed.
For former soldiers, some try to leave their old lives behind, but
many capitalize on the skills they learned in the army. Often this
is guard duty, working part time for local militia, or when the
sheriff forms a posse. Because of their past, many Veterans have a
strict code about what jobs they will or won’t take. Still, if you
want someone cool and collected in a fight who knows how to
handle themselves, look no further than a Veteran
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Hired Gun: Barfighter Talent Tree
Career Skills: Athletics, Discipline, Melee, Pistol, Riding, Resilience, Streetwise, Vigilance.
□ Threatening □ Grappling
When a creature □ Ain’t Got Time to Bleed
□ Broken Bottle May reduce critical
Creatures making a Engaged with you
Improvised weapons ranged attack while spends a Maneuver injuries received by
do not deal an engaged with you to Disengage, you ten per rank of Ain’t
automatic Threat increase the difficulty may immediately take Got Time to Bleed
by 1 2 Strain to remain Cost: 10
Cost: 10 Engaged.
Cost: 10
Cost: 10
20
Hired Gun: Gunslinger Talent Tree
Career Skills: Athletics, Discipline, Melee, Pistol, Riding, Resilience, Streetwise, Vigilance.
21
Hired Gun: Veteran Talent Tree
Career Skills: Athletics, Discipline, Melee, Pistol, Riding, Resilience, Streetwise, Vigilance.
□ Tactical Mind
□ Sniper
□ Bull’s Eye May suffer 2 Strain to □ Ain’t Got Time to Bleed
Add 10 to the roll of use Intellect as the Take 3 Strain to May reduce critical
all critical injuries you base ability score in decrease the range injuries received by
inflict for each rank of your next skill check. increment of a Pistol ten per rank of Ain’t
Bull’s Eye May only use once or Rifle check by one Got Time to Bleed
per scene per rank of per rank of Sniper
Cost: 15 Cost: 15
Tactical Mind
Cost: 15
Cost: 15
□ Charge
Once per encounter,
when you spend your
□ Mounted Combat □ Bombardment maneuver to engage
Ignore one Setback □ Legend of the West
Ignore all Setback a creature and your
die when shooting Increase a dice when making an action to make a
from horseback characteristic by 1 Artillery check. Melee attack, all
Cost: 25 enemy creatures in
Cost: 20 Cost: 20 Short range must
make an Average fear
check
Cost: 20
22
Lawman
The Lawman’s eight career skills are Athletics, Discipline, Knowledge (Underworld), Perception, Shotgun,
Riding, Streetwise, and Vigilance. They automatically gain one rank in four of these skills (of their choosing)
without spending experience, and receive a discount when they spend experience to purchase ranks in any of
these skills.
A Lawman’s role
A lawman is typically what stands between the common decent folk and those that prey upon them. Some
lawmen are feared, or at least respected, but they’re needed across the Frontier. They’re
expert trackers, investigators, and tend to be more of a “plan and ambush” type rather
than a “kick in the saloon doors and start shooting” type. Some lawmen work for the
government as a full time job, others travel around and pick up work as it’s offered. In
some regions, communities for miles around depend on a single marshal or judge to
uphold the law
A lawman tied directly to the government is in a bit of a mixed bag. It gives them more
resources and support, but it means more restrictions as well; so some lawmen prefer the
way of the bounty hunter. Regardless, it’s the badge, gavel, or “Wanted” poster that
makes a Lawman an enforcer of the law as opposed to a murderer and kidnapper.
Lawman Specializations
Bounty Hunter
A Bounty Hunter is a free-roaming agent, able to travel across the West seeking wanted men and
women the government has deemed dangerous enough to offer a reward. They choose a target, they
pursue it, and they bring it to justice. For some, justice may mean getting hauled to prison, for others
it’s a bullet. In the end, all a Bounty Hunter cares about is getting their target. To do that, they need a
special set of skills. Melee, Rifle, Stealth, and Skullduggery become additional career skills for the
Bounty Hunter. If this is the character’s starting specialization, they may choose two of these skills and
get one free rank in each without spending starting experience.
Most Bounty Hunters focus on skills that allow them to track and find their targets no matter if they are
hiding in back alley saloons or are holed up in a cave in the wilderness. They’re the planners who
analyze their target, then hit them hard.
The Bounty Hunter’s best friend is the “Wanted: Dead or Alive” poster. This gives the Bounty Hunter a
target, a reward, a physical description or portrait of the target, and a list of the target’s crimes. From
there, it’s up to the Bounty Hunter how best to proceed.
Judge
Judges tend to be educated folk, and unfortunately find themselves and their services require more
than just a gavel in their hand. Judges work closely with other Lawmen, particularly Peacekeepers, but
also with the residents of the towns and counties scattered across the frontier. A Judge adds the career
skills Cool, Leadership, Knowledge (Civilization), and Knowledge (Education) to their repertoire. If
23
this is the character’s starting specialization, they may choose two of these skills and get one free rank
in each without spending starting experience.
Most Judges focus on understanding the people around them and the laws and regulations in charge of
the Frontier, but are often great leaders of their community. If you need a new schoolhouse raised or a
posse organized, get the Judge in charge of things to make it happen
A Judge works with the local government to enforce the law, set bounties, and decide who is going to
the hangman’s noose. Unfortunately, this makes them a favored target of Outlaws, and more than one
Judge has had to pick up a shotgun to make sure a Bandito knew who fought for justice. Of course,
some Judges are more than happy to take a few wads of cash from local Barkeeps and Gunslingers to
“overlook minor indiscretions.” On the frontier, a Judge can be a stalwart defender of the law or an
accomplice to banditry and chicanery.
Peacekeeper
A Peacekeeper could be anyone from the town sheriff, a deputy for the U.S. Marshal, or even a soldier
sent out from back east. Their job is to enforce laws, protect the town and people, and keep the light of
civilization flickering on the Frontier. Luckily, they’ve got the training to do so. Artillery, Leadership,
Knowledge (Frontier), and Pistol are added to the list of career skills for the Peacekeeper. If this is the
character’s starting specialization, they may choose two of these skills and get one free rank in each
without spending starting experience.
A Peacekeeper needs to be a bit of a jack of all trades to be the best at their job, but most are deadly in
combat. They’re often the natural leaders that folks look to when things are getting tough, and usually
are up to date on the banditry and criminal activities in their area.
A Peacekeeper’s badge is the symbol of the law that they’re sworn to protect, earning them the ire of
Outlaws and the respect of the people. However, it also puts them in a position to decide which laws
apply and how they can use their station for their own benefit. All Peacekeepers have someone they
answer to, from the local town mayor all the way up to the state governor. Peacekeeping isn’t an easy
job, and some feel that it puts a target on your back for all passing Outlaws. Others relish the challenge
or see it as their obligation to the other men and women of the Frontier.
24
Lawman: Bounty Hunter Talent Tree
Career Skills: Athletics, Discipline, Knowledge (Underworld), Perception, Shotgun, Riding, Streetwise,
Vigilance.
Cost: 5
25
Lawman: Judge Talent Tree
Career Skills: Athletics, Discipline, Knowledge (Underworld), Perception, Shotgun, Riding, Streetwise,
Vigilance.
Judge Bonus Career Skills: Cool, Leadership, Knowledge (Civilization), Knowledge (Education)
□ Posse
□ A Snake in my Boot
Add a Boost die per □ Nerves of Steel
□ Book Learnin' Take one Strain to
rank of Posse when
automatically gain a
making leadership Your Strain threshold Add any 2 skills to success on a cool or
checks. Affected increases by 2 your list of career vigilance check. May
targets add a Boost skills only be used once per
die to all vigilance Cost: 15
Cost: 15 scene
checks for 24 hours
Cost:1 5
Cost: 15
□ Judge’s Resolve
26
Lawman: Peacekeeper Talent Tree
Career Skills: Athletics, Discipline, Knowledge (Underworld), Perception, Shotgun, Riding, Streetwise,
Vigilance.
Cost: 5
May downgrade □ Thick Skin Add a Boost die per □ A Snake in my Boot
rank of Posse when Take one Strain to
difficulty of Charm, Your Wound
making leadership automatically gain a
Coercion, or threshold increases
checks. Affected success on a cool or
Deception checks by 2
targets add a Boost vigilance check.
against a member of
die to all vigilance
Law Enforcement Cost: 15
checks for 24 hours Cost: 15
Cost: 15
Cost: 15
27
Outlaw
The Outlaw’s eight career skills are Cool, Coordination, Deception, Knowledge (Underworld), Pistol,
Riding, Skullduggery, and Streetwise. They automatically gain one rank in four of these skills (of their
choosing) without spending experience, and receive a discount when they spend experience to purchase ranks
in any of these skills.
Outlaw Specializations
Bandito
Rustling livestock, holding up stage coaches, hijacking trains… the life of a Bandito is never a dull one,
and is often the Outlaw who crosses paths with the law more than any other. The Bandito is the one
newspapers back East print terrifying stories of, and whom settlers on the Frontier keep their shotguns
loaded for. To aid them in their life of crime, a Bandito adds the following to their list of career skills:
Leadership, Roping, Shotgun, and Stealth. If this is the character’s starting specialization, they may
choose two of these skills and get one free rank in each without spending starting experience.
Most Banditos focus on skills that let them hit hard and fast, then get away. Some focus on sneaking up
on their enemies; others prefer to use dynamite. Either way, the life of a Bandito is about quick, hard
hits, followed by fast getaways before the local Lawman can respond or retaliate.
Unlike other Outlaws, Banditos often don’t rely on a low profile or keeping their head down. Many
become well known throughout the Frontier either as infamous robbers and murderers, or as brave
vigilantes standing up to corrupt lawmen and greedy corporations. Many Banditos garner the good
will (or fear) of a particular town so they always have a safe place to retreat back to after a heist.
Banditos also rarely work alone, and have learned the value of making allies.
28
Conman
Need a stake in a forgotten mineshaft overflowing with gold? How about an old Indian remedy to cure
baldness? Or do you just want to make a wager on a simple game of chance? For all this and more,
there’s a Conman willing to sell it to you. When it comes to tricks, swindles, and schemes, there’s no
one better at it than a slick Conman. A Conman gains the career skills Charm, Coercion, Gambling,
and Perception. If this is the character’s starting specialization, they may choose two of these skills and
get one free rank in each without spending starting experience.
