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ACTION ROLL

q SIMPLE RULES OVERVIEW r 1. The player states their goal for the Action.
ACTION ROLLS 2. The player chooses the Action rating that matches what their character is doing in the
When a Player Character (PC) does something challenging, we make an fiction.
Action Roll to see how it turns out. An Action is challenging if there’s an Attune 3. The GM sets the position for the roll.
obstacle to the PC’s goal that’s dangerous or troublesome in some way. Brawl 4. The GM sets the effect level for the action.
Command 5. Add bonus dice.
The player rolls a number of d6 equal to their character’s Action Rating Consort
(from 1 to 4). The Action Rating they use depends on what their 6. The player rolls the dice and we judge the result.
character is doing. If they’re shooting in a duel, it’s Sling, if they’re using Craft
Disable BONUS DICE
magic, it’s Attune, etc. See the list of Actions at right or on the next page. +1d from teammate (they lose 1 Grit)
Hunt
For each roll, we set the position and effect level. Position tells us how Prowl +1d if you push yourself or take a devil's bargain
dangerous it is for the PC. A controlled position isn’t very dangerous. A Read
risky position is pretty dangerous. A desperate position is very Sling FORTUNE ROLL
dangerous. The effect level tells us how much impact this roll will have 1. The GM determines the dice pool (generally 1 to 4 dice) based on the fictional trait
on the situation. Great effect means a big impact, enough to overcome a Survey
tough obstacle. Standard effect means decent impact—enough to Sway that applies to the situation (morale, toughness, quality, etc.).
overcome a standard obstacle. Limited effect means poor impact, 2. Roll the dice and read the highest single result to determine how strongly that trait
requiring multiple rolls to overcome an obstacle. manifests in the situation at hand.
The outcome of the roll is determined by the single highest die result. If the highest die RESISTANCE ROLL
is a 6, it’s a full success: the PC’s Action is effective and there are no complications. If
the highest die is a 4 or 5, it’s a partial success: the PC’s Action is effective, but there’s a 1. The player chooses to resist a consequence.
complication. If the highest die is a 1-3, it’s a failure: the PC’s Action is not effective, 2. The GM determines if the consequence will be reduced or negated by the Resistance
and there’s a complication, too. Roll, depending on the details of the situation.
Basically, when someone makes an Action Roll, we all look for that 6. If they don’t get a 3. The GM determines which attribute applies to the consequence at hand (Wits,
6, some kind of complication or bad consequence will happen, based on the PC’s Prowess, Guts).
position. If a player rolls more than one 6, that’s a critical success—they get an extra 4. The player rolls the dice for that attribute.
benefit of some kind. 5. The PC loses Grit equal to 6 minus the highest dice result, and the consequence is
FORTUNE ROLLS negated or reduced.
A Fortune Roll tells us “how much” something manifests. There’s no position or effect
level, just a pool of d6 representing a trait. For example, the GM might make a Fortune FLASHBACKS
Roll for the bad guys’ morale to see if they can stay and fight. If they’re brave, the GM 1. The player announces that they'd like a flashback to an Action they performed in the
might roll 3d6 and see how well they do. On a 6, they definitely stay and fight. On a past which will impact the current situation.
4/5, maybe a few of them run off. On a 1-3, they all break and flee. 2. The GM briefly describes the scene for the flashback. The Player describes what their
RESISTANCE ROLLS character does.
A PC can make a Resistance Roll to block or avoid a bad consequence that the GM 3. The GM sets a Grit cost for the flashback Action:
inflicts. For example, if the GM says, “You do it, but ’The Kid’ shoots you as you climb 0 Grit: An ordinary action for which you had easy opportunity.
over. You take level 2 harm,” the player can say, “Nope! I want to resist that.” When a 1 Grit: A complex action or unlikely opportunity.
PC resists a consequence, it’s always effective—the consequence will be reduced to
something less severe or avoided entirely (depending on the situation). 2 (or more) Grit: An elaborate action that involved special opportunities or
contingencies.
The Resistance Roll tells us how much Grit the PC loses (6 Grit minus the highest die 4. The PC pays the Grit and attempts the flashback action.
result).
1
Lose 1 Grit to give another player +1d. You might also suffer consequences from
1d for each ACTION CONTROLLED the roll. Only one person may assist a roll.
rating dot. You act on your terms. You exploit a dominant advantage.
Lead a group action. Roll for each character who participates in the group
+1d if you have CRITICAL: You do it with increased effect.
action. The best single roll counts as the action result, which applies to every
ASSISTANCE. 6: You do it. character that rolled.
4/5: You hesitate. Withdraw and try a different approach, or else do it
+1d if you PUSH with a minor consequence: a minor complication occurs, you have
yourself -or- reduced effect, you suffer lesser harm, you end up in a risky Face danger for a teammate. Step in to suffer a consequence in their place. You
you accept a DEVIL’S position. may roll to resist as normal, if you wish.
BARGAIN. 1-3: You falter. Press on by seizing a risky opportunity, or withdraw Set up another character with your action. If you achieve it, any team members
and try a different approach.
who follow up get +1 effect or improved position.
RISKY
You go head to head. You act under fire. You take a chance.
CRITICAL: You do it with increased effect.  ATTUNE to supernatural beings like  HUNT a target; gather information about
6: You do it. spirits, demons and undead or to the its location and movements; find the trail
4/5: You do it, but there's a consequence: you suffer harm, a Burning Beyond ; channel supernatural it left behind; attack with precision whilst
complication occurs, you have reduced effect, you end up in a energy to achieve effects; communicate shooting from a distance; do some serious
desperate position. with ghosts or undead; understand the damage by hitting exactly the right spot.
Beyond.
1-3: Things go badly. You suffer harm, a complication occurs, you  PROWL about unseen and traverse
end up in a desperate position, you lose this opportunity.  BRAWL with someone, cry havoc or obstacles; climb, swim, run, jump, and
Each time you roll a DESPERATE wrestle with an opponent in close combat; tumble; ambush with close violence—a
desperate action, mark a assault or hold a position; do some serious backstab, throat cutting, etc.
You overreach your capabilities. You're in serious trouble. damage, no matter where.
tick of xp for that  READ a person, text, document, or item
attribute. CRITICAL: You do it with increased effect. with close scrutiny to gather information
 COMMAND obedience with your force
6: You do it. of personality; intimidate or threaten; lead and apply knowledge, first aid or healing;
4/5: You do it, but there's a consequence: you suffer severe harm, a an action with one of the Posse's gangs. do research; recite text or gain a deeper
serious complication occurs, you have reduced effect. understanding.
1-3: It's the worst outcome. You suffer severe harm, a serious  CONSORT with fellow beings from your  SLING a pistol in a shoot-out, throw a
complication occurs, you lose this opportunity for action. heritage or background, friends, or rivals
to gain access to resources, information, blade, a lasso or item; pick an item from
people, or places. someone's pocket; employ subtle
The GM sets the consequences according to the situation. You may suffer one, some, or all of the listed misdirection or sleight-of-hand; handle a
 CRAFT mechanisms (create, modify, vehicle or a mount.
consequences. You may attempt to avoid or reduce a consequence with a Resistance Roll. disable, or repair); reinforce or enhance  SURVEY a location or situation to
constructions; understand and use steam understand what's going on; sense trouble
or Hellstone devices to your advantage.
before it happens; gather information
1d for each ATTRIBUTE You reduce or avoid the consequence and lose 6 Grit minus  DISABLE a trap, pick a lock, or crack a about opportunities or exploits.
dot. your highest die result. When you roll a critical on resistance, safe subtlety or with force; break an item,  SWAY someone with charm, logic,
gain 1 Grit. or obstacle with force or carefully applied deception, disguise, or bluff; perform on
sabotage; breach defenses with force; stage; change attitudes or behaviour with
create distractions and chaos. manipulation or seduction.

