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A Wild West RPG by Jon Green

Version 1.0

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Written and Designed by Jon Green 2017

Edited by Andy Kotch

Additional Editing and Design by C. Steven Ross

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

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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.

How do I play the game?


Edge of the Frontier is based on the popular Star Wars: Edge of the Empire roleplaying game (EotE) by Fantasy Flight
Games. It uses the same game terms and many similar skills and resolution mechanics. In order to play Edge of the
Frontier, you will need to own and be familiar with the EotE game, as this document will make references to it. You
can learn more about that game and purchase it at https://www.fantasyflightgames.com/en/products/star-
wars-edge-of-the-empire/

What is in this document?


This document has rules that replace large portions of the character creation rules of EotE. Rather than choosing a
Species, you will choose a Culture. After that, you will choose from one of the six new Careers, each with three or
four distinct specializations listed for the Edge of the Frontier game. There is also an overview of all the skills used
in Edge of the Frontier, as well as a description of new skills unique to the game. Next,
there is a listing of weapons, horses, and other gear specific to Edge of the Frontier.
Finally, there are overviews of special combat situations like firing from horseback
or entering into a showdown. For players, a character sheet to print or photocopy is
at the end. For GMs running Edge of the Frontier, please see the Adversaries
section for a list of potential foes and opposition that the player characters may
face.

How can I become more familiar with the genre?


Some popular examples of the Wild West genre that Edge of the Frontier emulates are:
Film: Literature:
“The Good, the Bad, and the Ugly” (1966) dir. Sergio Leone “True Grit” - Charles Portis
“Once Upon a Time in the West” (1968) dir. Sergio Leone “Blood Meridian” – Cormac McCarthy
“Unforgiven” (1992) dir. Clint Eastwood “The Ox-Bow Incident” – Tilburg Clark
“The Magnificent Seven” (1960) dir. John Sturges
“3:10 to Yuma” (2007) dir. James Mangold Television:
“Back to the Future part III” (1990) dir. Robert Zemeckis “Maverick” (1957)
“There Will Be Blood” (2007) dir. Paul Anderson “Bonanza” (1959)
“Firefly” (2002)
Videogame: “Deadwood” (2004)
“Red Dead Redemption” – Rockstar Games “Hell on Wheels” (2011)

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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.

Civilization vs. the Wild


As the railroad snaked its way across the Frontier, towns slowly began to spring up, dark fences encircled the
farmland, and storefronts began lining roads crowded with stagecoaches and wagons. Where the lands once
shook under the might of hundreds of thousands of buffalo, they now lay covered in barbed wire, oil derricks,
and herds of cattle. As the United States pushed further into the West under the banner of Manifest Destiny,
what was previously wild and untamed was soon extinguished under people’s tireless attempts to lay claim
on the land. This was often personified by the frequent clashes between the US army and the Native American
tribes who had either lived on the land for generations, or who had been forced to relocate there by a previous
“agreement” with the government. On the Frontier, however, the natural world was often more hostile than
any creature living on it. Settlers living on the Great Plains could see a drought in spring, a tornado in
summer, wildfires in fall, and a blizzard in the winter; as if the land itself did not want to be tamed.

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

Select Character Culture


The Frontier is a vast, expansive place. Some parts are barren desert and prairie, other parts rich
farmland and vibrant towns. But no matter where you go, folks from all over have spread out across
the West and claimed it as their home. All of these people have different backgrounds and cultures
that set them apart from each other, and each player will need to determine what their character’s
Culture is. This will determine starting characteristics, as well as special abilities, starting XP, and the
Wound and Strain thresholds. Once a culture is selected, it can never be changed.

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 Character Career


This functions identically to the EotE Core Rulebook, however the Careers presented in this document
replace all the character Careers in EotE.

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;

Choose Gear and Description


Once all other character details have been determined, each character starts
with $100 worth of gear and equipment; although more can be purchased by
starting with additional Obligation. Most characters will want to start the
game with a horse and/or a starting weapon.

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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.

Starting Ability Scores

Brawn Agility Intelligence Cunning Willpower Presence


2 1 2 2 3 2

• Wound Threshold: 10 + Brawn


• Strain Threshold: 10 + Willpower
• Starting XP: 100
• Starting Skill: Start with one rank in either Survival or Resilience
• Special: Lucky – once per scene can reroll a single die

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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”).

Starting Ability Scores

Brawn Agility Intelligence Cunning Willpower Presence


1 2 3 2 2 2

• Wound Threshold: 9 + Brawn


• Strain Threshold: 10 + Willpower
• Starting XP: 100
• Starting Skill: Start with one rank in either Negotiation or Deception
• Special: Educated – Gain 1 rank in any two knowledge skills
• Special: Industry – Start with an additional $200 in gear and equipment

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.

Starting Ability Scores

Brawn Agility Intelligence Cunning Willpower Presence


3 2 2 2 1 2

• Wound Threshold: 12 + Brawn


• Strain Threshold: 9 + Willpower
• Starting XP: 100
• Starting Skill: Start with one rank in either
Animal Handling or Athletics
• Special: Weather the Storm – Gain Resilience as a
class skill, and subtract 10 from any Critical
Injury results inflicted on you

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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.

Starting Ability Scores

Brawn Agility Intelligence Cunning Willpower Presence


2 2 2 2 2 2

• Wound Threshold: 10 + Brawn


• Strain Threshold: 10 + Willpower
• Starting XP: 110
• Diverse Culture: Start with one rank in any two non-Career skills of your choice.

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.

Starting Ability Scores

Brawn Agility Intelligence Cunning Willpower Presence


2 3 1 2 2 2

• Wound Threshold: 11 + Brawn


• Strain Threshold: 11 + Willpower
• Starting XP: 90
• Starting Skill: Start with one rank in either Riding or Roping
• Special: Manners – Remove 1 Setback die from any Charm, Coercion, or Deception test
• Special: Home on the Range - Knowledge (Nature) and Knowledge (Frontier) are always
considered career skills

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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.

Starting Ability Scores

Brawn Agility Intelligence Cunning Willpower Presence


2 2 2 3 2 1

• Wound Threshold: 10 + Brawn


• Strain Threshold: 12 + Willpower
• Starting XP: 100
• Starting Skill: Start with one rank in either Animal Handling or Stealth
• Special: Ways of the Land - Riding, Melee, and Medicine are always considered career skills
• Special: Resourcefulness – Once per encounter may remove up to 2 Setback dice from a skill check

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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.

Starting Ability Scores

Brawn Agility Intelligence Cunning Willpower Presence


2 2 2 1 2 3

• Wound Threshold: 11 + Brawn


• Strain Threshold: 11 + Willpower
• Starting XP: 100
• Starting Skill: Start with one rank in either
Riding or Charm
• Special: Fearless – Remove up to 2
Setback dice from Fear checks.

Prejudice in Edge of the Frontier


In the romanticized American West, the inspired setting for Edge of the Frontier, prejudice and bigotry
were very real things. Immigrants were often discriminated against, and many on the frontier and in
the government treated Native Americans, African Americans and the Chinese as a lower class of
humans. Similarly, women were also treated as second-class citizens, despite a mask of manners and
propriety that culture ordained to be used when men interacted with women. When you play Edge of
the Frontier, you may wish to embrace these prejudices and fight against them (like Annie Oakley did,
or the titular character in the film “Django Unchained”); or you may instead ignore them and treat
everyone as equals. Make sure you discuss this with your group so that everyone is comfortable and
knows what style of game is to be played, and try to make sure in-game bigotry does not spill over
and impact the real world.