Most Conmen focus on skills that will allow them to be charming and appear trustworthy to everyone
around, all while setting up their target up for a fall. The best Conmen are those who stay cool under
pressure, keep tabs on all the lies and trickery, and still keep up their smile -and occasionally fall back
on a pistol when things really go wrong. Some Conmen rely on charm and sex appeal to confuse their
targets. More than one Cowboy has fallen for a pretty face and tight corset, only to find himself caught
up in a scheme that drains his wallet dry.
Conmen tend to move from town to town, usually staying one step ahead of their reputation. It’s rare
for a Conman to be able to pull the same trick on the same folks more than once, but the best Conmen
are the ones who can rob a target blind of the target’s own free will, and the target doesn’t even realize
he or she’s been hoodwinked. Some Conmen will target anyone they see as an easy mark, but others try
to take advantage of only those they know who can afford it. After all, it’s more fun to swindle a
miserly old banker than a starving widow.
Thief
Slipping into armored cars unseen, cracking bank safes in the dead of night, or even busting an ally out
of an unsuspecting sheriff’s jail cell, the Thief is the expert at getting into places where others don’t
want them to be. To aid in their subterfuge, a Thief gains the career skills Melee, Perception, Stealth
and Vigilance. If this is the character’s starting specialization, they may choose two of these skills and
get one free rank in each without spending starting experience.
The best Thieves are the ones who can slip in and out without getting
seen, so Stealth is a key trait. Often, they avoid using guns or dynamite or
anything so loud, and prefer using a knife or some other melee weapon
with a bit of subtlety. And of course, the best Thief is one who is alert and
on guard against any nearby witnesses or Lawmen
29
Outlaw: Bandito Talent Tree
Career Skills: Cool, Coordination, Deception, Knowledge (Underworld), Pistol, Riding, Skullduggery,
Streetwise
Cost: 5
□ Dance!
□ Dirty Fighting
□ Dedicated Rider □ Unshaken May spend 2
Creatures making a Take 1 Strain to Advantage on a failed
brawl or melee attack upgrade the difficulty Your Strain threshold ranged attack roll to
against you take 1 of attacks against increases by 1 force the target to
Strain per rank of your horse only act during the
Dirty Fighting last allied initiative
Cost: 10 Cost: 10
Cost: 10 slot on their next turn
Cost: 10
30
Outlaw: Conman Talent Tree
Career Skills: Cool, Coordination, Deception, Knowledge (Underworld), Pistol, Riding, Skullduggery, Streetwise
May suffer 2 Strain to Gain a Boost die to When selling illegal The difficulty to find
use Presence as the Charm or Deception goods, or goods any contraband on
base ability score in checks illegally, gain 10% you or a coach/wagon
your next skill check. more dollars for every you own is upgraded
Cost: 5
May only use once rank of It Fell Off The by 1
per scene per rank of Cart. Cost: 5
Confidence is 90% Cost: 5
Cost: 5
□ Ace Up My Sleeve
Make a Stealth Check
□ Confidence is 90%
□ Scatter! opposed by your □ Unshaken May suffer 2 Strain to
Suffer 3 Strain, and opponent’s use Presence as the
take a free maneuver Perception. If Your Strain threshold base ability score in
before the first round successful, gain 1 increases by 1 your next skill check.
of initiative automatic success per May only use once
Cost: 10 rank of Ace Up My per scene per rank of
Cost: 10
Sleeve to your next Confidence is 90%
Gambling check Cost: 10
Cost: 10
□ Ace Up My Sleeve
□ Confidence is 90%
Make a Stealth Check
May suffer 2 Strain to opposed by your
use Presence as the □ Legend of the West opponent’s □ Quick Getaway
base ability score in Perception. If You only take 1 Strain
Increase a rather than 2 to take
your next skill check. successful, gain 1
characteristic by 1 an extra Maneuver.
May only use once automatic success per
Cost: 25 rank of Ace Up My Cost: 20
per scene per rank of
Confidence is 90% Sleeve to your next
Cost: 20 Gambling check
Cost: 20
31
Outlaw: Thief Talent Tree
Career Skills: Cool, Coordination, Deception, Knowledge (Underworld), Pistol, Riding, Skullduggery,
Streetwise
□ Blade Work
□ Nerves of Steel When using a knife or □ Ain’t Got Time to Bleed □ Thick Skin
tomahawk, increase May reduce critical Your Wound
Your Strain threshold damage by 1 and injuries received by threshold increases
increases by 1 critical injury rolls by ten per rank of Ain’t by 2
10 per rank of Blade Got Time to Bleed
Cost: 15 Work. Cost: 15 Cost: 15
Cost: 15
32
Pioneer
The Pioneer’s eight career skills are Coercion, Knowledge (Education), Knowledge (Frontier), Knowledge
(Lore), Leadership, Negotiation, Perception, and Vigilance. They automatically gain one rank in four of these
skills (of their choosing) without spending experience, and receive a discount when they spend experience to
purchase ranks in any of these skills.
Of course, not all Pioneers on the Frontier are there out of the
goodness of their hearts. Some have come on a mission from
God. Some have come to take advantage of the desperate and
the ignorant. Some are even more conniving, and are out to
test their more dangerous ideas and theories on a populous
too far removed to know better. With a smooth tongue and
fancy words, a Pioneer can soon find themselves in positions
of power on the Frontier; and like all those in power they may
be forced to go to extreme measures to keep it.
Pioneer Specializations
Doc
Bullet wounds, concussions from getting bucked off a bronco, measles... the Frontier is a deadly and
dangerous place. But when you find yourself injured, the person you’ll want to turn to is the town Doc.
The Doc’s career skills are Cool, Medicine, Resilience, and Streetwise. If this is the character’s starting
specialization, they may choose two of these skills and get one free rank in each without spending
starting experience.
A Doc’s primary skill and talents tend to revolve around Medicine. Most Docs tend to be well
educated and can bring a wealth of knowledge to a situation if they focus on it, while other Docs focus
on the monetary demands they can make on those desperate to get themselves patched up.
Most of those who become a Doc do so out of a desire to heal and save lives. They’ve ventured out to
the Frontier simply because that’s where the need is the greatest. Other Docs have realized that
holding the power of life and death can make you a very influential and wealthy person in a
community, and are a bit more selective about who they choose to help or not. Still, whether for care or
for coin, when you’ve been hit by a stray bullet there’s no one better than a Doc to get you back on your
feet.
Preacher
Religion plays a vital role on the Frontier. From the pious who go to church every Sunday, to the
scoundrel who simply asks the local priest for last rites, to the Native American tribe that believe in the
33
Shaman’s rain dance. To aid in their holy mission, Preachers gain the career skills Charm, Cool,
Discipline, and Pistol. If this is the character’s starting specialization, they may choose two of these
skills and get one free rank in each without spending starting experience.
The primary skill for most Preachers tends to be Knowledge (Lore). After that, some Preachers focus on
skills like Leadership and Charm to make themselves great speakers. Often one Preacher will be in
charge of an entire region rather than one church, so many are forced to travel from settlement to
settlement. Because of this, some Preachers carry a pistol for protection and hunting. Others pick up a
gun because they literally interpret the command to, “protect thine flock.”
Not all with the Preacher class are necessarily Christian pastors; it can also include nuns, Native
American priests, monks that immigrated from overseas, or any religious group. Still, almost all serve
and believe in a higher power than themselves, and feel that they have a duty to share knowledge of
that higher power with those living on the Frontier.
Teacher
From small one-room schoolhouse teachers to traveling professors from Harvard and Yale, the Teacher
is the scholar and provider of knowledge on the Frontier. Teachers tend to be the people to look to
whenever booklearning is needed. The Teacher gains the career skills Cool, Knowledge (Nature),
Knowledge (Civilization), and Mechanics. If this is the character’s starting specialization, they may
choose two of these skills and get one free rank in each without spending starting experience.
Teachers tend to focus on the various knowledge skills, though many also develop a keen eye and a
knack for leadership out of necessity in the classroom. Others focus not only on dispensing information
to others, but also on gathering more information for their own purposes, and often spend time honing
skills to extract information from both the educated and the laymen.
Most Teachers stay within the bounds of the law, but some try to expand their knowledge (and their
pocketbooks) by any means necessary. More than one academic has learned that their education can
provide a handsome profit when working alongside a group of bankrobbers or scam artists.
Salesman
On the Frontier, outside of a general store, just about anything that folks need to get has to come from a
Salesman. Everything from new rifles to silk undershirts from Paris; if there’s a market for it, you can
bet that the traveling Salesman will have it. To aid in their peddling, Salesmen gain the career skills:
Deception, Driving, Gambling, and Streetwise. If this is the character’s starting specialization, they
may choose two of these skills and get one free rank in each without spending starting experience.
Most Salesmen focus on skills related to Negotiation and Coercion, to find and sell the best equipment
and doodads they can. The less than honest types prefer Deception and Charm, counting on their
charisma and a fast horse to get them out of dodge before folks realized that they’ve been overcharged.
Salesmen live and die by their reputation. Those with a reputation of being honest and dependable will
have honest and dependable people flock to them. Those who carry the reputation of a man or woman
who can – and will – buy or sell anything will attract folks who are looking for that type of person.
Still, many Salesmen are a welcome sight on the Frontier, and often can make inroads that many other
people would never have access to.
34
Pioneer: Doc Talent Tree
Career Skills: Coercion, Knowledge (Education), Knowledge (Frontier), Knowledge (Lore), Leadership,
Negotiation, Perception, Vigilance
□ Patch ‘Em Up
□ Anatomy Expert
□ Calm Demeanor When making a
All allies that can see Medicine check to
When making a Brawl □ Legend of the West help a character
you reduce all
check against an Increase a recover Wounds, the
involuntary Strain
opponent, you can characteristic by 1 target recovers an
suffered by 1 to a
ignore soak. Cost: 25 additional Wound for
minimum of 1.