2
 HEIGH-HO: Each PC may add +1 action rating to Attune, Disable,
or Prowl (up to a max rating of 3).
 TRANSPORTER: When you execute a Travel Plan to start your
run or Hellstone Scavenge, take +1d to the engagement roll.
 DIG DUG: No way to rip you off. When you acquire mining
equipment or explosives, you get +1 result level to your roll.
 LEVERAGE: Your Posse supplies 'found stuff' for other Factions.
Your success is good for them. Whenever you gain rep, gain +1 rep.
Which Factions? Who’s angry about this arrangement? Which quality rating
of which location is affected by this arrangement?
 GOT USED TO THE STRANGE LIFE: You get +1d to resistance
rolls against supernatural threats including Delving too Deep. You get
+1d to healing rolls when you have supernatural harm.
 UNDUE HELLISH CONFIDENCE: No one can beat your Posse
as long you have Hellstone around (at least it feels this way). Once per
run you may regain 1 Grit if you make a Mutation Roll.
 PATRON: When you advance your Tier, it costs half the coin it
normally would. Who is your patron? Why do they help you?
 VETERAN: Choose a special ability from another posse.

Z MODUS: SCAVENGE – MINING – SUPPLY – SALE Y

 Bill 'Scar’ Morgan, a judge  Scavenger Rigging (2 free load


 ’Railroad’ Gilliam, a marshal for tools or weapons)
 Sweet Dave, a piano player
 Grover McIntyre, hardware  Elite Scouts
store owner  Elite Movers
 Ling Lee, a collector  Fine Carriages
 Old Man Bruford, gin mill owner  Steady + 1 Grit Box

At the end of each session, for each item below, mark 1 xp or


2 xp if that item occurred multiple times.
 Acquired Hellstone or an artifact, executed a successful scavenge
operation or kept trespassers at bay.
 Contend with challenges above your current station.
 Bolster your posse’s reputation or develop a new one.
Posse Sheets
 Express the goals, drives, inner conflict, or essential nature of the posse.
Thugs

 DEADLY SERIOUS: Each PC may add +1 action rating to


Command, Sling, or Brawl (up to a max rating of 3).
 BLOOD BROTHERS: When you fight alongside your cohorts in
combat, they get +1d for teamwork rolls (setup and group actions). All
of your cohorts get the Thugs type for free (if they're already Thugs,
add another type).
 STRAIGHTFORWARD: When you execute an assault plan, take
+1d to the Engagement roll.
 FIENDS: Fear is as good as respect. You may count each active
Rider as if it was a claim.
 FORGED IN THE FIRE: Each PC has been toughened by cruel
experience. You get +1d to resistance rolls.
 PATRON: When you advance your Tier, it costs half the Coin it
normally would. Who is your patron? Why do they help you?
 WAR DOGS: When you’re in a feud (-3 faction status), your Posse
does not suffer -1 hold and PCs still get two downtime activities,
instead of just one.
 VETERAN: Choose a special ability from another posse.

Z MODUS: INTIMIDATION – SUPERIORITY – SWIFTNESS – SPECTACLE Y

 Bill 'Scar’ Morgan, a judge  Outlaw Rigging (2 free load


 ‘the Cheat’ Murray, an arms dealer for weapons or armor)
 ‘Silent’ Bob, a blacksmith  Elite Thugs
 Moe, a saloon owner  Elite Movers
 Sam Malone, a smuggler  Mobile Hideout
 Old Man Bruford, gin mill owner  Ruthless + 1 Grit Box

At the end of each session, for each item below, mark 1 xp or


2 xp if that item occurred multiple times.
 Execute a successful battle, robbery, thievery, murder or jailbreak.
 Contend with challenges above your current station.
 Bolster your posse’s reputation or develop a new one.
 Express the goals, drives, inner conflict, or essential nature of the posse.
 BLOODHOUNDS: Each PC may add +1 action rating to
Command, Sling, or Hunt (up to a max rating of 3).
 A WALKING ROGUES’ GALLERY: When your Posse has the
chance to mull it over you will recognize any outlaw / lawman you've
seen either in person or in a likeness. You know if there is a bounty on
their head and its value.
 LIFE LINE: You bring ‘em in alive. You may choose that your
target is only incapacitated instead of dead. There’s always a little bit
of life left in them.
 AN EYE FOR IT: You may read artifacts or Hellstone weapons to
find out what they do and how they are dangerous. With that you
always get good details.
 REALLY USEFUL: Sometimes friends are as good as territory.
You may count up to three +3 faction statuses you hold as if they are
claims.
 LUCKY FELLOWS: When you roll Rider Events, roll twice and
keep the one you want. When you reduce Doom on the Posse, take
+1d.
 PATRON: When you advance your Tier, it costs half the Coin it
normally would. Who is your patron? Why do they help you?
 VETERAN: Choose a special ability from another posse.