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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.

Additional Bonus Cost


+ 5 Starting XP +5 Obligation
+ $200 starting cash +5 Obligation
+ $100 starting cash
+ Horse (Appaloosa) +5 Obligation
+ Saddle
+10 starting XP +10 Obligation
+ $500 starting cash +10 Obligation

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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.

Explorers tend to know the land and its inhabitants better


than nearly anyone else in the West. Of course, the
Frontier is a dangerous place, so many of them are
happy to bring along an extra hand or two as they
set out to see what’s waiting out there beyond the
horizon.

Many explorers are hired by local law enforcement,


ranchers, or sometimes even big companies from
back East. Regardless of where they came from, all
feel that same call to the unknown, and to venture
out where other folks won’t.

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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.

The greatest strength and


weakness of a Prospector is a
craving for wealth. It means
they’ll take risks and chances
no one else will, but it can also
drive a desperate prospector to
take drastic actions to try and
beat competitors to a claim.
Still, most are decent folk and
have a wealth of knowledge
and experience few others ever
will.

13
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.

14
Explorer: Cowboy Talent Tree
Career Skills: Animal Handling, Cool, Driving, Knowledge (Frontier), Knowledge (Lore), Knowledge
(Nature), Perception, Survival.

Cowboy Bonus Career Skills: Gambling, Pistols, Riding, Roping

□ Mounted Combat □ Dedicated Rider □ Roper □ Unshaken


Ignore one Setback Can take 1 Strain to Ignore one Setback
die when shooting upgrade the difficulty die per rank of Roper Your Strain threshold
from horseback of attacks against when attempting to increases by 1
your horse rope a creature
Cost: 5 Cost: 5 Cost: 5 Cost: 5

□ 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

□ Expert Rider □ Thick Skin


□ Roper □ Cavalry Shot Automatically Your Wound
Ignore one Setback You don’t take Strain upgrade the difficulty threshold increases
die per rank of Roper when using the Aim of attacks against by 2
when attempting to maneuver on your horse. This can
rope a creature horseback be further improved Cost: 15
Cost: 15 Cost: 15 with Dedicated Rider
Cost: 15

□ 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

15
Explorer: Prospector Talent Tree
Career Skills: Animal Handling, Cool, Driving, Knowledge (Frontier), Knowledge (Lore), Knowledge
(Nature), Perception, Survival.

Prospector Bonus Career Skills: Mechanics, Medicine, Melee, Shotgun

□ Blasting Expert □ Unshaken □ Miner’s Eye □ Scrap Work


Increase Dynamite Remove a Setback die
damage by 2 for each Your Strain threshold Gains a Boost die on for every rank of
rank of Blasting increases by 1 all Survival or Scrap Work to find or
Expert Knowledge checks scavenge items and
Cost: 5
related to mining or gear
Cost: 5
prospecting
Cost: 5
Cost: 5

□ Boots on the Ground


□ Lay of the Land □ Dirty Fighting Remove a Setback
Remove up to two dice for each rank of □ Thick Skin
Creatures making a Boots On the Ground
Setback dice to find Your Wound
brawl or melee attack from checks related
food, water or shelter threshold increases
against you take 1 to movement through
outside of a city or by 2
Strain per rank of rough terrain or due
town Dirty Fighting to environmental Cost: 10
Cost: 10 Cost: 10 effects
Cost: 10

□ Choke □ Blasting Expert


□ Scrap Work □ Dirty Fighting
Damage from Increase Dynamite Remove a Setback die Creatures making a
weapons with the damage by 2 for each for every rank of brawl or melee attack
“Buckshot” quality rank of Blasting Scrap Work to find or against you take 1
only decreases by 2 Expert scavenge items and Strain per rank of
per increment gear Dirty Fighting
Cost: 15
Cost: 15 Cost: 15
Cost: 15

□ 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.

Scout Bonus Career Skills: Athletics, Medicine, Riding, and Rifle

□ Dedicated Rider □ Lay of the Land □ Tracker □ Unshaken


Take 1 Strain to Remove up to two Add a Boost die per
upgrade the difficulty Setback dice to find rank of Tracker to Your Strain threshold
of attacks against food, water or shelter Perception and increases by 1
your horse outside of a city or Survival checks to
Cost: 5 town track someone
Cost: 5
Cost: 5 Cost: 5

□ Ear to the Ground


□ Boots on the Ground May make a Daunting □ Boots on the Ground
□ Mounted Combat perception check to
Remove a Setback Remove a Setback
Ignore one Setback identify the presence
dice for each rank of dice for each rank of
die when shooting and approximate
Boots On the Ground Boots On the Ground
from horseback location of horses and
from checks related from checks related
to movement through wagons within 1 mile, to movement through
Cost: 10
rough terrain or due even with no line of rough terrain or due
to environmental sight. The difficulty to environmental
effects decreases by one per effects
rank of Ear to the
Cost: 10 Cost: 10
Ground
Cost: 10

□ Ear to the Ground


May make a Daunting
perception check to
identify the presence
□ Tracker
□ Unshaken Add a Boost die per □ Sneaky
and approximate
location of horses and Your Strain threshold rank of Tracker to
Gain a Boost die to all
wagons within 1 mile, increases by 1 Perception and
Stealth checks
even with no line of Survival checks to
sight. The difficulty track someone
Cost: 15 Cost: 15
decreases by one per Cost: 15
rank of Ear to the
Ground
Cost: 15

□ Expert Rider □ Ground Speaker □ Survivalist


When you use Ear to You can always find
Upgrade the difficulty the Ground, you □ Legend of the West
food, shelter and
of attacks against know the exact Increase a water for yourself and
your horse. This can number of creatures characteristic by 1 up to 4 other
be further improved at a specific location
with Dedicated Rider Cost: 25 creatures.
within one mile
Cost: 20 Cost: 20
Cost: 20

17
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.

A Hired Gun’s Role


When you need someone hurt or dead, you turn to the Hired Gun. Less restricted than a Lawman, a Hired
Gun is the steel you call upon when things are looking their absolute worse. Maybe you
need a bodyguard to protect you, maybe you’re forming a posse to hunt down an
outlaw, or maybe someone has done you wrong and you want a bullet in their head. If
any of these are true, turn to the Hired Gun

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.

Hired Gun Specializations

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.

18
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

19
Hired Gun: Barfighter Talent Tree
Career Skills: Athletics, Discipline, Melee, Pistol, Riding, Resilience, Streetwise, Vigilance.

Barfighter Bonus Career Skills: Brawl, Coercion, Gambling, Survival

□ Dirty Fighting □ Thick Skin □ Unshaken □ Suckerpunch


Creatures making a Your Wound Deal one additional
brawl or melee attack Your Strain threshold
threshold increases damage on Brawl and
against you take 1 increases by 1
by 2 Melee attacks per
Strain per rank of rank of Suckerpunch
Dirty Fighting Cost: 5 Cost: 5 Cost: 5
Cost: 5

□ 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

□ Dirty Fighting □ Improved Suckerpunch


□ Nerves of Steel □ Thick Skin
Creatures making a Deal one additional
Your Wound
brawl or melee attack Your Strain threshold damage on Brawl and
threshold increases
against you take 1 increases by 2 Melee attacks. Your
by 2
Strain per rank of Brawl attacks have a
Dirty Fighting crit score of 3
Cost: 5 Cost: 15
Cost: 15
Cost: 15

□ Fists of Steel □ Focus Through the Pain


□ Legend of the West As a maneuver, you □ Hardened Bones
can take 2 Strain to
Gain Pierce 2 on all Increase a Your soak increases
ignore the effects of a
Brawl attacks characteristic by 1 by 1
critical injury for one
Cost: 25 round Cost: 20
Cost: 20 Cost: 20

20
Hired Gun: Gunslinger Talent Tree
Career Skills: Athletics, Discipline, Melee, Pistol, Riding, Resilience, Streetwise, Vigilance.