Cost: 20
each rank of “Patch
Cost: 20 ‘em Up”
Cost: 20
35
Pioneer: Preacher Talent Tree
Career Skills: Coercion, Knowledge (Education), Knowledge (Frontier), Knowledge (Lore), Leadership,
Negotiation, Perception, Vigilance
□ Disarming Shot
□ Pistol Packing Preacher
□ Wiseman □ Power of Faith May forgo a critical Add a Setback die to
Take 2 Strain to hit on a ranged attack Perception checks
Gain one Boost die on
increase your defense roll to force the made to find a
all Discipline checks
by 1 for one round target to drop one weapon you have
weapon they’re hidden
Cost: 10 Cost: 10 holding.
Cost: 10
Cost: 10
□ Greater Love...
Make an Average
Vigilance check. If
successful, you can
□ Thus Sayith the Lord □ Guilty Conscience interpose yourself
Once per session, you All enemies that can between an ally □ Nerves of Steel
may reroll a see you take one within Short range Your Strain threshold
Knowledge (Lore) Setback die on Cool and an attack made increases by 2
check and Vigilance Checks against that ally,
Cost: 15
redirecting the attack
Cost: 15 Cost: 15
against you. You may
use this ability as a
bonus maneuver
outside of your turn.
Cost: 15
36
Pioneer: Teacher Talent Tree
Career Skills: Coercion, Knowledge (Education), Knowledge (Frontier), Knowledge (Lore), Leadership,
Negotiation, Perception, Vigilance
Teacher Bonus Career Skills: Cool, Knowledge (Nature), Knowledge (Civilization), Mechanics
□ Fact Checking
□ Improved Instructor □ Lead by Example
You may suffer 2
strain to remove a Can forgo a critical hit
□ Book Learnin' The Instructor action on a skill check to
Threat on any is downgraded to an
Add any 2 skills to Knowledge check. upgrade the skill
Average Leadership check of one
your list of career You may do this more check
skills than once in a character who can
Cost: 10 session, but each time see you and is
Cost: 10 attempting the same
you do, increase the
strain you take by 1. skill
Cost: 10 Cost: 10
□ Study Up
At the start of each □ Master Instructor
session, choose one The Instructor action □ Book Learnin'
skill you have no □ Legend of the West May be performed as
ranks in. You are Increase a a maneuver. You Add any 2 skills to
considered as having characteristic by 1 must have the your list of career
2 ranks in that skill Instructor talent to skills
Cost: 25
Cost: 20
until the end of the take this talent.
session Cost: 20
Cost: 20
37
Pioneer: Salesman Talent Tree
Career Skills: Coercion, Knowledge (Education), Knowledge (Frontier), Knowledge (Lore), Leadership,
Negotiation, Perception, Vigilance
□ Honest John □ Friends in High Places □ Trustworthy Smile □ It Fell Off The Cart
When selling goods Once per session, Gain a Boost die to When selling illegal
legally, gain 10% when attempting to Charm or Deception goods, or goods
more dollars for every purchase a legally checks illegally, gain 10%
rank of Honest John available item, reduce more dollars for every
Cost: 5
Cost: 5 its rarity by one for rank of It Fell Off The
every rank of Friends Cart.
Cost: 5
in High Places
Cost: 5
□ Confidence is 90%
□ Eager to Deal May suffer 2 Strain to
□ Quick Getaway
For every 3 Strain you
use Presence as the □ Legend of the West
base ability score in You only take 1 Strain
suffer, upgrade any Increase a
your next skill check. rather than 2 to take
Negotiation check by characteristic by 1
May only use once an extra Maneuver.
1. Cost: 25
per scene per rank of Cost: 20
Cost: 20 Confidence is 90%
Cost: 20
38
Tradesman
The Tradesman’s eight career skills are Animal Handling, Coercion, Discipline, Knowledge (Civilization),
Knowledge (Frontier), Negotiation, Perception, and Streetwise. They automatically gain one rank in four of
these skills (of their choosing) without spending experience, and receive a discount when they spend
experience to purchase ranks in any of these skills.
Tradesman Specializations
Barkeep
Before a town builds a school or a courthouse, you can be sure they’ll be putting up a saloon. It’s
where people go in their downtime to drink, whore, gamble, and hopefully forget about life on the
Frontier for a bit. At the heart of the saloon is Barkeep. The Barkeep gains the career skills Charm,
Gambling, Medicine and Shotgun as career skills. If this is the character’s starting specialization, they
may choose two of these skills and get one free rank in each without spending starting experience.
A Barkeep’s primary skill focus should help them deal with the people who frequent their
establishment. They know how to listen to a man sharing troubles over a bottle of whiskey, spot a
dangerous Gunslinger walking through the doors, and keep an eye on a cardshark hustling the poker
table. Some Barkeeps learn how to patch up people who get banged up in a barfight, while others keep
a shotgun behind the bar to discourage such “misunderstandings”.
Barkeeps come in all forms and fashion, from high-born to low, male and female. Some provide shelter
for roaming Banditos, some collude with Lawmen to keep the peace in the town, while others serve as
a front to less than savory Thieves and Conmen. Regardless, if you want someone who can spot trouble
a mile away, and suss out a situation before it develops, you want a Barkeep as a friend.
39
Blacksmith
When the wagon is broken, your gun has rusted, or you just need someone who can fix damn near
anything, you turn to your local Blacksmith. On the Frontier, Blacksmiths are the geniuses who invent
and create – they can shoe a horse or repair a steam engine. To aid in this, a Blacksmith receives the
additional career skills Athletics, Coordination, Melee and Mechanics. If this is the character’s starting
specialization, they may choose two of these skills and get one free rank in each without spending
starting experience.
A Blacksmith’s primary skill is almost always Mechanics. They focus on learning how things work,
how to fix them when they’re broken, and how to improve upon them. They usually have a good eye
for detail, and command a lot of respect in any town or village on the Frontier.
Some Blacksmiths do everything they do for a love of the craft, some because of the respect – and
money – they receive from people, and still others become Blacksmith simply because they love the
challenge it represents. Because of this, most blacksmiths are firmly on the side of the law, though
you’ll occasionally find one who simply wants to figure out a way to modify a train engine to rip the
door off of a safe.
Wrangler
Some folks like horses, some folks rely on them, but few folks know them quite like a Wrangler does.
From livery workers to professional bronco busters, the Wrangler takes the connection between man
and animal to a deeper level than most others know is possible. A Wrangler’s additional career skills
are Athletics, Driving, Riding, and Roping. If this is the character’s starting specialization, they may
choose two of these skills and get one free rank in each without spending starting experience.
A wrangler’s core skills should focus on animals. Wranglers tend to be the best at riding, calming
animals down, and driving coaches and wagons. Basically, if there’s a beast involved, a wrangler is
your guaranteed bet at making sure everything goes smoothly.
Some wranglers learn their trade in an apprenticeship, but many simply discover they have a knack for
reading an animal better than they do a person. Typically, wranglers will work with just about any
type of person, alongside the Lawmen and the Outlaws, the Pioneers and the Tradesmen. Many take
jobs as they come, and more than one Wrangler has signed up as a professional driver or messenger for
large corporations, the state government, or even outlaw bands.
40
Tradesman: Barkeep Talent Tree
Career Skills: Animal Handling, Coercion, Discipline, Knowledge (civilization), Knowledge (Frontier),
Negotiation, Perception, Streetwise
41
Tradesman: Blacksmith Talent Tree
Career Skills: Animal Handling, Coercion, Discipline, Knowledge (civilization), Knowledge (Frontier),
Negotiation, Perception, Streetwise
□ Expert Gunsmith
When working on
firearms or artillery,
make a Daunting □ Hammerhands
Mechanics check. If □ Forged by Experience
When using a
successful, choose one □ Legend of the West Once per session, you hammer for a melee
of the following traits Increase a may suffer 2 Strain to attack, ignore one
for the weapon: characteristic by 1 reroll one Mechanics Setback dice per rank
- Increase damage by 1 check of hammerhands, and
Cost: 25
- Decrease Crit by 1 increase damage by 1
- Increase Range by 1 Cost: 20
Cost: 20
You may only attempt
this on a weapon one
time.
Cost: 20
42
Tradesman: Wrangler Talent Tree
Career Skills: Animal Handling, Coercion, Discipline, Knowledge (civilization), Knowledge (Frontier),
Negotiation, Perception, Streetwise
□ Ride Hard
Make a Hard Animal □ Roper
□ Mounted combat
□ Cavalry Shot
Handling check. If Ignore one Setback You don’t take Strain
successful, increase die per rank of roper Ignore one Setback when using the Aim
one of your horse’s when attempting to die when shooting maneuver on
characteristics by 1 rope a creature from horseback horseback
until the end of the Cost: 10
Cost: 10 Cost: 10
scene
Cost: 10
□ Ride Harder
43
Skills
What are you good at?
To understand more about skills, skill ranks, and skill tests, please refer to EotE ch3. This section will
expand on the skills unique to Edge of the Frontier, and explain how those skills are important to
characters living on the Frontier. A full list of skills used in Edge of the Frontier is listed below, an (*)
indicates those skills that are unique to this game and are detailed further on in this document.
General Skills
Animal Handling [Pr]*
Athletics [Br]
Charm [Pr] Knowledge Skills
Coercion [Will] Civilization [Int]*
Cool [Pr] Education [Int]
Coordination [Cun] Frontier [Int]*
Deception [Cun] Lore [Int]
Discipline [Will] Nature [Int]*
Gambling* [Cun] Underworld [Int]
Leadership [Pr]
Mechanics [Int] Combat Skills
Medicine [Int] Artillery [Int]*
Negotiation [Pr] Brawling [Br]
Perception [Cun] Melee [Br]
Driving [Ag]* Pistol [Ag]*
Resilience [Br] Rifle [Ag]*
Riding [Ag]* Shotgun [Ag]*
Roping [Ag]*
Skullduggery [Cun]
Stealth [Ag]
Streetwise [Cun]
Survival [Cun]
Vigilance [Will]
44
General Skills
Animal Handling
(Presence)
Out in the wild, there are all sorts of creatures and critters across the hills and prairies and canyons.
Some people just have a way of reading and handling those animals that most folks don’t. More than
just the horses and cattle (though that is where many excellent animal handlers learn and ply their
trade), these are the people who know how to grab a rattlesnake without getting bit, calm a bear after
coming too close to her cubs, or get a skunk to walk on by without spraying. Even more useful is the
man or woman who can calm a bucking bronco or stop a stampede.