Z MODUS: VIOLENCE – NEGOTIATION – CONNECTION – TRAP Y

 Bill 'Scar" Morgan, a judge  Bounty Rigging (2 free load for


 "Railroad" Gilliam, a marshal weapons or documents)
 ‘Silent’ Bob, a blacksmith  Elite Rooks
 Moe, a saloon owner  Elite Scouts
 Madam Zona, a fortune teller  ‘Get out of jail free’ card
 Xiang, an occultist  Hardened + 1 Grit Box

At the end of each session, for each item below, mark 1 xp or


2 xp if that item occurred multiple times.
 Execute a successful bounty or treasure hunt.
 Contend with challenges above your current station.
 Bolster your posse’s reputation or develop a new one.
 Express the goals, drives, inner conflict, or essential nature of the posse.
 WATCHERS: Each PC may add +1 action rating to Attune, Hunt,
or Survey (up to a max rating of 3).
 INTO THE BURNING BEYOND: The spirits showed you the
shifting paths into the Burning Beyond and back. You may attune to
visit places of the Beyond if you respect the inhabitants and bring
appropriate offerings. You don’t have to leave the way you came.
 HORSEBACK IS HOME: You get +1d while on horseback. You
speak the language of horses. You may ask them to gather information
with +1 effect. You lose 3 Grit when your horse dies.
 ONE WITH THE LAND: You may command the spirits of the
land or ask kindly for their help or advice. You may ignore one
consequence if the spirits chose to provide cover. Or you may gain
+1d if they chose to help you on your path.
 ONE WITH THE PEOPLE: When you have a downtime in your
people’s territory, your tribe has one additional downtime action and
gains +1d to Acquire Asset. Describe how this can be.
 STALKERS OF DEMONS: You were taught to sense the
weakness of demons using taboo magic. If you successfully attune to a
demon the GM will tell you its weakness and how it may be
destroyed. On a CRIT you may learn its true name. Which taboo must
be broken?
 THEY’RE WITH US: You carry a symbol of your people / land;
describe it and the grim bounding ritual. As long as you carry it, your
Tribe gets +1d against Delving too Deep and +1d resistance against
creatures from the Burning Beyond or other spirits as well as against
dread or despair. If you lose the symbol or it is destroyed, all get 3
level harm 'disheartened'. May only be healed by restoring the symbol
somehow.
 VETERAN: Choose a special ability from another posse.
Z MODUS: SHOW OF FORCE – SWIFTNESS – SOCIAL - SACRIFICE Y

 ‘the Cheat’ Murray, an arms dealer  Tribe Rigging (2 free load for
 Hawk, a feral spirit weapons or implements)
 Kills Many, the threshold  Elite Scouts
 Free Cloud Raining, medicine man  Elite Movers
 Seeker, a guide  Gateway to the Burning Beyond
 ‘Coin’ Slate, a merchant  Hardened + 1 Grit Box

At the end of each session, for each item below, mark 1 xp or


2 xp if that item occurred multiple times.
 Execute a successful hunt, raid, or a spiritual conquest.
 Contend with challenges above your current station.
 Bolster your posse’s reputation or develop a new one.
 Express the goals, drives, inner conflict, or essential nature of the posse.

½ day
travel
per horse
(~ 50 km)

x FEUD When you're having a Feud with any number of
NAME: Wealth    
Law & Order    
Outlaw & Chaos    
STATUS QUO TIER HOLD STATUS factions (status -3), the following penalties apply:
Supernatural    
The 8th Cavalry IV W  Lose 1 hold (temporarily, while the Feud persists).
Ironware & Metal Goods III S This may knock you down a Tier. NAME: Wealth    
 PCs get only one free downtime action instead of two. Law & Order    
Northern Rail & Transport III S
 Take -1 Coin and +1 Doom from each run. Outlaw & Chaos    
The Thunder Raven Tribe III S Supernatural    
 Your Hellstone Claims produce only half their normal
Fells & Wargo III W
income (round down). NAME: Wealth    
New Horizon Credit Union III W Law & Order    
Good Health Association III W Outlaw & Chaos    
East-West Rail II S Supernatural    
Diamond Trust II S NAME: MUDWATER Wealth     NAME: Wealth    
The Pony Express II S Law & Order     Law & Order    
The Twins II S Outlaw & Chaos     Outlaw & Chaos    
The Inquisition II S Supernatural     Supernatural    
Mr. Wong’s Family Business II S NAME: Wealth     NAME: Wealth    
The House of Roses II S Law & Order     Law & Order    
Fine Energy Enterprise II W Outlaw & Chaos     Outlaw & Chaos    
Lord Dorian Lockwood-Tate II W Supernatural     Supernatural    
First Church of Saint Michael II W NAME: Wealth     NAME: Wealth    
Rattlesnake Gang I S Law & Order     Law & Order    
The Shadow Valley Gang I S Outlaw & Chaos     Outlaw & Chaos    
Explorer’s Society I S Supernatural     Supernatural    
The Mother of Bones I S NAME: Wealth     NAME: Wealth    
The Black Rider I W Law & Order     Law & Order    
Miners’ Union I W Outlaw & Chaos     Outlaw & Chaos    
Supernatural     Supernatural    
Southern Refugees I W
Native Tribes from Session One I/II S NAME: Wealth     NAME: Wealth    
Law & Order     Law & Order    
Outlaw & Chaos     Outlaw & Chaos    
Supernatural     Supernatural    