Gunslinger Bonus Career Skills: Knowledge (Frontier), Perception, Rifle, Shotgun

□ Fast Draw □ Trick Shot □ Deadeye □ Sniper


Choose Rifles, Pistols,
Can draw or holster a Make a Pistol or Rifle Take 3 Strain to
or Shotguns. Deal 1
pistol as an incidental check. If successful decrease the range
extra damage for
rather than a the target takes one increment of a Pistol
weapons using that
maneuver. Gain a Strain. The target’s or Rifle check by one
skill. You may choose
Boost die on your hat, belt, or other per rank of Sniper
the same skill for
Showdown roll. similar item drops to
Deadeye multiple
the ground Cost: 5
Cost: 5
times
Cost: 5 Cost: 5

□ Disarming Shot □ Dance! □ Thick Skin


□ Choke May spend 2
May forgo a critical Your Wound
Damage from Advantage on a failed
hit on a ranged attack threshold increases
weapons with the ranged attack roll to
roll to force the by 2
“Buckshot” quality force the target to
only decreases by 2 target to drop one
only act during the
per increment weapon they’re Cost: 10
last allied initiative
Cost: 10 holding.
slot on their next turn
Cost: 10 Cost: 10

□ Deadeye □ High Noon


□ Duck you Sucker! Choose Rifles, Pistols,
or Shotguns. Deal 1
Decrease the □ Bull’s Eye
May spend an difficulty of a Add 10 to the roll of
extra damage for
advantage on a failed Shootout check by 1. all critical injuries you
weapons using that
ranged attack roll to Creatures in a inflict for each rank of
skill. You may choose
force the target to Shootout against you Bull’s Eye
the same skill for
drop prone. take one Setback die
Deadeye multiple Cost: 15
to their roll
Cost: 15 times
Cost: 15 Cost:15

□ Improved Choke □ Sniper □ Improved Deadeye


Requires “Choke.” Choose Rifles, Pistols,
Damage from
Take 3 Strain to □ Legend of the West or Shotguns.
decrease the range
weapons with the Increase a Decrease the Crit
increment of a Pistol
“Buckshot” quality characteristic by 1 rating by 1 for
or Rifle check by one
only decreases by 1 Cost: 25 weapons using that
per rank of Sniper
per range increment skill
Cost: 20 Cost: 20 Cost: 20

21
Hired Gun: Veteran Talent Tree
Career Skills: Athletics, Discipline, Melee, Pistol, Riding, Resilience, Streetwise, Vigilance.

Veteran Bonus Career Skills: Artillery, Knowledge (Civilization), Perception, Rifle

□ Cavalry Shot □ Covering Fire □ Unshaken □ Bull’s Eye


You don’t take Strain Choose a target (or Add 10 to the roll of
when using the Aim Your Strain threshold all critical injuries you
targets) in range. increases by 1
maneuver on Spend two ammo per inflict for each rank of
horseback target to add a Bull’s Eye
Cost: 5 challenge dice to all Cost: 5 Cost: 5
combat checks that
target makes until
your next turn
Cost: 5

□ Duck you Sucker! □ Sniper □ Nerves of Steel □ Thick Skin


Your Wound
May spend an Take 3 Strain to Your Strain threshold threshold increases
advantage on a failed decrease the range increases by 2 by 2
ranged attack roll to increment of a Pistol
force the target to or Rifle check by one
drop prone. Cost: 10 Cost: 10
per rank of Sniper
Cost: 10 Cost: 10

□ 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.

Bounty Hunter Bonus Career Skills: Melee, Rifle, Stealth, Skullduggery

□ Tracker □ Unshaken □ Disarming Shot □ Lay of the Land


Add a Boost die per Remove up to two
rank of Tracker to Your Strain threshold May forgo a critical Setback dice to find
Perception and increases by 1 hit on a ranged attack food, water or shelter
Survival checks to roll to force the outside of a city or
track someone target to drop one town
Cost: 5 weapon they’re
Cost: 5 holding. Cost: 5

Cost: 5

□ Dirty Fighting □ Sniper


Creatures making a
□ Bull’s Eye □ Sneaky
Take 3 Strain to Add 10 to the roll of
brawl or melee attack decrease the range Gain a Boost die to all
all critical injuries you
against you take 1 increment of a Pistol Stealth checks
inflict for each rank of
Strain per rank of or Rifle check by one Bull’s Eye
Dirty Fighting per rank of Sniper
Cost: 10 Cost: 10
Cost: 10
Cost: 10

□ Boots on the Ground


□ Tracker Remove a Setback
□ Thick Skin Add a Boost die per □ Suckerpunch dice for each rank of
Your Wound rank of Tracker to Deal one additional Boots On the Ground
threshold increases Perception and damage on Brawl and from checks related
by 2 Survival checks to Melee attacks per to movement through
track someone rank of Suckerpunch rough terrain or due
Cost: 15 Cost: 15 to environmental
Cost: 15 effects
Cost: 15

□ Just Grazed ‘im


□ 1000 Yard Stare
When you deal May ignore 1 Setback □ Thick Skin
damage to a target die to all coercion □ Legend of the West Your Wound
that would kill it, you checks you make, or Increase a threshold increases
can instead choose add a Setback die to characteristic by 1 by 2
for the target to fall coercion checks made Cost: 25
unconscious. against you Cost: 20
Cost: 20
Cost: 20

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)

□ Unshaken □ 1000 yard stare □ Judge’s Resolve □ Posse


May ignore 1 Setback Add a Boost die per
Your Strain threshold May suffer 2 Strain to
die to all coercion rank of Posse when
increases by 1 use Willpower as the
check you make, or making leadership
base ability score in
add a Setback dice to checks. Affected
your next skill check.
Cost: 5 coercion checks made targets add a Boost
May only use once
against you die to all vigilance
per scene per rank of
Cost: 5 Judge’s Resolve checks for 24 hours
Cost: 5 Cost: 5

□ Get ‘em, boys!


□ Covering Fire □ Respected Citizen
As an action, make an May downgrade
□ I am the Law
Choose a target (or
Average Leadership difficulty of Charm,
targets) in range. Add a Boost die to all
check. A number of Coercion, or
Spend two ammo per coercion checks you
allies equal to your Deception checks
target to add a make
Presence can suffer 1 against a member of
challenge dice to all
Strain to perform 1 Law Enforcement
combat checks that
free maneuver; or 4 Cost 10
target makes until Cost: 10
Strain to perform a
your next turn
free action
Cost: 10
Cost: 10

□ 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

□ Weight of the Government □ Thick Skin May suffer 2 Strain to


□ Legend of the West Your Wound use Willpower as the
Any creature making base ability score in
an attack against you Increase a threshold increases
by 2 your next skill check.
takes 1 Strain. characteristic by 1
May only use once
Cost: 25
per scene per rank of
Cost: 20 Cost: 20
Judge’s Resolve
Cost: 20

26
Lawman: Peacekeeper Talent Tree
Career Skills: Athletics, Discipline, Knowledge (Underworld), Perception, Shotgun, Riding, Streetwise,
Vigilance.