Any additional Successes received when using Animal Handling may be spent to increase the
information learned about the creature in question. A triumph on an Animal Handling test typically
represents an animal completely changing their attitude towards you (viewing you as friendly or
non-threatening where they were previously neutral or hostile).
Similarly, a Failure on an Animal Handling test typically opens you up to harm, such as getting
bucked off of a panicked horse or getting attacked by a wolf.
Driving
(Agility)
Traveling across the West is not limited to only horseback and train tracks. Most of the Frontier roads
are for wagons and coaches pulled by teams of horses. This skill covers everything from small carts
pulled by a single mule to the big cross-country coaches pulled by eight horses.
Typically, a character would never need to make a Driving test assuming smooth roads and good
weather. But when the rain or snow starts coming down, or a group of Banditos try to overtake you
or drive you off the road, a skilled driver is indispensable. For some, this is their primary livelihood
and source of income, but for others it’s just one more useful skill they’ve picked up living on the
West.
[For further details on how success, threat, and triumphs are used, please see “Piloting (Planetary)” – EotE
p115]
45
Gambling
(Cunning)
Blackjack, Texas Hold ‘em, Five Card Draw, Liar’s Dice… gambling on the Frontier isn’t just a
pastime or hobby, it can be a full profession. No matter who tells you that, “it’s all luck” make no
mistake– there is skill involved.
Gambling tests are always opposed by the Gambling skill of your opponent, though the GM may
allow you to receive Boosts to your Gambling test by making Cool, Deception, or Discipline tests.
Success on a Gambling test typically means that you win whatever wager you made against your
opponent, with advantages (even on a failure) giving you an insight into that Gambler’s strengths
and tells. A Triumph indicates that your opponent has incorrectly read you, and has increased his or
her wager significantly. The GM may spend threat generated on a Gambling test to provide you with
false information about your opponent, and despair can be spent to cause you to overconfidently
wager more than your hand was worth.
Roping
(Agility)
More than just a useful tool for lashing things together, rope and the skill of Roping is an entire talent
unto its own on the Frontier. Whether that’s lassoing a wild mustang, hogtieing a wayward criminal,
or even just taking place in the rope trick competitions at local rodeos and fairs; roping can be an
essential skill on the Frontier.
To rope a creature, the character must make a Roping check opposed by the target’s Agility for a
living creature, or an average check for a stationary object. For a target at Medium range, add one
additional difficulty die. Roping checks cannot usually be made against targets at Long range (GM
discretion applies). A roped creature can escape as an action if the rope is not held by another
character. A creature with a bladed melee weapon (such as a knife
or a tomahawk) can escape as a maneuver if the rope is not
being held, or can make a melee check opposed by the roping
skill of a creature holding the rope.
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Riding
(Agility)
On the Frontier, there are few things as valuable as a good horse. A horse can get you farther and
faster than foot or stagecoach, and at peek speeds some can even briefly match trains. A well trained,
well-kept horse can prove to be more than just a steed; they can be a loyal companion to their rider,
helping them when hope seems lost.
Though most folks can ride a horse walking on a road without issue, a galloping stallion or a bucking
bronco will throw all but the most experienced and skilled of riders tumbling down into the dirt.
- In a race, the characters make competitive Riding checks to determine the results.
- High-speed chases, whether in town or on the range, are resolved via opposed Riding checks.
- During a combat on horseback, riders may jockey for position to get better shots, smoother routes, and
to move nearer or farther apart from one another.
The difficulty of a Riding check may depend on how difficult and uneven the terrain is, any unusual
hazards (such as fences to leap over or streams to ford), or any other features of the terrain (such as
trying to gallop through a crowded city street).
Extra Success on a Riding check allows the acting character to gain insight into the situation, or find a
way to maneuver his or her mount into a more advantageous situation.
Combat skills
Artillery
(Intellect)
Despite advances in technology in the 19th century, there are some weapons like cannons and Gatling
guns that are too large, heavy, and complex to easily carry around. To use such a weapon, it would
need to be mounted onto a vehicle, such as a wagon or a train car, or it would need to be set up as a
stationary weapon on a fort or other structure.
Most characters will only have experience with these types of weapons if they served in the military,
as few groups outside of the federal government have the ability to manufacture these weapons.
However, the existence of black market smugglers and careless rail companies means that less savory
types may occasionally find themselves in possession of one.
[For further details, please see the “Gunnery” section of the EotE book, p120]
47
Pistol
(Agility)
Pistols are the side-arm of choice for most on the Frontier. Though they
don’t have the stopping power of a shotgun or a rifle, they’re light, fast, and
can be used one-handed, which makes them easier to use from horseback or
on the run.
For special details on shootouts and mounted combat, see the “Weapons,
Gear, Horses, and Combat” section.
[For further details, please see “Ranged (Light)” section of the EotE book, p122]
Rifle
(Agility)
For serious hunters, or when shooting someone from a distance away with the most fire power, the
rifle is the only weapon to use. A bit bulkier and slower than a pistol, rifles
have better range and fire higher caliber bullets than a pistol. However,
using one from horseback or trying to conceal a rifle can be a bit
tricky.
[For further details, please see “Ranged (Heavy)” section of the EotE book,
p122]
Shotgun
(Agility)
Rather than firing individual bullets, shotguns fire sprays of small
pellets. While this means you don’t need to aim quite as carefully as
with a pistol or rifle, the effective range of a shotgun is much shorter.
At longer ranges the shotgun might barely leave a scratch. However, the lack of precision needed
makes the shotgun a favored weapon for many on the Frontier.
For special details on shotgun ranges, shootouts and mounted combat, see the “Weapons, Gear,
Horses, and Combat” section.
[For further details, please see “Ranged (heavy)” section of the EotE book, p 122]
48
Knowledge Skills
Civilization
(Intellect)
Once you head east of St. Louis, the rough and tumble face of the Frontier drops away and civilized cities and
towns begin to dominate the landscape. The East Coast of the United States and Western Europe are
considered (from the Frontier’s perspective) the pinnacle of civilization, art and culture. However, even under
that large umbrella, culture and traditions vary from state to state (and vary even more widely as you travel
across the Atlantic). In the States, little love is lost across the Mason-Dixon line, and more than one European
turns up their nose at “New World foolishness”.
Still, thanks to numerous rail lines, widely published newspapers, and the telegraph, these worlds are
connected in a way that the Frontier settlements can’t fathom. Large monopolistic corporations are based here,
even those that do business out West. The headquarters for the Federal Government are located here, as well
as most of the major trade hubs in the world.
- Try to identify a person’s state or country of origin. Success will allow them to recognize traits of that
person’s accent, dress, and mannerisms associated with their state or country.
- Know what behaviors or mannerisms are considered rude or polite when interacting with someone
from Civilization.
- Know details about the best place to buy or sell goods, as well as which markets and corporations from
civilized lands would be best to work with.
The difficulty of a Civilization check is typically proportionate to how obscure the knowledge is for a
particular location. Most folks on the Frontier are significantly more likely to know common knowledge about
New York than they are about a small town in France.
Frontier
(Intellect)
The Frontier is made up of people from all walks of life; some out to strike it rich, others to start a new
settlement to practice a specific religion, others are the original inhabitants trying to keep invaders away.
These are just a few of the many types of settlement on the Frontier, representing an
incredibly diverse mix of cultures, political and religious systems, and environments.
Because the range of cultures and traditions are so varied, knowing details about one
specific area of the Frontier does not necessarily translate to a different area, regardless
of physical proximity. However, there are a few common threads that connect them
all, and those that regularly travel across the West many quickly learn about the
various quirks and traditions of the various settlements.
49
- Determine the best location for selling a particular good, including knowledge of demand and legality
of that good.
- Identify any specific social actions that would be considered rude or polite when dealing with someone
from a particular area of the Frontier.
The difficulty of a Frontier check is based upon the obscurity of the settlement in question, and may become
modified by the complexity of the knowledge the character is trying to gain.
Lore
(Intellect)
This skill works just as the base skill in the EotE game, but in Edge of the Frontier it’s used
for identifying old legends, Native American shamanism, or fabled creatures that live in
the desert. It also incorporates Western Religion, such as remembering stories or doctrine
from the Bible, or identifying the beliefs of newer groups like Mormons or Jehovah’s
Witness.
Nature
(Intellect)
To many folks, even those who make their living off the land, plants or animals fall in broad simplistic
categories like “edible or toxic” and “dangerous or safe,” but there are those who have taken the time to study
and research. Their knowledge about the natural world, both from a scientific and practical standpoint, is an
invaluable resource. This skill represents the knowledge of animals, plants, ecosystems, and the environment
of the natural world far from the fences and roads of a city.
Some gain this knowledge via intense study via books and research; others learn through experimentation and
observation.
- Identify, help, or harm a creature from the wild, or recognize traits about the creature that could be
beneficial in tactics against or for that creature.
- Recognize how the potential impact of drastic action taken against the environment can be predicted or
possibly mitigated. This includes recognizing when dynamite may cause a cave-in or landslide, or what
the impact from damming (or undamming) a river will be.
- Attempt to make a concoction that will help ease pain or break a fever or induce nausea and sickness,
whether in the wild or with access to the proper materials. The difficulty of the nature check to create
such a tincture will be set by the GM, based on the available materials and potency of the effect.
Typically, such a creation will provide a Boost die to a Medicine check or Strain to the target.
50
Weapons, Gear, Horses, and Combat
Can you handle yourself?
For the rules on weapons, please see Chapter 5 of the EotE core rulebook.