NEWCOMERS TIER HOLD STATUS NAME: Wealth     NAME: Wealth    


Law & Order     Law & Order    
Outlaw & Chaos     Outlaw & Chaos    
Supernatural     Supernatural    
NAME: Wealth     NAME: Wealth    
Law & Order     Law & Order    
Outlaw & Chaos     Outlaw & Chaos    
Supernatural     Supernatural    
LIKE A COBRA
READY TO STRIKE
Playbooks

GATHERING INFORMATION
 IS THAT ALL YOU GOT? You may expend your special armor  How can I hurt them?
to avoid harm from an attack in combat, or to push yourself during a fight.  Who's most afraid of me?
 EVERYBODY'S KUNG FU FIGHTING: You can push yourself to do one  Who's most dangerous here?
of the following: perform a feat of body control or physical force that verges on the  What do they intend to do?
superhuman — engage a small gang on equal footing in close combat.  How can I get them to [X]?
 Are they telling the truth?
 WHERE DOES THAT COME FROM? Once per run you may have a 1  What's really going on here?
Load item left regardless of previously used load. If you can use the surprise to
your advantage gain the initiative even vs. experts.
 ST. ANGER: When you open your body and soul to the Burning Beyond
you may imbue your hands, melee weapons, or tools with spirit energy. You
gain Potency in combat vs. the supernatural. You may grapple with spirits to
restrain and capture them.
 HEALTH IS BETTER THAN WEALTH: You recover from harm faster.
Permanently fill in one of your healing clock segments. Take +1d to healing
treatment rolls.
 MAN OF HONOR: You gain an additional xp trigger: You fought for your
or someone else's honor at cost to yourself. If your Posse has problems due to
this, also mark Posse xp.
 BADASS KATA: Describe how you show off and impress with your
physical abilities. If you can exploit this performance for your next move, take
improved position or +1 effect (your choice).
 VETERAN: Choose a special ability from another source

 Jim-Bob Thornton, a rancher  Fine Hand Weapon


 Jane, a saloon girl  Fine Heavy Weapon
 Octavius Slone, a doctor  Scary Weapon or Tool
 Picture of a Lost Love
 Master Lee
 Bottle of Whiskey
 Sergeant Meyers, Fort Hubert
 Pack of Bandages

 Every time you roll a desperate action, mark xp in that action's attribute
At the end of each session, for each item below, mark 1 xp (in your playbook or an
attribute) or 2 xp if that item occurred multiple times.
 You addressed a challenge with force or physical expression.
 You expressed your beliefs, drives, heritage, or background.
 You struggled with issues from your vice, mutation, stigmata during the session.
A DEADLY
GUNSLINGER
& SHOWMAN

GATHERING INFORMATION
 SMOKE & MIRRORS: You may expend your special armor  Where is the critical point to shoot?
to resist harm from combat or appearing to die (fall off a vehicle, disappear in  Who's most impressed by me?
an explosion, etc.) only to reappear in a location of your choosing with a +1d to  What do they intend to do?
your next action.  How can I get them to [X]?
 FANCY DEAD EYE: You can push yourself to do one of the following:  Where are they vulnerable?
 What do they expect to see next?
make a ranged attack at extreme distance - perform an impossible shot (ricochet
 What's really going on here?
around the corner, trick shots, shot into/through a group of people) - have one last
bullet no one counted for.
 EASTWOOD: Before weapons are drawn you may lock eyes with someone
forcing them to hesitate or flinch. Both of you know that you can interrupt
whatever they do next. Take +1d for your next action against them.
 LIGHTNING NERVES OF STEEL: You may always shoot first and you
may wait 'til the latest possible moment and still be the first to (re-)act.
 SILVER BULLETS: You may enrich your shots with spirit energy. Your
shots gain Potency in combat vs. the supernatural.
 FILL THE AIR WITH LEAD: Expend your Special Ammunition to do one
of the following: unleash a barrage of rapid fire to suppress the enemy - attack a
group with +1 scale.
 STUNNING PERFORMANCE: You can perform a flashy show with your
weapons or horse that leaves your audience stunned and speechless. Take +1
effect to act on this impressed folks or on escape.
 VETERAN: Choose a special ability from another source.

 Arthur Fog, a fake native or showman  Fine & Flashy Pair of Pistols
 Ralph 'Bad Egg' Horn, a gun smith  Fine Rifle
 Sam 'Lucky Eye' Freeman, a cowboy  “Lightning” a Fine Horse
 Special Ammunition
 Black Hoof, a native chief or hunter
 Fine Disguise Kit
 The Great Lo Scalzo
 A Message from an Admirer

 Every time you roll a desperate action, mark xp in that action's attribute
At the end of each session, for each item below, mark 1 xp (in your playbook or an
attribute) or 2 xp if that item occurred multiple times.
 You addressed a challenge with speed or flair.
 You expressed your beliefs, drives, heritage, or background.
 You struggled with issues from your vice, mutation, stigmata during the session. 10
A LAWMAN
& ENFORCER

GATHERING INFORMATION
 I AM THE LAW: You may expend your special armor to  Who is really in charge here?
show your badge of authority to enforce obedience, or to push yourself during  Who's the most law-abiding here?
a fight.  What do they intend to do?
 A STORY TO TELL: Once per run you can push yourself to tell a story  How can I get them to [X]?
about a dire mess you survived to achieve one of the following: motivate a  What should I look out for?
 How can I hurt them?
cohort/mob into fighting or fleeing - give a fighting cohort +1 effect – restore 1 Grit
 What's really going on here?
for everybody in the Posse.
 THIS AIN’T NO PIQUE-NIQUE: When you Command a cohort in
combat, they continue to fight when they would otherwise break (they're not
taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.
 WHAT YOUR COUNTRY CAN DO FOR YOU: You have access to law
enforcement resources. Get +1d when you acquire assets during downtime. All
assets have a minimum quality of 1.
 S’ONLY A FLESH WOUND: Penalties from harm are one level less severe
(though level 4 harm is still fatal). When you accept level 2 or 3 harm instead of
resisting clear 1 Grit.
 MORAL COMPASS: You gain an additional xp trigger: You did the right
thing at cost to yourself. If your Posse has problems due to this, also mark
Posse xp.
 TACTICAL GENIUS: You always know the best position during a fight or
hunt. If you're able to occupy this position gain +1 Effect for you and
everybody who’s there with you.
 VETERAN: Choose a special ability from another source.