Peacekeeper Bonus Career Skills: Artillery, Leadership, Knowledge (Frontier), Pistol

□ Unshaken □ Fast Draw □ Thick Skin □ I am the Law


Your Wound
Your Strain threshold Can draw or holster a Add a Boost die to all
threshold increases
increases by 1 pistol as an incidental coercion checks you
by 2
rather than a make
maneuver. Gain a
Cost: 5 Boost die on your Cost: 5
Cost 5
Showdown roll.

Cost: 5

□ Got You Surrounded!


□ Disarming Shot
□ Deadeye
As an action, make an Choose Rifles, Pistols,
Average coercion May forgo a critical □ Mounted combat or Shotguns. Deal 1
check. Each success hit on a ranged attack Ignore one Setback extra damage for
causes one enemy in roll to force the die when shooting weapons using that
range to suffer one target to drop one from horseback skill. You may choose
Strain. Each weapon they’re the same skill for
Advantage increases holding. Cost: 10 Deadeye multiple
the Strain by one times
Cost: 10
Cost: 10 Cost: 10

□ Respected Citizen □ Posse

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

□ No Way Out Of !his! □ Kneecap


When you use “Got □ Lead by Example
May forgo a critical
You Surrounded”
each target affected
hit on a ranged attack □ Legend of the West Once per game
roll cause a target to session, when you roll
by it takes a Setback Increase a
lose their free for initiative you may
die on all skill checks characteristic by 1
maneuver until a add your Presence
for a number of Cost: 25
successful Average
rounds equal to your Cost: 20
Medicine check
Presence
Cost: 20 Cost: 20

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.

The Outlaw’s Role


Though they spend a large portion of their time avoiding the eye of the local sheriff or federal marshal, many
Outlaws consider themselves the freest in the West. Sure they can’t hang in one town too long and have to
duck their head when a badge flashes by, but the Frontier presents itself with limitless opportunities for a
scoundrel with less scrupulous morals. Everything from common burglary, to cattle rustling, to selling snake
oil; if there’s a way to make profit off of others, the Outlaw will
be there.

Spending most of their lives in the fringes or the


shadows of society, many Outlaws dedicate
their lives to taking advantage of the other
folks on the Frontier. Others however, see
themselves as modern day Robin Hoods,
stealing from the rich mining and rail
companies to make life easier for the
locals, or to try and protect a certain area
of the Frontier from development and
exploitation. Regardless of your
endgame, if you need someone who can
get a job done without worrying about
pesky details like “legality,” the Outlaw
is for you.

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

A Thief typically does not share the brazenness of a Bandito, or the


crowd-facing ways of a Conman. They prefer discretion and subterfuge.
Like other Outlaws, Thieves find themselves often on the wrong side of
the law, but many have their own moral or ethical code that they follow.
Some do it simply for the challenge and the thrill of the theft; others do it
to stymie forces they see as intruding on a people or place.

29
Outlaw: Bandito Talent Tree
Career Skills: Cool, Coordination, Deception, Knowledge (Underworld), Pistol, Riding, Skullduggery,
Streetwise

Bandito Bonus Career Skills: Leadership, Roping, Shotgun, Stealth

□ Thick Skin □ Mounted combat □ Desperado □ Fast Draw


Your Wound Ignore one Setback Add a Boost die to all
Can draw or holster a
threshold increases die when shooting Coercion and
pistol as an incidental
by 2 from horseback Knowledge
rather than a
(Underworld) checks
maneuver. Gain a
Cost: 5 Cost: 5 you make
Cost 5
Boost die on your
Showdown roll.

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

□ Posse □ Trick Shot

Add a Boost die per


□ Lay of the Land
□ Choke Make a Ranged
rank of Posse when Remove up to two (pistol) or Ranged
Damage from
making leadership Setback dice to find (rifle) check. If
weapons with the
checks. Affected food, water or shelter successful the target
“Buckshot” quality
targets add a Boost outside of a city or takes one Strain. The
only decreases by 2
die to all vigilance town target’s hat, belt, or
per increment
checks for 24 hours Cost: 15
other similar item
Cost: 15
drops to the ground
Cost: 15 Cost: 15

□ Lead by Example □ Blasting Expert □ Thick Skin


Once per game □ Legend of the West Increase Dynamite Your Wound
session, when you roll Increase a damage by 2 for each threshold increases
for initiative you may characteristic by 1 rank of Blasting by 2
add your Presence Expert
Cost: 25
Cost: 20 Cost: 20 Cost: 20

30
Outlaw: Conman Talent Tree
Career Skills: Cool, Coordination, Deception, Knowledge (Underworld), Pistol, Riding, Skullduggery, Streetwise

Conman Bonus Career Skills: Charm, Coercion, Gambling, Perception

□ Confidence is 90% □ Trustworthy Smile □ It Fell Off The Cart □ Smuggler

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

□ Friends in Low Places


□ It Fell Off The Cart Once per session,
□ Practiced Liar when attempting to
When selling illegal purchase an illegally □ Card Shark
Once per session, you goods, or goods available item, reduce
may reroll a Charm or illegally, gain 10% Gain a Boost die to all
its rarity by one for
Deception check more dollars for every Gambling Checks
every rank of Friends
rank of It Fell Off The in Low Places, but Cost: 15
Cost: 15 Cart. increase the base cost
Cost: 15 by 25%
Cost: 15

□ 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

Thief Bonus Career Skills: Melee, Perception, Stealth, Vigilance

□ Sneaky □ Blade Work □ Unshaken □ Blasting Expert


When using a knife or Increase Dynamite
Gain a Boost die to all Your Strain threshold
tomahawk, increase damage by 2 for each
Stealth checks increases by 1
damage by 1 and rank of Blasting
critical injury rolls by Expert
Cost: 5 10 per rank of Blade
Cost: 5 Cost: 5
Work.
Cost: 5

□ Ear to the Ground


May make a Daunting
perception check to □ Sneak Attack
identify the Presence □ Bull’s Eye □ Safe Cracker
Deal an additional 3 Gain a Boost die to all
and approximate Add 10 to the roll of
Wounds per rank of checks using
location of horses and all critical injuries you
sneak attack against dynamite to blast
wagons within 1 mile, inflict for each rank of
enemies who have open a safe, wall, or
even with no line of Bull’s Eye
not yet acted this jailbars
sight. The difficulty
encounter Cost: 10
decreases by one per Cost: 10
rank of Ear to the Cost: 10
Ground
Cost: 10

□ 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

□ Sneak Attack □ Blade Work


□ Practiced Thief Deal an additional 3 When using a knife or
Once per game Wounds per rank of □ Legend of the West tomahawk, increase
session you may reroll sneak attack against Increase a damage by 1 and
a Stealth or enemies who have characteristic by 1 critical injury rolls by
Skullduggery check not yet acted this 10 per rank of Blade
Cost: 25
encounter Work.
Cost: 20
Cost: 20 Cost: 20

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.

The Pioneer’s Role


The Pioneer is both the most out of place person on the Frontier, and the most needed and desired. Often the
best educated men and women in town, the Pioneer brings a unique set of skills and talents to the West.
However, they typically don’t have the skills needed to survive on their own in the wild, face
off against a gunman at high-noon, or settle a bucking bronco. But they do
bring the latest ideas, books, and breakthroughs from the East, and their
presence can change a backwater mining camp to a prosperous and
thriving town.