Weapons
Name Skill Dam Crit Range Enc HP Price Ammo Rarity Special
Derringer Pistol 4 4 Short 1 1 $10 1 6 Concealable
Schofield Pistol 5 3 Short 1 2 $15 6 4
Revolver Pistol 6 3 Med 1 2 $20 6 4
Remington Pistol 6 3 Med 1 3 $40 6 4 Pierce 1
Volcanic Pistol 6 4 Med 2 2 $60 9 5
Pump-Action Shotgun 6 3 Med 3 2 $25 4 3 Cumbersome 2, buckshot
Sawed-off Shotgun 5 5 Short 2 1 $30 2 6 Double barreled,
buckshot, Concealable
51
Double-Barreled Shotgun 7 4 Short 3 3 $40 2 4 Double barreled
Cumbersome 3, buckshot
Bow & Arrow Rifle 6 2 Medium 1 2 $15 1 5 Quickload, Pierce 1,
Repeater Carbine Rifle 7 3 Medium 2 3 $30 7 4
Bolt Action Rifle Rifle 8 3 Long 3 3 $40 5 5
Springfield Rifle 8 3 Extreme 4 4 $100 1 5 Cumbersome 3
Winchester Rifle 7 3 Long 4 5 $150 10 6 Cumbersome 2
Buffalo Rifle Rifle 9 3 Long 5 1 $200 2 7 Double barreled
Cumbersome 3
Cannon Artillery 20 2 Long 12 4 {R}$500 1 8 Breach 4, Slow-Firing 3
Gatling Gun Artillery 10 4 Medium 10 {R}$800 50 Auto-Fire, Prepare 5
Dynamite special 15 3 Medium 1 - {R}$10 1 7 Limited Ammo 1, Burst
5, Breach 5
Sweating special 12 3 Medium 1 - {R}$8 1 9 Limited Ammo 1, Burst
Dynamite 3, Breach 3
Bayonet Melee +1 4 Engaged 1 1 $15 - 4 Vicious 2, Inaccurate,
Special
Brass Knuckles Brawl +1 3 Engaged 1 1 $5 - 1 Concealable, Disorient 1
Bowie Knife Melee +1 2 Engaged 1 1 $10 - 3 Pierce 1, Vicious 1
Cavalry Sabre Melee +3 3 Engaged 2 2 $35 - 7 Pierce 2, Defensive 1
Sledgehammer Melee +2 4 Engaged 2 3 $20 - 2 Concussive 1, special
Tomahawk Melee +2 2 Engaged 1 2 $15 - 6 Pierce 2
Derringer – A small, single shot pistol, derringers are used not for their firepower, but for their concealability.
Also known as palm or pocket guns, most who carry a Derringer do so to avoid drawing attention or to fall
back on in an emergency. Many high-society women favored Derringers they could easily hide in a purse or
stocking, and more than one gambler has kept a derringer hidden in their hat in case a card game turned ugly.
Schofield – The standard issue revolver of the U.S. Army from 1870, the Schofield became the weapon of
choice for a number of gunslingers on the Frontier. Reliable, readily available, and durable, the Schofield saw
wide use in law-enforcement and by veterans.
Revolver – The traditional gun of the West. Simple in build, quick to draw, and a favorite of everyone from
Cowboys to Banditos, for most of the Frontier the revolver was less of a weapon and more of a necessary tool.
They come in a variety of sizes and makes, but most feature the hammer.
Remington – Though not as popular as the Schofield or the Revolver, the Remington was made as an
improvement to the Army revolvers. The slightly higher caliber bullet tends to punch through targets better
than a standard revolver, but their rarity makes them harder to come by.
Volcanic – Unlike many other pistols, the volcanic was a lever action pistol. Sacrificing simplicity and
firepower, the Volcanic is able to fire significantly more rounds than a standard revolver before needing to
reload, making it a favorite of those who prefer quantity over quality.
Revolver Volcanic
Derringer
Schofield Remington
52
Pump-Action – The standard shotgun. Used primarily for hunting rather than conflict, the pump-action
shotgun is still a dependable weapon. Though only able to fire one shell at a time, the pump-action makes up
for it in the number of shells it can hold and a slightly improved range over the double-barreled shotgun.
Sawed-off – This is a double-barreled shotgun with the barrels either sawed off or significantly shortened at
the factory. Although this results in a reduction in firepower, it does make it significantly easier to hide under
a duster or coat than a standard shotgun. A sawed-off shotgun receives the same penalties as pistols when
used from horseback.
Double-Barreled – Side-by-side barrels and a double-trigger allow either one or two shots to be fired at once,
giving the double-barreled shotgun an advantage in sheer volume of pellets fired over the pump-action;
however this significantly limits the amount of ammunition the weapon can hold.
Bow & Arrow – The traditional weapon of many hunters and Native Americans, the bow and arrow is often
viewed as a relic or old fashioned on the Frontier, but in the hands of an expert it can be just as deadly as a
gun. What it lacks in firepower, it makes up in silence and no dependence on manufactured parts.
Repeater Carbine – Shorter than a full-length rifle, and using pistol ammo rather than rifle, a carbine is a
cheap, low powered rifle, but significantly easier to handle than a larger Springfield or Winchester. This
reduction in bulk makes the carbine attractive to Scouts and those who find themselves traveling long
distances or through dense underbrush.
Bolt Action Rifle – The standard issue rifle; long range, dependable, and easy to maintain. Used primarily for
hunting, the bolt action gained popularity due to its ready availability and easy modifications. The difficulty
for installing modifications on bolt-action rifles require only an average Mechanics check rather than a hard
Mechanics check.
Springfield – Produced by the U.S. Army, the Springfield with its unique sights are heavily favored by
marksmen. Though it can only hold a single round at a time, it has a longer range than nearly any other rifle
on the market.
Winchester – A lever action repeating rifle, the Winchester was hailed as “the gun that won the West.” Being
able to fire more shots than nearly any other weapon, the Winchester played a significant role for the Union in
the American Civil War; and was quickly adopted on the Frontier in the following decades.
Pump-Action Double-Barreled
Sawed-Off
Repeater Carbine
Bolt Action
Springfield 53
Buffalo Rifle – A large caliber, single shot, long barreled rifle; the buffalo rifle was used primarily for hunting
very large animals at long range. Though heavy, loud, and only capable of shooting a single shot at a time, few
non-artillery weapons could match a buffalo rifle in sheer firepower.
Cannon – Cannons have been used for centuries with slight variations, but the basic form has remained the
same. Cannons excel at breaching structures and vehicles, but cannot be aimed as quickly at moving targets.
Artillery checks made using cannons are downgraded when targeting a mobile creature.
Gatling Gun – A Gatling gun is a rapid-fire, spring loaded, hand cranked weapon with multiple rotating
barrels. Due to their size and weight, most Gatling guns were attached to wagons, trains, or ships, and can fire
as many as 200 shots in a minute. If two Threats or a Despair are generated when firing a Gatling Gun, the
ammo feed jams and requires an Average Mechanics check to restore the gun to working order.
Dynamite - Designed primarily for mining, dynamite has gained in popularity thanks to its stable nature
compared to many other explosives. Dynamite is lit with a timed fuse, and is typically set in place before being
lit, rather than thrown like a grenade.
Sweating Dynamite – Old dynamite or dynamite that is stored improperly will begin beading nitroglycerin on
the outside, making it extremely volatile and dangerous. Any time a stick of sweating dynamite is handled
roughly (including dropping it or throwing it); a player or GM may spend a destiny point to have the
dynamite explode.
Bayonet – A spike or knife-shaped weapon that can be affixed onto the front of a rifle. Used primarily by
soldiers as a last-resort melee weapon, a bayonet can be used on its own or attached to rifle that allows the rifle
to shoot without interference, but function as a melee weapon when an enemy closes the distance.
Bowie Knife – Named for and made famous by Jim Bowie in the early 19th century, the Bowie Knife is a heavy,
long bladed knife with a cross guard and clip point at the end of the blade. It was used largely as a hunting
knife, for skinning or butchering game, but also gained popularity as a fighting knife.
Brass Knuckles – A piece of metal shaped to fit around the knuckles used in hand to hand fighting. Brass
Knuckles concentrate a punches force to a harder and smaller area, while protecting the attacker’s fingers.
Cavalry Sabre – A slightly curved sword with a leather wrapped grip and brass handguard, used by the US
cavalry. Designed to be lightweight and easy to handle by horseback, the sabre was used not only by the
cavalry but also by many infantry and officers in the US and Mexican armies.
Bowie Knife
Winchester Brass Knuckles
Bayonet
Buffalo Rifle
54
Sledgehammer – Used primarily by blacksmiths or railroad workers, a Sledgehammer is used to force metal
into shape, break down doors, or drive spikes into the ground. When used in combat, a character must use
two hands to wield a Sledgehammer. Vehicles and structures take double damage from a Sledgehammer
Tomahawk – A single handed axe used traditionally by Native Americans, but whose use eventually spread to
some North American colonists. Like the Bowie Knife, the Tomahawk had a very practical use for cutting and
hunting, but many found a secondary use in combat.
Sledgehammer
Cavalry Sabre
Tomahawk
Horses and Wagons
For travel, work, or even leisure riding, nearly everyone on the Frontier will depend on a horse at some point
in their lives. For some, it’s simply another animal or mode of transportation; but for others a horse can be a
loyal companion.
In day-to-day riding, the statistics of a horse won’t usually come up, but occasionally situations arise where
different horses excel. A high-speed chase through town, hauling mining equipment up a mountain, a long
trek across the desert or on a treacherous mountain path… these are just a few of the many situations where
the type of horse you have could be the line between success and failure.
The horses presented below are all assumed to be suitable for riding and do not need to be trained or
“broken.”
Riding a horse without a saddle requires an Average Riding check, and imposes a Setback die on all checks
made while on the horse.
55
Horse Characteristics
Brawn functions exactly like the attributes for a character.
Speed is how quickly a horse can gallop over short distances (typically one to two miles).
Handling is how agile the horse is and how quickly it responds to the commands of its rider.
Resilience: functions like the skill for a character, but for horses it is typically used to reflect how long it can
gallop, as well as how long it can endure in stressful situations like a blizzard or a desert sun.
Encumbrance capacity: How much non-rider encumbrance a horse can carry without penalty
Horses in Combat
A Horse follows the same rules as a minion. Everything that would deal strain damage instead deals wounds,
and horses are instantly killed by a critical hit.
Horse Breeds
The characteristics listed below are typical for many types of horse, though there may be special breeds
available in some markets.
Wagons
For those who don’t wish to ride directly on a horse, or who need to move larger objects than what can fit on a
horse’s back, some form of vehicle is needed. These function as Landspeeders (chapter 7 of the EotE core
book), but require horses to pull them. The speed of a vehicle determined by the type of horse pulling the
vehicle.