 Levi ’Ambush’ Boyle, a ranger  Fine Pair of Pistols


 Gladis ’Blood’ Wells, a bounty hunter  Fine Shotgun
 Karl ’No Teeth’ McCann, a killer  Badge of Authority
 Fine Documents
 Carlos Vasquez, an outlaw boss
 Manacle & Chains
 Hunter, a vengeful spirit
 A Keepsake

 Every time you roll a desperate action, mark xp in that action's attribute
At the end of each session, for each item below, mark 1 xp (in your playbook or an
attribute) or 2 xp if that item occurred multiple times.
 You addressed a challenge with authority or stamina.
 You expressed your beliefs, drives, heritage, or background.
 You struggled with issues from your vice, mutation, stigmata during the session. 11
A SUBTLE
MANIPULATOR
& SLY TRICKSTER

GATHERING INFORMATION
 ALL EYES ON... ME! You may expend your special armor to  What do they intend to do?
resist an allied characters consequence from detection or to push yourself to impress  How can I get them to [X]?
others. You can always make a grand entrance.  Are they telling the truth?
 GAMBLERS GIFT: When someone fools you or takes you by surprise, gain a free  What are they not noticing?
1 Grit flashback. When you gather information while partying or gambling, gain
 What do they really care about?
 How can I stand out here?
+1 Effect.  What's really going on here?
 CUTTING CARDS: Your skill with cards is mesmerizing. While you perform a
card trick, you may alter a memory, implant suggestion or sow a doubt. You may use
your playing cards as dangerous throwing weapons.
 HEART OF THE CARDS: When you accept Position and Effect given by the GM
for a roll as is and just let the dice decide, don't spend any Grit or push the situation (you
can still accept a Devil's Bargain), regain 1 Grit.
 FIGHT WITH PANACHE: When you fight in a duel, bystanders won’t interfere.
If you use Sling while being in close combat, gain +1 Effect.
 SALOON SWAGGER: Gain +1d in situations where your appearance would be
an advantage. If you try to sway someone with a profitable proposition or challenge
others to a duel, gain Potency.
 MISS FORTUNE: Some call you lucky but truth to be told, bad shit just happens
to folk who try to mess with you. You may win every game of chance. Spend 1 Grit to
cause a minor accident (a jammed gun), 2 for a major one (an exploding stick of
dynamite) or 3 for a catastrophe (a collapsing mineshaft). During Payout, gain +Doom
equal to the highest amount of Grit spend this way.
 VETERAN: Choose a special ability from another source.

.
 Zane Cooper, a croupier  A Fine Extravagant Melee Weapon
 Mrs. Millie, a madam  Fine Playing Cards & Dice
 ’Dandy Jim’ Buckley, a con artist  Fine Clothes and Jewelry
 A Set of Won Valuable Documents
 Sly Eddison, a cardsharp
 A Fine Story
 Owen O’Neill, a moonshiner
 A Small Token of Luck

 Every time you roll a desperate action, mark xp in that action's attribute
At the end of each session, for each item below, mark 1 xp (in your playbook or an
attribute) or 2 xp if that item occurred multiple times.
 You addressed a challenge with deception or audacity.
 You expressed your beliefs, drives, heritage, or background.
 You struggled with issues from your vice, mutation, stigmata during the session. 12
A STEALTHY
TRACKER
& HUNTER

GATHERING INFORMATION
 DARKER THAN THE SHADOWS: You may expend your  What is the best path to [X]?
special armor to resist a consequence from detection, or to push yourself for a  What is hidden or lost here?
feat of hunting or stealth.  How / Where can I discover [X]?
 SILENT HUNTER: When you gather info to locate a target, you get +1  Who / What's most dangerous?
effect. When you hide in a prepared position or use camouflage, you get +1d to  What should I look out for?
rolls to avoid detection.  How will the environment change?
 SURVIVOR: From hard won experience or specialized training, you are  What's really going on here?
able to subsist on what any environment provides and you can function on the
barest sustenance. You get +1 Grit box.
 LEARNED MY TRADE FROM THE BEST: When you attack from hiding
or spring a trap, you get +1d.
 YOU'RE MY GAME: You can smell their blood. When you hunt a target
you’ve previously tracked or wounded, you gain +1 effect level. Whenever you
gather information on a weakness or vulnerability, you get at least standard
effect.
 LIKE A BROTHER: Explain how your mount is helpful in what you’re
trying to achieve and gain +1 effect level or +1d. Your mount always knows the
way home.
 SEE ANOTHER DAY: You gain an additional xp trigger: You let your prey
escape because it was worthy to see another day. If your Posse has problems
due to this, also mark Posse xp.
 LISTEN TO THE LAND: Outside of civilization you always know where
you are and how to care for yourself and your mount. You always Read the
weather with a Great result.
 VETERAN: Choose a special ability from another source.
.