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

Doc Bonus Career Skills: Cool, Medicine, Resilience, Streetwise

□ Patch ‘Em Up □ Unshaken □ Field Medic □ Ether


When making a When making a Make a Hard
Your Strain threshold
Medicine check to Medicine check, Medicine check. If
increases by 1
help a character remove one Setback successful, the target
recover Wounds, the die due to unsanitary gains 3 Strain, but
target recovers an Cost: 5 environment or lack may ignore the
additional Wound for of equipment. effects of a critical hit
each rank of “Patch for a number of
Cost: 5
‘em Up” rounds equal to your
Cost: 5 Intellect
Cost: 5

□ Side Effects May Occur


□ Patch ‘Em Up □ Potent Ether
When making a As an Action, make an
□ Unshaken Medicine check to Average Medicine Make a Hard
help a character check. If successful, Medicine check. If
Your Strain threshold one engaged ally successful, the target
recover Wounds, the
increases by 1 increases one gains 3 Strain, but
target recovers an
additional Wound for characteristic for the may ignore the
each rank of “Patch remainder of the effects of a critical hit
Cost: 10
‘em Up” encounter, and suffer for one scene
4 strain
Cost: 10 Cost: 10
Cost: 10

□ Patch ‘Em Up □ Ether Bunny


When making a □ Calm Under Pressure
Medicine check to □ Nerves of Steel Make a Hard
When you suffer Medicine check. If
help a character Your Strain threshold
involuntary Strain, successful, the target
recover Wounds, the increases by 2
reduce by 1 to a gains 3 Strain, but
target recovers an
minimum of 1. may ignore the
additional Wound for
effects of all critical
each rank of “Patch Cost: 15
Cost: 15 injuries for one scene
‘em Up”
Cost: 15 Cost: 15

□ 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

Preacher Bonus Career Skills: Charm, Cool, Discipline, Pistol

□ As the Good Book Says □ Unshaken □ Guard My Flock □ Calming Presence


Receive one Boost die Your Strain threshold May take two Strain Once per scene, you
on all Knowledge increases by 1 to increase the can make a Hard
(Lore) checks difficulty of any Leadership check. If
Cost: 5 coercion or Deception successful, reduce the
Cost: 5 check made against Strain of all your allies
one of your allies by one per rank of
Cost: 5
Calming Presence
Cost: 5

□ 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

□ Last Rites □ Calming Presence


Take 2 Strain to Once per scene, you
reduce an ally’s □ Legend of the West
□ Book Learnin' can make a Hard
critical injury by 10. Add any 2 skills to Leadership check. If
Increase a successful, reduce the
May only be used your list of career
characteristic by 1 Strain of all your allies
when the injury is skills
Cost: 25 by one per rank of
received and the ally Cost: 20
is in Short range Calming Presence
Cost: 20 Cost: 20

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

□ See through Lies □ Unshaken □ Instructor □ In My Expert Opinion


Deception checks As an action, make a Once per scene, gain
Your Strain threshold
made against you Hard Leadership a Boost die to any
increases by 1
take one Setback die check. If successful, Charm, Coercion, or
upgrade the next skill Deception check you
Cost: 5 Cost: 5 check of one make using
character of your information obtained
choice that can hear from a successful
you Knowledge check you
Cost: 5 made this scene.
Cost: 5

□ 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

□ Respected Citizen □ Tactical Mind

May downgrade □ Check Your Sources May suffer 2 Strain to □ Unshaken


difficulty of Charm, use Intellect as the
Once per session, you Your Strain threshold
Coercion, or base ability score in
can reroll a increases by 1
Deception checks your next skill check.
Knowledge check you
against a member of May only use once
just failed
Law Enforcement per scene per rank of
Cost: 15 Cost: 15
Tactical Mind
Cost: 15 Cost: 15

□ 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

Salesman Bonus Career Skills: Deception, Driving, Gambling, Streetwise

□ 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% □ Friends in Low Places □ Ace Up My Sleeve


□ Respected Citizen Once per session, Make a Stealth Check
May downgrade May suffer 2 Strain to
when attempting to opposed by your
difficulty of Charm, use Presence as the
purchase an illegally opponent’s
Coercion, or base ability score in
available item, reduce Perception. If
Deception checks your next skill check.
its rarity by one for successful, gain 1
against a member of May only use once
every rank of Friends automatic success per
Law Enforcement per scene per rank of
in Low Places, but rank of Ace Up My
Confidence is 90%
Cost: 10 increase the base cost Sleeve to your next
Cost: 10 by 25% Gambling check
Cost: 10 Cost: 10

□ Friends in Low Places


□ Friends in High Places
Once per session,
□ It Fell Off The Cart
Once per session, □ Honest John
When selling illegal
when attempting to
when attempting to purchase an illegally
When selling goods goods, or goods
purchase a legally available item, reduce
legally, gain 10% illegally, gain 10%
available item, reduce its rarity by one for
more dollars for every more dollars for every
its rarity by one for every rank of Friends
rank of Honest John rank of It Fell Off The
every rank of Friends in Low Places, but
in High Places Cost: 15 Cart. increase the base cost
Cost: 5
Cost: 15 by 25%
Cost: 15

□ 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.

The Tradesman’s Role


The Tradesmen are the working muscles that keep keeps life on the Frontier moving. These are the folks you
turn to when you need an expert with your wagon, a drink to gather
your wits, or someone to take a look at the steam engine to fix
what’s broken. Tradesmen can be great sources of information,
and are also the innovators that keep life changing and
progressing. Though often not on the front line, the
Tradesmen are the ones that keep a group functioning and in
peak performance. This can be everything from fixing guns to
running information to being a waiting driver when a quick
exit needs to be made.

Most Tradesmen ply their business for not only a steady


income, but also for a love of the craft. Few become Wranglers
who don’t genuinely love horses, and Blacksmiths only come
about from years of training. Nonetheless, with unique skills in high demand, some Tradesmen use their talent
as leverage to extort exorbitant fees or favors

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

Barkeep Bonus Career Skills: Charm, Gambling, Medicine, Shotgun

□ Unshaken □ Don’t Want No Trouble □ Howdy Stranger □ Backroom Poker


Creatures not allied Remove one Setback The difficulty to find
Your Strain threshold
with you take a die on Charm checks any contraband or
increases by 1
Setback dice on all hidden rooms in an
Vigilance and Cool Cost: 5 establishment you
Cost: 5 checks per rank of own is upgraded by 1
Don’t Want No
Cost: 5
Trouble while in an
establishment you
own or manage
Cost: 5

□ Covering Fire □ Friends in Low Places


□ Friends in High Places
Once per session,
Choose a target (or
Once per session, □ Fella Was Just Saying... when attempting to
targets) in range.
when attempting to purchase an illegally
Spend two ammo per Take 2 Strain to gain a
purchase a legally available item, reduce
target to add a Boost die to a
available item, reduce its rarity by one for
challenge die to all knowledge check
its rarity by one for every rank of Friends
combat checks that
every rank of Friends in Low Places, but
target makes until Cost: 10
in High Places increase the base cost
your next turn
Cost: 10 by 25%
Cost: 10 Cost: 10

□ Don’t Want No Trouble


□ Patch ‘Em Up
Creatures not allied
When making a
with you take a
Medicine check to □ Unshaken □ Broken Bottle
Setback dice on all
help a character Your Strain threshold Improvised weapons
Vigilance and Cool
recover Wounds, the increases by 1 do not deal an
checks per rank of
target recovers an automatic Threat
Don’t Want No
additional Wound for
Trouble while in an
each rank of “Patch Cost: 15 Cost: 15
establishment you
‘em Up”
own or manage
Cost: 15 Cost: 15