Pull: The minimum Brawn needed to pull the vehicle. This value can be reduced by spreading the load across
multiple animals. (For example, a Wagon with a Pull value of 12 could be pulled by Two Draft horses, or by a
team of four Appaloosas). The horses upgrade the difficulty of all Resilience checks they make, unless the
combined Brawn of all the horses pulling the cart is double the pull value.
The maximum speed of a wagon is the speed of the slowest horse pulling it -1. So a team of Thoroughbreds
pulling a wagon could never have a speed greater than 2.
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Cart
A basic wooden frame on two wheels, a cart is a cheap way to haul goods and equipment throughout the
Frontier. Most often used by farmers or prospectors, a cart can easily be pulled by only one horse. Though
rough and uncomfortable, a cart can be used on farms or small mountain trails, and is nimble enough to travel
places larger stagecoaches or covered wagons are unable to reach.
2 0 3 1 5
Crew: 1
Encumbrance Capacity: 15
Passenger Capacity: 1
Cost / Rarity: $75 / 2
Stagecoach
A stagecoach is a type of wagon designed primarily for transporting passengers and goods between cities of
the Frontier. Most stagecoaches are covered, and offer some protection from the elements, though they are not
designed for any off-road travel. Stagecoach is the preferred method of travel for most people when trains are
unavailable.
3 -2 6 4 10
Crew: 1-2
Encumbrance Capacity: 10
Passenger Capacity: 4-6
Cost / Rarity: $500 / 5
57
Covered Wagon
Crawling across the Frontier, covered wagons are the vehicle of choice for settlers and pioneers. Durable,
strong, and designed for cargo, the covered wagon created the roads out West far before railroad tracks are set
down. A full covered wagon with a team of horses could haul the belongings of a family of 5. The US Army
also relies on covered wagons to transport guns, cannons, and ammunition to the remote forts and outposts on
the Frontier.
3 -1 8 2 12
Crew: 1-2
Encumbrance Capacity: 25
Passenger Capacity: 2
Cost / Rarity: $200 / 4
Buggy
Used almost exclusively in cities and towns, a Buggy is used for short distance passenger travel. Little more
than a seat suspended on two wheels, a Buggy is designed for relative comfort and ease when moving around
a town. Buggies are often used for high society events, when the passengers wish to avoid the smell and dirt
that comes from riding horseback.
2 0 2 0 5
Crew: 1
Encumbrance Capacity: 5
Passenger Capacity: 2
Cost / Rarity: $150 / 3
Special: When used on roads, a horse can
pull the buggy at the horse’s maximum
speed
58
Clothing & Gear
To make life on the Frontier truly work, you need more than a horse and a gun. You also need supplies,
equipment, and occasionally simple comforts.
Clothing
Life on the Frontier tends to revolve less around fashion and clothing compared to the larger cities and
civilized country back East, and more about what is practical on a day-to-day basis. Many people will have
only two sets of clothes; one set for working during the week, and another set for going to church on Sundays.
Still, the clothes a person wears often says a lot about him or her, and characters in Edge of the Frontier should
consider carefully about what type of image they wish to portray to others in the West.
Work Clothes – Work clothes run the gamut of outfits, from blue jeans and a work shirt, to a linen dress, to a
bartender’s apron. This is the standard quality clothing that most people living on the frontier will wear in
their relevant professions.
Fancy Duds – Dresses with lace and a parasol, suits with bow ties and waistcoats, intricate Native American
headdresses or paints; Fancy Duds is the catch-all term for those outfits worn when a character needs to dress
to impress. Though typically not worn except for special occasions or religious celebrations, some make it a
point to dress in a way to give the appearance of success and prosperity.
Leather Duster – A long coat worn over work clothes, a good leather
duster provides protection across the whole body, and is favored by
many who want to avoid cuts and scrapes. Though useful, dusters are
bulky and hot, and are rarely worn during the summer months or down
close to the Border.
Iron Plate – A leftover sheet of metal from a train yard or even the front
plate of a stove, some gunslingers have taken to wearing an iron plate
underneath their clothes as a type of makeshift bullet-proof vest. Though
they are cumbersome and considered dishonest, a few still prefer the extra
protection as a worthwhile tradeoff for the scorn they receive from other
gunhands.
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Gear
Below is a small set of gear that you may wish to purchase while traveling on the Frontier. There may be many
other things for sale at a given store, at the GM’s discretion.
Medical Kit – A Medical Kit contains all the necessary gauze and bandages to bind most wounds, as well as
basic surgical tools, painkillers, and sedatives. For most injuries on the Frontier, this allows the user to perform
first aid and minor surgery, and allows a user to make a Medicine check typically without penalty (and
occasionally receiving a Boost die).
Stimulant – a concoction of painkillers, opiates, and other questionable ingredients. A Stimulant can be used
for emergency first aid. A character may use a maneuver to inject a Stimulant into themselves or another
character. These are one use items that heal 5 wounds and grant 2 strain. For each additional stimulant used
after the first in a 24-hour period, decrease the wounds healed by 1, and increase the strain taken by 1.
Stimulants are reported to be addictive, so the GM may require Resilience tests to avoid dependency if
Stimulants are used too regularly. Failing these tests may give you the “Addiction” obligation (EotE p39).
60
Exploration and Camping
Rope – A coil of rope is one of the most useful tools to have on the Frontier, whether you’re a judge who needs
a noose made, or a Wrangler trying to lasso a wild Mustang. Light, durable, and strong, no one should be
caught away from civilization without it.
Rations – Basic trail rations used for long trips across the plains. Typically little more than dried jerky and a
canteen of water; rations aren’t the tastiest, but they’ll keep you alive.
Saddle – Typically made of hardened leather, a saddle is used for horseback riding to support the rider and
distribute the weight more evenly for the horse. Riding without a saddle is possible, but imposes a Setback die
for all check made from horseback.
Saddlebag – Designed to sit across a horse’s back just behind the saddle, saddlebags can be removed and
carried over a person’s shoulder. People on the Frontier who don’t have a permanent residence typically keep
all their belongings in the saddlebag. A saddlebag increases encumbrance threshold by 3.
Spyglass – A small brass tube that can be extended with a lens on either side. It provides moderate
magnification of distant objects. Using a spyglass removes one Setback die from Perception checks.
Tent – A basic tent is little more than a waterproof cloth covering supported in the middle and held down by
pegs. However, out in the wild it will protect you from rain, wind, and dust while offering some privacy.
Winter Gear – Many who journey westward find themselves unprepared for the blizzards that can sweep
across the Great Planes. Winter Gear includes warm fur lined coats, a set of snowshoes, and two poles that can
be used to stabilize yourself while moving through a storm. While wearing Winter Gear, you may ignore
Setback die from cold weather conditions.
61
Saloon
Card Holder – A metal contraption that attaches to the forearm and is designed to be worn underneath a coat.
It can hold one standard playing card, and is typically used by gamblers to cheat by pre-loading cards. Using a
card holder grants a Boost die to all
Gambling checks; getting caught with
one will get you tossed out of a Saloon at
best, or challenged to a showdown at
worst.
Career Equipment
Bounty Hunter License – A permit from the Federal or state government, allowing you to hunt down and
apprehend –or kill –those wanted by the government for various crimes. Not all states or territories require
licenses, but most federal marshals will require a license before paying a bounty.
Encyclopedia – Mainly used by Teachers, Docs, or Judges, an encyclopedia is a set of reference books that can
be used for research or education. A character with a set of encyclopedias may spend one hour researching a
subject to reduce the difficulty of a knowledge check by one.
Farrier Kit – A kit used for shoeing horses and helping take care of their feet. This includes horseshoes, tools
for fabricating, adapting or adjusting horseshoes to best fit a horse, and basic veterinary tools for helping care
for a horse’s feet and legs.
Irons – Simple metal handcuffs used by lawmen to keep criminals contained when not in a jail cell. Handcuffs
consist of two metal bands that fit around the wrist, connected by a short chain. Escaping Handcuffs without
tools requires a Daunting Athletics or Coordination check.
Prospector’s Kit – A prospector’s kit includes the basic necessities for attempting to mine gold, silver, and
other precious metals. It includes a pan, a filter, a pickaxe, and several blasting caps.
Smithy Tools – A small anvil, tongs, billows, and other tools for working metal. Smithy tools are not easily
portable, but if they can be set up by someone who knows how to use them they make repair or construction
of any metal item significantly easier. Remove up to two Setback dice from all Mechanics checks when using
Smithy tools.
62
Special Combat Situations
Shooting from Horseback
Racing across the plains on horseback, shooting at outlaws who robbed the bank (or shooting at lawmen after
robbing a bank yourself) is a pillar of the Western. Unfortunately, successfully shooting from the back of a
galloping mustang or on the back of a bumpy wagon is more difficult than most make it appear. On top of the
normal range penalties, add the following when shooting while riding a moving horse or wagon
- Shotgun and Rifle checks are made with one additional Setback die, and upgrade the difficulty of all
Riding or Driving checks.
Showdown
Like a duel in the old world, a Showdown is a way for two folks to settle disputes and matters of honor. The
practice is highly respected on the Frontier, and cheating on a Showdown will earn you scorn from scoundrels
and honest folk alike. A Showdown is a measure of skill, both mental and with a gun, setting both members of
a Showdown on equal footing. Once completed, a Showdown typically ends with one person standing and
one person dead. A showdown is divided into 4 steps, slowly building the dice pool to one final shot.
The steps are outlined below, with an example on the next page to clarify
The dice pool for a Showdown is the combination of 3 smaller skills combined. Put together all the dice that
you would roll for Discipline, Cool, and the weapon you’re using (typically a pistol). If the GM has given any
special circumstance bonuses or you receive Boost dice from Talents, add those as well.
The standard duel is set at 20 paces apart. This is a medium range check, so the default difficulty is Average.
Add any additional dice from Talents or other special circumstances (such as armor). Add additional
Challenge dice equal to your opponent’s Presence. Upgrade the difficulty once if you are not using a pistol.
On a piece of paper, each member of the showdown will secretly write a number from 1 to 5. A higher
number means you’re rushing to get your shot off first, and a lower number means you’re taking the time to
line up your shot. Once both participants have secretly written a number, they will reveal simultaneously.