 Sherman Townsend, store owner  Fine Hunting Knife


 He Who Talks, a free spirit  Fine Rifle or Bow
 Small Fox Hunting, a tribesman  Fine Leather Clothes
 Traps
 'Bullettooth' Jackson, a ranger
 Fine Horse with Saddle
 'Trouble', a pain in the neck
 Outdoor Survival Kit

 Every time you roll a desperate action, mark xp in that action's attribute
At the end of each session, for each item below, mark 1 xp (in your playbook or an
attribute) or 2 xp if that item occurred multiple times.
 You addressed a challenge with tracking or stealth.
 You expressed your beliefs, drives, heritage, or background.
 You struggled with issues from your vice, mutation, stigmata during the session. 13
A MAVERICK
& DESPERADO
BEYOND RULES

GATHERING INFORMATION
 ONE OF THOSE DAYS: You may expend your special armor  Where are they/it vulnerable?
to resist a consequence from a desperate roll, or to escape from whatever (or to  Where should I go / flee?
wherever) you want... for now.  How can I discover [X]?
 Who's most dangerous here?
 NOW! NOW! NOW!: When you push yourself, you may spend +1 Grit (so
 What should I look out for?
3 Grit total) to gain both +1 effect and +1d instead of one or the other.
 What might happen if I [X]?
 DIDN’T SAW THAT COMING: When you make a surprising move that  What's really going on here?
disregards propriety or other convention, you get +1d or +1 effect (your
choice, as appropriate).

 DAREDEVIL: When you roll a desperate action, you get +1d to your roll if
you also take -1d to any resistance rolls against consequences from your action.

 VENGEFUL: You gain an additional xp trigger: You got payback against


someone who harmed you or someone you care about. If your Posse helped
you get payback, also mark Posse xp.

 SOME FINE REPUTATION: Entering a location you may tell us what the
people have heard about you. When you reveal your name and exploit your
reputation you gain improved position or +1 effect (whatever makes sense).

 BLAZE OF GLORY: When you mark a Stigma and utter a dying


malediction you may retaliate against any and all enemies within range. Say
how you bring ruin to your foes before they take you down. You may mark a
Stigma prematurely to use this ability.
 VETERAN: Choose a special ability from another source.

 Polly Gains, a dealer  A Fine Pistol


 Father Mathew, a priest  A Fine Rifle or Shotgun
 ’The Kid’, a bounty hunter  A Fine Poncho or Sombrero
 a Friend you still owe money  A Guitar Case
 Adolphus Vasquez, railroad worker  A Fine Spirit Bane
 Rufus Johnson, a coachman  A Small Piece of Hellstone

 Every time you roll a desperate action, mark xp in that action's attribute
At the end of each session, for each item below, mark 1 xp (in your playbook or an
attribute) or 2 xp if that item occurred multiple times.
 You addressed a challenge with breaking the rules or daringness.
 You expressed your beliefs, drives, heritage, or background.
 You struggled with issues from your vice, mutation, stigmata during the session. 14
A
TOTEM FIGHTER
BORN FROM
THE LAND

GATHERING INFORMATION
 GUIDED BY THE TOTEM: You may expend your special  What happened here recently?
armor to resist a supernatural consequence, or to push yourself for a feat of  What do the spirits counsel?
athletics or hunt.  How can I discover [X]?
 TOTEM'S VESSEL: When you push yourself and open body and soul as a  How can I get to place [X]?
conduit for your totem, choose one of the following additional benefits:  What should I look out for?
perform a feat of athletics or stealth that verges on the superhuman - maneuver to  Where should I strike?
confuse your enemies so they mistakenly attack each other - sense your prey (gather  What's really going on here?
Information with at least Standard result) wherever it is.
 PROTECTOR OF THE PEOPLE: When you protect a teammate or your
people, take +1d to your resistance roll. When you gather info to anticipate
possible threats in the current situation, you get +1 effect.
 A DEVIL WITH A BLADE: You’re very effective at finding vital organs
with your blade. When using Sling to throw or fight with a blade you gain
Potency and may choose to do it absolutely silently. On a miss you don’t get
any positive result.
 GRUESOME WARPAINT: Enemies falter, hesitate or flinch when
attacked by you in close combat. You have an air of menace and danger
obvious to even the most oblivious. You gain Potency when trying to
intimidate someone. If done immediately after a show of force, also take +1d.
 TOTEM SENSE: Pick an animal sense matching to your totem. This sense
is sharpened beyond human range to animal sensitivity.
 LONE WOLF: You gain an additional xp trigger: You made things harder
by acting alone. If your posse has problems due to this, also mark Posse xp.
 VETERAN: Choose a special ability from another source.

 The Petrified Tree  Fine Bow with Arrows


 Maxwell, a scout  Fine Weapon
 Black Hoof, a native chief/hunter  A Spirit Bane or Charm
 Outdoor Survival Kit
 Red Horse, a medicine man
 Tabaco / Poison / Medicine
 Hunter, a spirit of the land
 A Totem’s Gift

 Every time you roll a desperate action, mark xp in that action's attribute
At the end of each session, for each item below, mark 1 xp (in your playbook or an
attribute) or 2 xp if that item occurred multiple times.
 You addressed a challenge with athletics or spiritual power.
 You expressed your beliefs, drives, heritage, or background.
 You struggled with issues from your vice, mutation, stigmata during the session. 15
A SPIRITUAL GUIDE
& PROTECTOR

GATHERING INFORMATION
 WALK THROUGH THE VALLEY: You may expend your  What do they covet?
special armor to resist a supernatural consequence, or to push yourself when  How can I help them confess?
dealing with Hell's forces.  Where lies the corruption?
 SHEPHERD: You can push yourself to do one of the following: perform a  What do they intend to do?
feat of social grace, swaying a crowd or capturing the attention of the Divine.  What can I trust them to do?
 Are they telling the truth?
 A DOG'S NOSE: You always sense the tainted. Take +1d when you gather  What's really going on here?
info to uncover corruption or find the corrupted.
 HALLOW: You can push yourself to imbue an object or a place with divine
power. Gain Potency when it comes up against the supernatural.
 CURANDERO: When you receive an earnest oath from someone to follow
one of your Faith's precepts, they may clear any level of severity of harm,
immediately or safely over a short while, you decide. Should they ever break
the precept, they take level 2 harm, 'Bedamned'.
 ELI: One of your senses is so attuned to the world around you, that it can
stand in for any one of your others. Get +1d to any action you can mount as a
surprise of this unexpected ability or where others are found lacking.
 PREMONITION: Have one flashback per session to a vision, dream, prayer
or meditation that now comes together and has prepared you for this very
moment. The first Grit spent this way is free.
 VETERAN: Choose a special ability from another source.