□ Respected Citizen □ A Place to Lay Low


□ Proprietor’s Rights
May downgrade
□ Legend of the West May downgrade
Gain a Boost die to all difficulty of checks to
difficulty of checks to
skill checks you make interact with law Increase a interact with bandits
in an establishment enforcement by one characteristic by 1 and criminals by one
you own or manage level per rank of Cost: 25 level
Respected Citizen
Cost: 20
Cost: 20 Cost: 20

41
Tradesman: Blacksmith Talent Tree
Career Skills: Animal Handling, Coercion, Discipline, Knowledge (civilization), Knowledge (Frontier),
Negotiation, Perception, Streetwise

Blacksmith Bonus Career Skills: Athletics, Coordination, Melee Mechanics

□ Scrap Work □ Thick Skin □ Unshaken □ Wainwright


Remove a Setback die Your Wound
for every rank of Your Strain threshold Reduce the difficulty
threshold increases
Scrap Work to find or increases by 1 by one for all
by 2
scavenge items and Mechanics checks to
gear repair or modify
Cost: 5 Cost: 5
wagons
Cost: 5
Cost: 5

□ Sabotage □ Tool Box


□ Gunsmith □ Hammerhands
Spend 1 Destiny Point
Reduce the difficulty Once per session, you
When using a to produce a
may take an action to
by one per rank of hammer for a melee previously
Gunsmith for all make a Hard
attack, ignore one undocumented item
Mechanics checks to Mechanics check to
Setback dice per rank or weapon (with
repair or modify cause one targeted
of hammerhands, and restrictions) from
firearms and artillery device to
increase damage by 1 your tool box or a
spontaneously break
Cost: 10 Cost: 10 saddlebag
Cost: 10 Cost: 10

□ Engineer □ Improved Wainwright


As an action make a
Hard Mechanics □ Gunsmith Once per session, you
□ Scrap Work check to increase the may take an action to
Remove a Setback die speed of a vehicle by Reduce the difficulty make an Average
for every rank of 1 and dealing 2 by one per rank of Mechanics check
Scrap Work to find or damage to the Gunsmith for all targeting a wagon. If
scavenge items and vehicle. You may take Mechanics checks to successful, anyone
gear this action multiple repair or modify using the Driver skill
times, upgrading the firearms and artillery on that vehicle
Cost: 15
difficulty by 1 each Cost: 15 ignores 1 Setback die
time (cumulative).
Cost: 15
Cost: 15

□ 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

Wrangler Bonus Career Skills: Athletics, Driving, Riding, Roping

□ Easy There, Fella □ Dressage □ Unshaken □ Dedicated Rider


Take 2 Strain to Remove one Setback Take 1 Strain to
Your Strain threshold
downgrade the die per rank of upgrade the difficulty
increases by 1
difficulty of an Dressage on all Riding of attacks against
“Animal Handling” checks your horse
check Cost: 5 Cost: 5
Cost: 5
Cost: 5

□ 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

When you take the


□ Expert Rider □ Tracker
□ Dedicated Mount
Ride Hard action, you Add a Boost die per A horses’ Strain and
Upgrade the difficulty Wound threshold
may increase one of of attacks against rank of Tracker to
the horse’s Perception and increase by two per
your horse. This can rank of Dedicated
characterstics by 2 be further improved Survival checks to
instead of one, or track someone Mount when you are
with Dedicated Rider its rider
increase all of the
Cost: 15
horse’s characteristics Cost: 15 Cost: 15
by one
Cost: 15

□ Dedicated Mount □ Bronco Buster


A horses’ Strain and □ Dressage
Wound threshold Remove one Setback
□ Legend of the West May spend a destiny
increase by two per point to immediate
die per rank of Increase a
rank of Dedicated tame and gain the
Dressage on all Riding characteristic by 1
Mount when you are loyalty of a riderless
checks Cost: 25
its rider horse
Cost: 20
Cost: 20 Cost: 20

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.

Characters can use Animal Handling to:

- Attempt to calm or subdue an aggressive or hostile creature.


- Try and subdue an animal that has panicked or is out of control.
- At the GM’s discretion, try to tame a wild animal for use as a beast of burden or a companion
in battle (such as a wild dog).
- Gain a Boost die to their Riding test for every success on an Animal Handling test when
competing in rodeos with events like bull riding.

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.

Once a creature is roped, a character can attempt to hogtie


the targeted creature. The targeted creature may make a
Brawn check opposed by the character’s roping skill. For
every difference in silhouette between the targeted creature
and the character, add two Boost/Setback dice (example: a
Texan, with a silhouette of 2, would receive two Boost dice
when trying to hogtie a calf with a silhouette of 1).

46
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.

Advantage generated during a riding check can be used to


While riding, characters take
remove Setback dice from Riding combat checks. A Triumph on penalties to use their weapons.
a riding check allows you to either take an additional maneuver Please see the “Special Combat
or do something truly spectacular from horseback, such as Situations” section for further
jumping from your moving horse onto another rider’s horse details
and pushing them off.

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 special details on shootouts and mounted combat, see the


“Weapons, Gear, Horses, and Combat” section.

[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.

Characters can use Knowledge (Civilization) to:

- 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.

Characters can use Knowledge (Frontier) to:

- Attempt to identify the most appropriate and closest options when


looking for particular resources, such as gold, buffalo, tequila, or services
on the Frontier.

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.

Characters can use Knowledge (Nature) to:

- 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.

New Weapon Characteristics


Ammo
A weapon’s ammo rating indicates how many times a weapon can be fired before the
shooter must spend an action to reload. In general, you will not need to track your total
ammo, just how many times since the last reload.
Buckshot
A weapon with the buckshot property gains a Boost die to all Ranged checks made with the
weapon up to its range. However, the base damage decreases by 3 for every range increment
beyond the range value listed for the weapon.
Concealable
A character attempting to spot a concealed weapon receives a Setback die to their perception
checks to notice the weapon.
Double-Barreled
An attacker using a double barreled weapon may choose to expend 2 rounds of ammo to double
the base damage of the weapon. Doing this adds 2 Setback dice to the dice pool. There must be at
least 2 rounds of ammo left in the weapon to use this characteristic.
Quickload
This weapon can be reloaded as an incidental, rather than as an action.

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.

For guidelines, please see Chapter 7 of the EotE core book.

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.

Horse Type Brawn Wound Speed Handling Resilience Encumbrance Price


Mule 2 13 1 1 5 10 $50
Appaloosa 3 14 3 2 3 8 $100
Saddlebred 4 15 4 2 3 10 $150
Thoroughbred 4 15 3 3 3 9 $150
Quarter Horse 4 15 5 2 2 8 $200
Mustang 5 16 3 2 4 10 $250
Draft 6 17 2 2 4 15 $250

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.

56
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.

Silhouette Handling Pull Armor Hull Threshold

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.

Silhouette Handling Pull Armor Hull Threshold

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.

Silhouette Handling Pull Armor Hull Threshold

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.

Silhouette Handling Pull Armor Hull Threshold

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.

Name Defense Soak Price Encumbrance


Work Clothes 0 0 $5 1
Fancy Duds 0 0 $25 2
Heavy Clothing 0 1 $15 1
Leather Duster 0 2 $15 3
Iron Plate 1 0 $25 5

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.