Upgrade the difficulty of the dice pool a number of times equal to the number you wrote down.
Step 4: Shoot.
The member of the showdown who wrote the higher number in step 3 fires first, using the entire dice pool
built up in steps 1-3. If both players wrote the same number, they will fire simultaneously. After the first
participant shoots, if the second participant is still standing, he or she will take their shot, taking into account
any new dice that may be added to the pool as a result of critical hits or extra dice generated from the first
member’s shot. SPECIAL: Add 50 to the result of all critical hit rolls during a showdown.
63
Showdown Example
Marie Fields is a gunslinger, and she has challenged Dangerous Dan McGrew to a showdown after
he accused her of cheating at a game of dice. Marie grabs her trusty Bolt Action Rifle, and counts off
10 paces against Dan at high noon...
Marie Fields:
Current Pool:
Current Pool: //
Current Pool: //
4. Shoot
Rolling all her dice, Marie shoots, and her net result is 2 successes, one Triumph, and two Threat!
Roll: //
Result:
She deals 11 Damage to Dan (Bolt Action Rifle base damage of 8 + 3 net success), and deals a
Critical Hit. Rolling on the Critical hit table, Dan will add 60 to the result (+50 for a Showdown, +10
for Marie’s Deadeye Talent). Dan rolls a 27. Adding 60, he gets a result of 87 (“Compromised”) and
will need to upgrade the difficulty of his shot. However, because of the Threat generated by Marie,
Dan will also get a Boost die to his shot.
Dan will now make his shot, and Marie will see if she survives!
64
Adversaries
Who opposes you?
The Frontier is a vast place, home to all sorts of people and critters who have their own agendas that may run
counter to yours. Lawman or Outlaw, Barfighter or Blacksmith, someone is going to stand in your way. Below
is just a sampling of some of the people and wildlife that may oppose you.
For further details on the rules for adversaries, please see Edge of the Empire chapter 12.
ARMED FORCES
Skills (groups only): Artillery, Discipline, Melee,
US Cavalry [Minion] Pistol, Riding
Stretched across the Frontier, the United States Talents: Mounted Combat (ignore 1 Setback from
Army keeps a scattered, but regular presence to horseback)
both protect American interests and to battle the
Abilities None
Native American tribes as settlers push ever-
further West. The bulk of these soldiers Equipment: Remington (pistol; Damage
are members of the cavalry, 7, Critical 3; Range [Medium],
mounted soldiers armed with Ammo 6). Cavalry Sabre (Melee,
pistol and sabre, stationed on Damage 5, Critical 3, Range:
forts throughout the Engaged, Pierce 2, Defensive
Frontier. 1); Heavy Clothing (soak
+1)
A full cavalry unit
consists of approximately Mexican Soldier
twenty soldiers under the
[Minion]
command of a corporal or
a sergeant; with multiple Since the overthrow of the
units coming together to Second Mexican Empire,
form a company. The US the Mexican Army is made
Cavalry tends to be well primarily of infantry rather
equipped, but the vastness of than cavalry. Though scarce on
the West makes running into the Frontier, the Mexican army
them rare barring special maintains regular troops and forts
circumstances. scattered across the US-Mexico border. Like
their northern counterparts, they are well supplied,
Br Ag Int Cun Will Pr
often preferring a rifle to a pistol. Fewer skirmishes
2 2 2 1 2 1
with Native tribes means it is less likely to
encounter a patrol of Mexican soldiers far away
Soak Value W. M/R
Threshold Defense from a fort or large city.
3 6 1 0
65
Br Ag Int Cun Will Pr Talents: Adversary 3 (upgrade the difficulty of all
2 2 2 2 1 1 combat checks against this target 3 times);
Confidence is 90% (take 2 strain to use Presence as
Soak Value W. M/R the ability for your next skill check)
Threshold Defense
3 7 0 0 Abilities: Commanding Presence (All allies receive
one Boost die on all checks); I Am the Law (add a
Boost die on all Coercion rolls)
Skills (groups only): Artillery, Discipline,
Perception, Rifle, Survival Equipment: Cavalry Sabre (Melee, Damage 5,
Critical 3, Range: Engaged, Pierce 2, Defensive 1).
Talents: None Revolver (pistol, Damage 6, Critical 3; Range
Abilities: None [Medium], Ammo 6). Heavy Clothing (soak +1);
Stimulant (+5 wounds, -2 strain)
Equipment: Bolt Action Rifle (Rifle; Damage 8,
Critical 3; Range [Medium], Ammo 5). Revolver U.S. Army Captain [Rival]
(Pistol; Damage 6, Critical 3; Range [Medium],
US Army Captains are highly trained, often at a
Ammo 6). Heavy Clothing (soak +1)
military academy, and typically lead a company of
Mexican General [Nemesis] up to 250 soldiers. Although they are
commissioned officers, many Captains will involve
There are never more than a handful of Generals in themselves directly in combat, often leading a
Mexico, each overseeing thousands of troops. A charge in battle. Other Captains prefer to lead from
General in Mexico has a reputation as a the rear, giving commands and directives to the
convergence of wealth, political scheming, and troops under their command.
military brilliance. In the Mexican army, the only
rank higher than Generalissimo was President, and Br Ag Int Cun Will Pr
throughout the turbulent history of the country, 2 4 2 3 2 2
more than one General has made that transition.
Soak Value W. M/R
Though they technically have no power in the US
Threshold Defense
territories, American settlers near the border have
4 13 1 0
learned to fear and respect a General and the
influence they wield; as even international borders
rarely stop the schemes of a focused General. Skills: Artillery 2, Discipline 2, Melee 1, Pistol 2,
Rifle 1, Riding 2, Vigilance 3
Br Ag Int Cun Will Pr
2 2 3 4 3 4 Talents: Adversary 1 (upgrade the difficulty of all
combat checks against this target once); Mounted
Soak Strain Wounds M/R Combat (ignore 1 Setback from horseback)
Value Defense
3 16 16 1 0 Abilities: Lead the Charge (May spend a maneuver
to direct one US Cavalry minion group within
medium range. That group may perform an
Skills: Artillery 2, Coercion 1, Discipline 2, immediate free maneuver, or add one Boost die to
Knowledge (Civilization) 3, Knowledge (Frontier) their next check)
2, Leadership 4, Melee 2, Pistol 2, Streetwise 2,
Vigilance 2 Equipment: Revolver (pistol; Damage 6, Critical 3;
Range [Medium]). Cavalry Sabre (Melee, Damage
66
5, Critical 3, Range: Engaged, Pierce 2, Defensive 1); is smart, creative, and many are decent with a
Leather Duster (soak +2) hammer or shovel.
Corporate Br
3
Ag
1
Int
3
Cun
3
Will
2
Pr
1
Talents: None
Abilities None
67
to swindle and con. Often representing a Northern or people that are causing a hiccup in the progress
or European company, these traveling salesmen are of his locomotives.
typically fast talkers, shrewd negotiators, and quick
to make a deal.
Br Ag Int Cun Will Pr
Br Ag Int Cun Will Pr
1 1 4 3 2 4
1 2 2 3 1 3
Soak Strain Wounds M/R
Soak Value W. M/R
Value Defense
Threshold Defense
0 14 11 0 0
1 9 0 0
Law Enforcement
Train Baron [Nemesis]
Deputy [Minion]
The Frontier represents a market of vast wealth, not
only in terms of trade but also for natural On the Frontier, often the only thing standing
resources. As such, rail companies work hard to between outlaws and settlers is a badge. Deputies
make sure that it is their locomotives and tracks typically work directly under a sheriff or Marshal
that other companies depend on to access the riches and help keep the peace in a town or county.
of the West. Train Barons oversee vast networks of Though they don’t often have a reputation for
tracks, and are constantly working on accessing being the brightest or most creative, deputies tend
land rights though any means necessary to lay to be loyal to their leader and can be relied on to
down new rails to an unreached area. uphold the law to the best of their ability.
Though they avoid most of the day-to-day work, a Br Ag Int Cun Will Pr
Train Baron runs his network with an iron fist, and 2 3 2 1 1 2
is quick to focus his attention on any problem areas
68
Soak Value W. M/R Equipment: Revolver (pistol; Damage 6, Critical 3;
Threshold Defense Range [medium], Ammo 6) Double-Barreled
3 6 0 0 Shotgun (Shotgun, Damage 8, Critical 4; Range
[short], Ammo, 4, buckshot. Double-Barreled);
Duster (+2 soak); Stimulant (+5 wounds, -2 strain)
Skills (groups only): Pistol, Shotgun, Vigilance,
69
Bounty Hunter [Rival] U.S. Marshal [Nemesis]
Bounty Hunters make their living capturing and In areas that have no local government, peace is
killing the worst men and women across the West, enforced by the shotgun barrel of the local U.S.
earning a well-deserved reputation of danger and Marshal. Marshals are employed by the federal
skill. Some do it from a place of justice, others for government, answering directly up to the local U.S.
the thrill, and others as a sort of state-sanctioned District Court. Aside from normal law enforcement
murder license. Regardless, if a Bounty Hunter has most Marshals focus on apprehending wanted
a name on their list, that person is well advised to fugitives, protecting endangered federal witnesses,
sleep with one eye open and keep moving. and transporting federal prisoners.
Br Ag Int Cun Will Pr Many Marshals did not begin in law enforcement.
2 3 2 4 3 2 More than one was deputized from among the best
and deadliest in the West in order to hunt down
Soak Value W. M/R the most dangerous bandits on the plains, giving
Threshold Defense many an intimate knowledge of the land and
4 11 0 0 people they work with. In the Frontier, a Marshal
can be either a bulwark against tyranny and
Skills: Coercion 2, Discipline 1, Gambling 1, lawlessness or an oncoming storm, depending on
Knowledge (Frontier) 1, Knowledge (Underworld) which side of the law you find yourself.