 Nathaniel, an atoned sinner  A Symbol of Your Faith


 Patience, a lawyer  An Instrument of Your Faith
 Cyrus, a gunslinger  Blessed Implements for a Ritual
 A Confession of Old
 Mistress Bethia, an entertainer
 Fine Garments of Ceremony
 Speaks with the Wind
 Concealed Palm Pistol or Blade

 Every time you roll a desperate action, mark xp in that action's attribute
At the end of each session, for each item below, mark 1 xp (in your playbook or an
attribute) or 2 xp if that item occurred multiple times.
 You addressed a challenge with conviction or sacrifice.
 You expressed your beliefs, drives, heritage, or background.
 You struggled with issues from your vice, mutation, stigmata during the session. 16
A WELL-CONNECTED
MASTERMIND

GATHERING INFORMATION
 GOD SAVE ME FROM FRIENDS: You may expend your  What do they want most?
special armor to resist a consequence for a teammate, or to push yourself when  What should I look out for?
you gather information or work on a long-term project. When you use it to  Where's the leverage here?
resist you don't have to be present to use this ability, say how you prepared for  How can I get [X]?
this situation in the past.  What do they intend to do?
 FORESIGHT: Two times per run you can assist a teammate without paying  How can I get them to [X]?
Grit. When you run out of Grit, instead of suffering a Stigma you may choose
 What's really going on here?
to come back with 1 Grit left. Either way tell us how you prepared for this.
 PLANNING IS EVERYTHING: Due to your careful planning, during
downtime, you may give yourself or another Posse member +1 downtime
action.
 RUNS IN THE FAMILY: During downtime, you get +1 result level when
you acquire an asset or reduce Doom. You may choose 'distant cousin' as an
asset arriving by train.
 WEAVING THE WEB: 'By failing to prepare, you are preparing to fail.' You
gain +1d to Consort when you gather information on a target for a run. You
get +1d to the engagement roll for that operation. When the engagement roll is
6, gain 1 Grit.
 OLD FRIENDS EVERYWHERE: When you come to a new town or
settlement, name a Friend, Connection, Vice Purveyor or Enemy you have
here. Tell us a story about how you met and about your relationship.
 FINGERS IN EVERY PIE: At the end of each downtime phase, you earn +2
Ablass.
 VETERAN: Choose a special ability from another source.

 John P. Little, a cattle baron  A Concealed Holdout Pistol


 ’The Dutch’, an executor  Fine Status Symbol
 Pepper, a lucky charm  Fine Documents
 Captain Hodgens, Fort Hubert  Blackmail Information
 Horatio Freeman, a sheriff  Fine Ornamented Carriage
 Sylvester Stubbs, an official  A Spirit Charm

 Every time you roll a desperate action, mark xp in that action's attribute
At the end of each session, for each item below, mark 1 xp (in your playbook or an
attribute) or 2 xp if that item occurred multiple times.
 You addressed a challenge with calculation or negotiation.
 You expressed your beliefs, drives, heritage, or background.
 You struggled with issues from your vice, mutation, stigmata during the session. 17
AN EMPATHIC
LIGHT IN A
DARK WORLD

GATHERING INFORMATION
 SNAKEOIL MIRACLES: When you assist or engage in a  What should I look out for?
group action with someone, they may also ignore one harm penalty.  What do they intend to do?
 INFLUENTIAL: You provide a valuable service to the town and are  What is foreign or weird here?
welcome even in dangerous places. Get +1 result level when you speak on  How can I ease their suffering?
behalf of a local community, acquire an asset or reduce Doom.  What is hidden or lost here?
 How can I use [X] to my advantage?
 LITTLE VULTURES: Cohorts you command gain Potency to gather  What's really going on here?
information and have special armor to resist a consequence of detection or
deception.
 WELL TRAVELLED: You speak a multitude of languages and are broadly
educated. When you gather information in a weird or foreign place, take +1d to
your roll.
 FANDANGO: When you indulge your vice, you may adjust the dice
outcome by 1 or 2 (up or down). An ally who joins your vice may do the same.
 QUICK-WITTED: You may expend your special armor to resist a
consequence of persuasion or suspicion. When you resist with Wits, take +1d.
 VIPER: When you invent, craft or try to apply a poison or narcotics, take
+1d to your roll. You begin the game with one additional formula already
known.
 IN GOOD HANDS: When you provide meaningful insight or heartfelt
advice (to another PC), you both clear 1 Grit. Everyone in your Posse gets +1d
to their healing treatment rolls.
 VETERAN: Choose a special ability from another source.