Heavy Clothing – Leather chaps, a think wool-lined coat or poncho, a heavy


blacksmith’s apron; heavy clothing won’t stop a bullet or a knife but it’s a far
sight better than just a thin cotton shirt. Many characters, especially those
that live outside of settlements, prefer heavy clothing for a modicum of
protection from the hazards of the Frontier.

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.

59
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.

Name Price Rarity Encumbrance


First Aid and Medicine
Antivenom $100 7 0
Medical Kit $50 5 1
Stimulant $10 4 0
Exploration and Camping
Rope (50 ft) $5 1 1
Rations (1 week) $2 1 1
Saddle $15 2 2
Saddlebag $5 1 0
Spyglass $30 4 0
Tent $10 2 4
Winter Gear $15 2 3
Saloon
Card Holder $75 2 0
Liquor (bottle) $5 2 0
Marked Cards $5 7 0
Career Equipment
Bounty Hunter License $25 4 0
Encyclopedia $30 5 1
Farrier kit $10 3 2
Irons $5 6 0
Prospector’s Kit $10 3 3
Smithy tools $40 4 5

First Aid and Medicine


Antivenom – A brand new serum from France, injecting Antivenom allows creatures making Resilience
checks due to poison to upgrade their dice roll.

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.

Liquor (bottle) – A glass bottle of alcohol,


typically bourbon, whiskey, or tequila.

Marked Cards – A deck of cards that


with a specialized pattern hidden on the
back of each card. To those that know
how to read the cards, they can tell
exactly what the other person has in his
or her hand. Using marked cards allows
you to upgrade all Gambling checks. But
like a Card Holder, getting caught using
Marked Cards can have disastrous effects

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

- Pistol checks are made with an additional Setback die.

- Shotgun and Rifle checks are made with one additional Setback die, and upgrade the difficulty of all
Riding or Driving checks.

- Performing the Aim maneuver generates 1 Strain.

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

Step 1. Build your dice pool

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.

Step 2. Set the Difficulty

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.

Step 3: Rush or Wait

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:

Br Ag Int Cun Will Pr Skills: Talents:


1 4 2 3 2 3 Discipline 2, Cool 1, Ranged (Rifle): 2 Quickdraw, Deadeye

Step 1: Build Your Dice Pool


Marie’s dice pool will be a combination of her Discipline, Cool, and Ranged Pistol check. She’ll get
two Proficiency die for Discipline (Will 2 with 2 Ranks); one Proficiency die and two Ability die for
Cool (Pr 3 with 1 rank); two Proficiency die and two Ability die for Ranged(Rifle) (Ag 4 with 2
ranks); and one Boost die for her Quickdraw Talent.

Current Pool:

Step 2: Set the Difficulty


Marie will be shooting Dangerous Dan McGrew at an average range, so she’ll start with two Purple.
Dan has a Presence of 4, so she’ll add another 4 purple. Because Marie is using her Rifle rather than
a Pistol in this Showdown, she will upgrade one of the Purple to a Red

Current Pool: //

Step 3: Rush or Wait


Looking at her own dice pool and at the dice pool Dan currently has, Marie decided that she can’t
risk Dan shooting first, so in secret, she writes down “4”. When Dan is ready, they reveal
simultaneously. Dangerous Dan has decided to take his time, and wrote “2”. Marie will shoot first,
but she’ll be upgrading the difficulty 4 times.

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

Union Buster [Minion] Soak Value W. M/R


In the late 19th century, massive corporations hold Threshold Defense
monopolies on huge swaths of industries. The two 3 12 0 0
things despised more than any other by company
bigwigs are workers’ unions and strikes, so many Skills: Mechanics 3, Knowledge (Civilization) 2,
corporations keep a group of ruffians on hand to Melee 1, Rifle 1
forcefully discourage any threats to the business.
Talents: Engineer (make hard mechanics check to
Union Busters are typically well-payed and well- increase speed by 1); Mind Over Matter (can take 2
muscled, but often not overly ambitious or bright. strain to use intelligence as ability score for a skill)
When threats to the railroad or newspaper or
whatever organization they work for start to rise Abilities: Born on the Tracks (suffer no Setback die
up, Union Busters are sent in to crack heads until for taking actions on a moving train)
things settled down. Equipment: Shovel (Melee, Damage 4, Critical 5,
Br Ag Int Cun Will Pr Range: Engaged, Disorient 1); Repeater Carbine
4 1 1 2 1 2 (Rifle; Damage 7, Critical 3; Range [Medium],
Ammo 5); Heavy Clothes
Soak Value W. M/R
Threshold Defense
4 8 0 0

Skills (groups only): Brawl, Coercion, Vigilance,

Talents: None

Abilities None

Equipment: Brass Knuckle (Brawl; Damage 5,


Critical 3; Range [Engaged], Disorient 1)

Train Engineer [Rival]


Though horses may be the most common form of
transport in the West, the true lifeblood of the
Frontier is the train, and no one knows a train like
its engineer. More than just a driver, a Train Carpetbagger [Rival]
Engineer helps keep a train running, spots trouble
Carpetbaggers, named for the cheap luggage they
with the engine before it causes an issue, and some
use, are typically Northern merchants who came to
engineers will make special modifications to a train
the South and the West in the decades following
to make sure it runs as efficiently and smoothly as
the Civil War. Some are honest merchants, but
possible. Most will avoid conflict, but an Engineer
others use the relative ignorance of the population

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

Skills: Coercion 2, Cool 3, Discipline 2, Knowledge


Skills: Charm 1, Deception 1, Gambling 1,
(Civilization) 3, Knowledge (Education) 2,
Knowledge (Civilization) 1, Knowledge
Leadership 2, Negotiation 4
(Education) 1, Negotiation 2,
Talents: Adversary 2 (upgrade the
Talents: Adversary 1
difficulty of all combat checks
(upgrade the difficulty of all
against this target 2 times);
combat checks against this
target once); “Honest” Abilities: Commanding
John (gains 10% more in Presence (All allies receive
illegal goods); one Boost die on all
Trustworthy Smile (gain checks); Limitless Funds
Boost die to charm or (Has no limit or restrictions
deception checks) to resources)
Abilities: Equipment: Schofield (pistol;
Damage 5, Critical 3; Range [short],
Equipment: Schofield (pistol;
Ammo 5).
Damage 5, Critical 3; Range [short], Ammo
5); Fancy Duds; Stimulant (+5 wounds, -2 strain)

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,

Talents: None Sheriff [Rival]