2, Melee 1, Perception 3, Rifle 2 Br Ag Int Cun Will Pr
Talents: Adversary 1 (upgrade the difficulty of all 2 4 3 2 3 3
combat checks against this target once); Sneaky
Soak Strain Wounds M/R
(add one Boost die to Stealth checks); Tracker (add
Value Defense
one Boost die to Survival checks to track someone)
4 12 16 0 0
Abilities: You Seen This Fella? (The bounty hunter
gains one automatic success on
Skills: Artillery 1, Cool 2, Discipline 2, Knowledge
coercion checks to learn the
(Civilization) 2, Knowledge (Frontier) 3,
location of their target)
Knowledge (Underworld) 2, Perception 2, Pistol 3,
Equipment: Bolt Action Shotgun 2, Vigilance 2
Rifle (Rifle; Damage 8,
Talents: Adversary 2 (upgrade the difficulty of all
Critical 3; Range
combat checks against this target 2 times); 1000
[Medium], Ammo 5). yard stare (add 1 Setback die to all coercion checks
Bowie Knife (melee; made against the Marshal); Mounted Combat
damage 3, Critical 3; (Ignores one Setback die when shooting from
Range (engaged), Pierce horseback
2); Schofield (pistol;
Damage 5, Critical 3;
Range [short], Ammo
5); Duster (+2 soak);
Bounty Hunter License;
Stimulant (+5 wounds, -2 strain)
70
Abilities: Commanding Presence (All allies receive Skills (groups only): Riding, Rifle, Stealth, Survival
one Boost die on all checks);
Showdown (Gains a Boost Talents: Mounted Combat
die to all rolls in a Abilities None
showdown)
Equipment: Equipment: Bow and Arrow (rifle; Damage 6,
Remington (pistol; Critical 2; Range [medium], Ammo 1, Quickload,
Damage 6, Critical Pierce 1); Bolt Action Rifle (Rifle; Damage 8,
3; Range [short], Critical 3; Range [Medium], Ammo 5).
Ammo 6, Pierce 1);
Pump-Action Scout [Rival]
Shotgun (Shotgun,
In the various skirmishes between the US army and
Damage 7, Critical
the Native American tribes, the Native tribes nearly
5; Range [Medium],
always had a superior knowledge of the terrain,
Ammo, 4, buckshot);
and “Injun Scouts” became legendary in the West.
Duster (+2 soak);
Many stories exaggerate the abilities of the Scouts,
Irons
but some of the legends are well deserved. Though
many Scouts stay with their tribe, some venture out
to find work among the towns and settlements of
the Frontier. Often, Scouts find regular work under
Native Americans law enforcement, bandits, and even eastern
corporations because of their expert knowledge of
Apache Warrior [Minion] an area.
Through the latter half of the 19th century, the Br Ag Int Cun Will Pr
Apache grew a reputation for raids and conflicts 2 2 3 3 3 1
against the US and Mexican settlers on the Frontier.
Though such raids are largely a response to forced Soak Value W. M/R
relocation onto reservations or attacks from Threshold Defense
Western settlers, Apaches are often vilified in 3 13 0 0
western newspapers, calling for harsher treatment
of them and provoking retaliation from the Skills: Animal Handling 2, Knowledge (Frontier) 2,
Apache. Knowledge (Nature) 2, Perception 2, Riding 2, Rifle
1, Stealth 1, Survival 2
Apache Warriors typically raid and attack in small
bands, typically groups of one to four dozen. Most Talents: Lay of the Land (remove Setback dice to
of their skirmishes are with the US Cavalry, though find food or water); Boots on the Ground (remove a
the violence occasionally spills over onto other Setback die for rough terrain); Tracker (add a Boost
settlements. die to Perception & Survival when tracking
someone)
Br Ag Int Cun Will Pr
2 3 2 2 2 1 Abilities:
71
Apache Chief [Nemesis] immediate free maneuver, or add one Boost die to
their next check); Stealth Raid (all allies within
Leading bands of Apache Warriors, Chiefs have medium range upgrade all stealth checks by
garnered a reputation with the US Cavalry 1)
as clever strategists, and cunning
leaders. With more autonomy than Equipment: Remington (pistol;
other military leaders, different Damage 6, Critical 3; Range
Apache Chiefs may vary widely [short], Ammo 6, Pierce 1);
in their goals and methods. Pump-Action Shotgun
Some lead raiding warbands, (Shotgun, Damage 7,
seeking retaliation for abuse Critical 5; Range
from the government and [Medium], Ammo, 4,
settlers; while others lead buckshot); Duster (+2
people within the soak)
Reservation, committed to
protecting their tribe.
Regardless of their outlook
towards the Americans Outlaws
pushing ever-further West, an
Apache Chief is never one to Bandit [Minion]
underestimate or ignore.
Preying on the weak and
defenseless, Bandits are reviled
throughout the Frontier. Whether
it’s rustling cattle, robbing
Br Ag Int Cun Will Pr stagecoaches, or stealing horses, Bandits are
2 3 2 4 3 3 despised by most law-abiding citizens. Though
they often clash with law enforcement, some
Soak Strain Wounds M/R Bandits travel in strong enough groups that none of
Value Defense the local sheriffs or deputies can challenge them,
3 12 17 0 0 giving them free reign over a region. Others take a
policy of “No Witnesses,” and either avoid being
seen or take steps to leave no survivors from their
Skills: Animal Handling 2, Cool 2, Discipline 2,
raids
Knowledge (Frontier) 2, Knowledge (Nature) 3,
Perception 2, Riding 2, Rifle 3, Stealth 1, Survival 2, Br Ag Int Cun Will Pr
Vigilance 2 2 3 1 2 1 2
72
Abilities None Card Shark [Rival]
Equipment: Revolver (pistol; Damage 6, Critical 3; In most towns on the Frontier, Saturday night
Range [medium], Ammo 6) Pump-Action Shotgun entertainment usually involves going to the local
(Shotgun, Damage 7, Critical 5; Range [Medium], saloon for two reasons: drink and gambling. Often
Ammo, 4, buckshot); Heavy Clothes (+1 soak) a Card Shark will be engaging in the latter to take
advantage of those who had too much of the
former. Most Card Sharks have a legitimate skill in
Bareknuckle Boxer [Rival] gambling they can use to earn their living, but
many are happy to cheat or take advantage of
Fighting is a way of life on the Frontier. It’s not
drunk and desperate cowboys to line their pockets.
unusual to make a living off it, but very few do so
Card Sharks are shrewd players who are quick to
without a gun at their side. Bareknuckle boxers
drain a sucker of his or her cash, and are equally
tend to be some of the strongest, toughest folks
quick to move on to a new town as soon as folks
found on the Frontier. Some fight in backrooms
get suspicious.
and live off of the wagers and ring fees full time,
others work as a bouncer or bodyguard to keep Br Ag Int Cun Will Pr
their wallets full. Regardless of where one is 1 2 2 4 3 3
encountered, going head-to-head with a
Bareknuckle Boxer is rarely something most people Soak Value W. M/R
walk away from without a few broken bones Threshold Defense
1 10 0 0
Br Ag Int Cun Will Pr
5 2 1 1 2 2
Abilities:
73
Skills: Charm 1, Cool 2, Discipline 2, Deception 3, Abilities: Showdown (Gains a Boost die to all rolls
Gambling 3, Knowledge (Frontier) 2, Knowledge in a showdown)
(Underworld) 2, Perception 2, Pistol 1, Stealth 2
Equipment: Modified Revolver (Pistol; Damage 8,
Talents: Adversary 1 (upgrade the difficulty of all Critical 2; Range (medium)); Duster (+2 soak);
combat checks against this target once); Ace up my Stimulant (+5 wounds, -2 strain)
Sleeve (Can make a Stealth Check opposed by
perception. If successful, gains 2 automatic success
to the next Gambling check); Card Shark (Gains a Bank Robber [Nemesis]
Boost die to all Gambling Checks; Trustworthy
Smile (Gains a Boost die to charm or deception On the high plains and prairies of the Old West,
checks) few held the infamy of the Bank Robber. Some
prefer a stick-up in broad daylight with guns
Abilities: drawn, some sneak into a bank in the dead of night,
Equipment: Derringer (pistol; Damage 4, Critical 4; while others have a talent for dynamite and
Range [short], Ammo 1, concealable). Schofield literally blast their way into any vault or safe they
(pistol; Damage 5, Critical 3; Range [short], Ammo wish. Bounties for a Bank Robber are high, so many
5); Card Holder; Fancy Duds lead bandit gangs to discourage any attempts on
their life while they plan their next heist. Typically
Gunfighter [Rival] brilliant, calculating, and daring, the dangerous life
of a Bank Robber tends to appeal to extreme
Few people take up the profession of Gunfighter.
personalities. Many Bank Robbers attempt to earn
Fewer still survive longer than a few months.
the loyalty of the poor by burning mortgage papers
Professional Gunfighters are tough, skilled, and
and destroying bank records, often relying on those
never to be underestimated; particularly when they
same poor to hide them and shelter them when the
stare down their opponent at high noon on a
US Marshals come looking.
deserted street. Many sell their services to the
highest bidder, while others drift from town to Br Ag Int Cun Will Pr
town gambling and rely on their pistol to address 3 3 3 3 3 2
any trouble they get into.
Soak Strain Wounds M/R
Br Ag Int Cun Will Pr Value Defense
2 4 1 3 3 2 4 15 14 1 1
74
Abilities: Backstab (deal an automatic critical hit Equipment: Fangs (Brawl, Damage 1, Critical 1,
against enemies who have not yet acted this Range (Engaged), Poison)
encounter)
Coyote [Minion]
Equipment: Bowie Knife (Melee; Damage 5,
Critical 2; Range [engaged], Pierce 1, vicious 1); Anyone who has slept out on the high planes or
Dynamite (Damage 15, limited ammo 4, Burst 5, canyons has heard the howling of the coyotes late
Breach 5), Sawed-Off Shotgun (Shotgun, Damage 7, into the night. Livestock and horses tend to be at
Critical 5; Range [Short], Ammo 2, buckshot, greatest risk of a coyote attack, and most coyotes
double barreled); Duster (+2 soak); will avoid humans. However, if food is scarce and
a person looks vulnerable, a pack of coyotes may
try for an easy meal. Coyotes are rarely alone, and
almost always travel and hunt in packs of half a
CREATURES dozen
75
Br Ag Int Cun Will Pr
7 1 1 1 1 1
Talents:
Cougar [Rival]