 Mitch Cochran, an entrepreneur  Fine Concealed Palm Pistol


 Janet Irsinghausen, a scholar  Fine Bedside Manners
 Mr. Rosenberg, a commissioner  Fine Doctors Bag and Apron
 Fine and Very Strong Cough Syrup
 Joe Sawyer, a farmer
 A Comforting Song
 Ron Maddox, a surgeon
 An Old Favor

 Every time you roll a desperate action, mark xp in that action's attribute
At the end of each session, for each item below, mark 1 xp (in your playbook or an
attribute) or 2 xp if that item occurred multiple times.
 You addressed a challenge with influence or empathy.
 You expressed your beliefs, drives, heritage, or background.
 You struggled with issues from your vice, mutation, stigmata during the session. 18
MAD SCIENTIST
HELLSTONE
OTAKU

GATHERING INFORMATION
 DRIVEN: During downtime, you get 2 ticks to distribute among  What here is talking to me?
any long term project clocks that involve investigation or learning a new  How can I get them to [X]?
formula or design plan. While reading, push yourself for 1 Grit instead of 2.  Are they telling the truth?
 SKILLFUL: You may expend your special armor to resist a consequence  What can I improve here?
from breaking machines or experimenting with Hellstone, or to push yourself  What might happen if I [X]?
when working on weird science or handling Hellstone.  How can I find [X]?
 What's really going on here?
 MAD SCIENTIST: When you invent or craft a creation with steampunk or
Hellstone features, take +1 result level to your roll. You begin with one special
design already known.
 SPIRITMANCER: When you invent or craft a creation with arcane,
spiritual or demonic features, take +1 result level to your roll. You begin with
one special formula already known.
 LISTENING TO THEIR VOICES: When you touch them you may consort
with machines to gather information with +1 result level. After that, you may
push yourself to give it a feature or task it was not constructed for.
 SPEAKING THEIR TONGUE: You may attune yourself to any machine to
activate or disable it.
 BLOOD, SWEAT & GEARS: You gain an additional xp trigger: If you
achieved a breakthrough on a meaningful invention or scientific problem,
mark xp. If your project caused trouble for your Posse, also mark Posse xp.
 RIGHT TIME, RIGHT TOOL: You may use one of your items for a
purpose of which it was not designed for. Fine items stay fine. Describe how
you do it and how this is helpful.
 VETERAN: Choose a special ability from another source.

 Ignaz Toodlebrock, an inventor  Fine Crafting Tools


 A voice in your head  Fine Experimental Rifle
 A favorite tool named ________  Fine Useful Parts
 Hellstone Goggles
 Virex, a failed experiment
 An Unopened Box
 Dakota, your fiancé
 A Disturbing Truth

 Every time you roll a desperate action, mark xp in that action's attribute
At the end of each session, for each item below, mark 1 xp (in your playbook or an
attribute) or 2 xp if that item occurred multiple times.
 You addressed a challenge with technical skill or ingenuity.
 You expressed your beliefs, drives, heritage, or background.
 You struggled with issues from your vice, mutation, stigmata during the session. 19
A VENGEFUL
SPIRIT IN A
DEAD BODY

 ONE STEP BEYOND: You are affected by spirit bane charms


(lose 2 Passion to overcome the repulsion). Whenever you would lose Grit, lose
Passion instead. When you would take Stigma, take Decay instead.
 ANGEL OF VENGEANCE: You may expend your special armor to terrify
or impress an enemy, or to push yourself when you Attune to the Burning
Beyond.
 TOUCHED BY THE BURNING BEYOND: You can push yourself to do
one of the following: Talk in tongues - terrorize a group of people - captured the
attention of a ghost or demon.
 HELLFIRE TORCH: Your body burns with a non-consuming flame and it
looks like you & your stuff is on fire. Take +1d or improved position in
situations where being on fire is helpful.
 UNHOLY MOUNT: Your horse or animal companion is equally
frightening as you are. It has Potency when tracking or fighting the
supernatural. For 1 Passion it has a temporary mind-link with you.
 LIKE JOHAN: For 1 Passion you’re able to dissipate your body and all your
stuff to become a cloud of vapor. This cloud may resemble your living body
and clothes if you wish. You move about by floating and may fly swiftly
without tiring. You may slowly flow through small openings. For +1 additional
Passion you chill the area around you and are terrifying for the living to
behold.
 SUPERIORITY: Lose 1 Passion to sense beyond human limits. ‘Hear‘ a
subject's true thoughts or feelings, see in pitch darkness, sense the presence of
invisible things, intuit the location of a hidden object.
 VETERAN: Choose appropriate special ability from another source.

 Every time you roll a desperate action, mark xp in that action's attribute
At the end of each session, for each item below, mark 1 xp (in your playbook or an
attribute) or 2 xp if that item occurred multiple times.
 You pursuit your quest for revenge no matter what.
 You expressed your alienation from your beliefs, heritage, or background.
 You struggled with your link to the living or decay during the session. 20
OBJECTIVES Attack – Capture – Defend – Destroy – Escape – Escort/Deliver – Explore –
Find – Prevent – Rescue – Scavenge – Scout – Sweep – Test-Drive – Traverse

MINOR COMPLICATION Add a single Monster


STAGES TIER: ____ OBJECTIVES STANDARD COMPLICATION Add group of Monsters
SERIOUS COMPLICATION Add a big group or single Daunting Monster

OVERCOME <Monsters> Clock roll (Tier)d


1-3: 4-clock 4/5: 6-clock 6: 8-clock CRIT: 8-clock + re-roll
Single Monster: -1 effect Group of Monster: -/- Big Group or Daunting:&+1
roll again
effect

BOSS Daunting Monster of Level Tier + 2 with (Tier) Special Abilities. Roll on the Table
above with (Tier+2)d for the size of the clock.
Maybe the Boss is supported by a group of other monsters.

MONSTER SPECIAL ABILITIES roll 2d or 1d according to Theme


1 2 3 4 5 6
1 Nature claws/fangs tail/sting shell/plates antlers/horns poison wings

2 Demons fire/ashes acid (blood) ice flying terror anti-magic

3 Ghosts blinding silence electric strangling invisible life drain

4 Spirits paralyze duplicate absorb/suffocate camouflage entangle reflect

5 Dimension Rift shapeshift exploding flying distortion terror anti-magic

6 Mixed + + + choose from above + + +

MONSTER VULNERABILTIES roll 2d as often as needed


1 2 3 4 5 6
1 explosives fire/heat water metal silver gold
2 ice/cold noise bells cold iron moonlight music
3 flowers holy water holy icon mirror tears sunlight
NOTES Doom / Artifacts / Complications
4 acid poison bone glass spirits salt
5 wood ivory ruby black pearl topaz weak spot
6 whiskey magic artifact special weapon true name Hellstone

21

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