Abilities None Out West, law and order aren’t kept with local
police patrolling cobbled streets; it’s kept by the
Equipment: Revolver (pistol; Damage 6, Critical 3; sharp eye and quick draw of the local Sheriff. If a
Range [medium], Ammo 6) Pump-Action Shotgun town is big enough, a Sheriff may have a few
(Shotgun, Damage 7, Critical 5; Range [Medium], deputies to command, but several Sheriffs are one-
Ammo, 4, buckshot); Heavy Clothes (+1 soak) person enforcers of the law. They oversee the jail,
investigate crimes, and when bandits come through
Pinkerton [Rival]
town they’ll either stand up to them or form a
In the era of bank robbers, highwaymen, and posse to protect the citizens. On the Frontier,
rustlers, many large corporations aren’t willing to nothing is as critical to a town’s safety as a good
risk their profits’ safety to the hands of local law Sheriff; and nothing is as dangerous as a corrupt
enforcement. Instead, they employ private one.
detective and security forces. The most notorious of
Br Ag Int Cun Will Pr
these are the Pinkertons. A Pinkerton is typically a
2 3 2 2 3 3
shrewd investigator and renowned for his ruthless
and efficient manner. While many outlaws hold a
Soak Value W. M/R
measure of respect for law enforcement, Pinkertons Threshold Defense
are often reviled. For most people, the only time a 3 9 0 0
Pinkerton would be encountered is if they cost a
company too much money, or stumbled across
something that the company is desperate to keep Skills: Cool 1, Discipline 2, Knowledge
protected. (Civilization) 2, Knowledge (Frontier) 2,
Knowledge (Underworld) 1, Perception 2, Pistol 2,
Br Ag Int Cun Will Pr Rifle 1
2 3 2 3 2 1
Talents: Adversary 1 (upgrade the difficulty of all
Soak Value W. M/R combat checks against this target once); Got You
Threshold Defense Surrounded (Average Coercion check to deal strain
4 12 0 0 to one enemy in range); Disarming Shot (forgo
critical to make target drop weapon); Deadeye
(pistol)
Skills: Driving 1, Discipline 2, Knowledge
(Civilization) 2, Knowledge (Underworld) 2, Abilities:
Perception 2, Pistol 1, Shotgun 2
Equipment: Remington (pistol; Damage 7, Critical
Talents: Bull’s Eye (add 10 to all critical injuries 3; Range [medium], Ammo 6, Pierce 1). Pump-
inflicted) Action Shotgun (Shotgun, Damage 7, Critical 5;
Range [Medium], Ammo, 4, buckshot); Heavy
Abilities:
Clothes (+1 soak); Irons

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:

Soak Value W. M/R Equipment: Winchester (Rifle; Damage 7, Critical


Threshold Defense 3; Range [Long], Ammo 10)
2 8 0 0

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

Talents: Adversary 2 (upgrade the difficulty of all Soak Value W. M/R


combat checks against this target 2 times); Boots on Threshold Defense
the Ground (remove a Setback die for rough 3 6 0 0
terrain); Mounted Combat (Ignores one Setback die
when shooting from horseback
Skills (groups only): Pistol, Riding, Shotgun,
Abilities: Lead the Charge (May spend a maneuver skullduggery
to direct one Apache Warrior minion group within
medium range. That group may perform an Talents: None

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

Soak Value W. M/R


Threshold Defense
6 18 0 0

Skills: Brawl 3, Coercion 1, Cool 1, Gambling 1,


Resilience 2, Vigilance 1

Talents: Dirty Fighting (creatures making a brawl


attack against the boxer take 2 strain), Grappling
(When an Engaged creature spends a maneuver to
Disengage, the Boxer can take 2 strain to remain
Engaged); Suckerpunch (deals +1 damage on
brawl); Threatening (Ranged attacks against the
boxer while engaged increase the difficulty by 1)

Abilities:

Equipment: Heavy Clothing (+1 soak); Stimulant


(+5 wounds, -2 strain)

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

Soak Value W. M/R


Threshold Defense Skills: Cool 2, Discipline 2, Knowledge
4 15 0 0 (Civilization) 2, Knowledge (Frontier) 2,
Knowledge (Underworld) 2, Melee 2, Perception 3,
Shotgun 2, Stealth 2, Skullduggery 3; Vigilance 1
Skills: Cool 2, Discipline 2, Gambling 1,
Knowledge (Underworld) 1, Perception 2, Pistol 3, Talents: Adversary 2 (upgrade the difficulty of all
Vigilance 2 combat checks against this target 2 times); Blade
Work (When using a knife, increase damage by 1
Talents: Adversary 1 (upgrade the difficulty of all and critical injury rolls by 10); Blasting Expert
combat checks against this target once); Deadeye (Increase Dynamite damage by 2); Safecracker
(+2 damage on pistols); Bull’s Eye (add 10 to critical (Gain a Boost die to all checks using dynamite to
injuries inflicted); Fast Draw (can draw gun as an blast open a safe, wall, or jailbars)
incidental)

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

Br Ag Int Cun Will Pr


Rattlesnake [Minion] 2 3 1 2 1 1
In the deserts and the prairies of the Frontier, few
Soak Value W. M/R
sounds are as terrifying as the buzz of a rattlesnake.
Threshold Defense
Most snakes will leave you alone as long as you 2 5 0 0
don’t threaten them, but for those unfortunate
enough to step on a rattlesnake by accident, or find
that one has made its home in the bottom of their Skills (groups only): Brawl, Stealth, Survival
sleeping bag, the encounter can lay a full-grown
Talents: Tracker (Gain one Boost die on survival
man or woman low for days.
and perception checks to track a creature)
Br Ag Int Cun Will Pr Abilities:
1 3 1 1 1 1
Equipment: Teeth (Brawl, Damage 4, Critical 3,
Soak Value W. M/R Range (Engaged), Knockdown)
Threshold Defense
1 3 0 1 Buffalo [Minion]
In the mid to late 19th century, the buffalo
Skills: Brawl, Stealth population dropped by 40 million, leaving only a
few hundred at the turn of the century. At the time
Talents:
of Edge of the Frontier, buffalo numbers are
Abilities Strike (uses Agility rather than Brawn for significantly reduced, but a few large herds still
brawl checks) Poison (on a Critical hit, the target is roam the plains. Though buffalo appear lethargic,
Poisoned. Rather than roll on the Critical table, they are capable of moving quickly, outrunning
Poisoned is considered a Critical injury with a some horses. Most buffalo will attack only if
Severity of Hard. While Poisoned, the target takes provoked or if defending a calf.
one Setback die to all checks, and takes two strain
every hour the target is not resting. Poisoned can
be removed via a Medicine check like other critical
hits)

75
Br Ag Int Cun Will Pr
7 1 1 1 1 1

Soak Value W. M/R


Threshold Defense
8 10 0 0

Skills (groups only): Brawl, Survival

Talents:

Abilities: Charge (As an action, the buffalo may


move and Gore. The buffalo must move in a
straight line. On a hit, the attack deals +4 damage)

Equipment: Gore (Brawl, Damage 8, Critical 4,


Range (Engaged), Breach, knockdown, Concussive)

Cougar [Rival]

Often called mountain lion or puma on the


Frontier, cougars roam the West alone, hunting
across huge areas. Though preying primarily on
livestock, a cougar may attack a human it suspects
is injured or if the cougar is cornered. Cougars are Final Thoughts
cunning hunters, preferring to attack from dense
Thank you very much for taking the time to
underbrush or from trees.
read this product. I hope it gives you and your
Br Ag Int Cun Will Pr gaming group hours of fun. If you have any
4 4 1 2 1 1 questions about the rules in this product,
reports of fun game sessions you’d like to talk
Soak Value W. M/R about, or crazy adventure ideas, I would love
Threshold Defense to hear them.
2 5 0 0
I’d like to give a special thanks to the team at
FFG for making a fantastic roleplaying system
Skills: Brawl 2, Perception 1, Stealth 3, Survival, 2 that inspired me to create Edge of the Frontier. If
Talents: Animal; Stealthy (Gain one Boost die on you’re reading this and haven’t played Edge of
stealth checks); Tracker (Gain one Boost die on the Empire, Age of Rebellion, or Force and Destiny,
survival and perception checks to track a creature) please give them a try.

Abilities: Maul (Each subsequent round a Cougar Thanks again to all,


remains Engaged with a creature after a successful
Bite attack, it deals +1 damage, cumulative)
Jon Green
green.jonathanm@gmail.com
Equipment: Bite (Brawl, Damage 5, Critical 3, @jon_m_green
Range (Engaged), Pierce 1, Vicious 1) #EotF
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