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BOOK OF ONLINE SOURCED TRIUMPHS

#5: WEIRD WEST

BOOST #5: WEIRD WEST


1 GENESYS A Community-sourced
BOOST content compendium
CONTENTS CREDITS
Contents I EDITORS
Equipment 1 Micah-Shalom “FatCrab” Kesselman

Weapons 1 Flame112

Item Qualities 2 Caleb “Cptn_Smitty” Smith

Talents 2 CONTRIBUTORS
Archetypes 3 Anubis

Adversaries 3 Chris Markham

Adventures 4 Craftidore#3581

Ghost Carriage 4 Micah-Shalom “FatCrab” Kesselman

Skarpie

WHAT IS BOOST? COVER ART

B OOST, or the Book of Online Sourced


Triumphs, is a regular magazine created by
and for the Genesys community. Organized and
Monster Hunting Librarian, by Jeshields and available at
https://www.drivethrurpg.com/product/
149143/JEStockArt--Steampunk--Monster-
operated through the Genesys community Hunting-Librarian--HQGWB
Discord server, each issue of BOOST focuses on
a topic or theme chosen by the community. Once INTERIOR ART
the topic is voted for and selected, anyone and
everyone is free to submit entries based on the The Adventurer’s Blunderbuss, by Abbie Durham
chosen topic. All entries are reviewed and
discussed by fellow creators, and friendly
suggestions are given appropriately. However, no
entry is denied!
Want to contribute to the next issue of
BOOST? Join the Genesys community
Discord server today!

This product was created under license. Genesys and its logo, and Genesys Foundry and its logo, are trademarks of
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the distinctive likenesses thereof, are trademarks of Fantasy Flight Games. www.FantasyFlightGames.com.

This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used with
permission under the Community Content Agreement for Genesys Foundry.

All other original material in this work is copyright 2021 by its respective author and published under the Community
Content Agreement for Genesys Foundry.

BOOST #5: WEIRD WEST


GENESYS
I
EQUIPMENT
WEAPONS
THE ADVENTURER’S BLUNDERBUSS
The adventurer’s blunderbuss has been the go-to weapon
for monster-hunters and vigilantes alike. By its nature, it is
a very dangerous weapon, and often inflicts bystander
casualties. Consequently, nearly all towns have laws
restricting ownership of adventurer’s blunderbusses. The
adventurer’s blunderbuss is often described as having “a lot
of stopping power.” Its shot is thrown hard enough that
many find themselves knocked prone or stopped in their
tracks by it.
COMMANDING BULLWHIP
The adventurer’s blunderbuss is a one-handed weapon, This bullwhip is of some eldritch make forgotten to history
with a ridiculously oversized barrel, which is shaped like a and best left out of thought and mind by those who wish to
trumpet. Unlike most shotguns, the blunderbuss has no keep their wits. Outwardly, it appears to be nothing more
choke at the end of it’s barrel, instead flaring out for the than a run of the mill bullwhip used to corral cattle or, in a
maximum possible spread, at the expense of damage. pinch, combat foes. However, it slices through the mind as
When attacking a minion group where the minions are well as through the air and, in the grip of one with the
at engaged range, Blast requires one less a to be triggered. fortitude and willingness to sacrifice their sanity, can be
If an ally is engaged with the target, the GM may spend used to dominate lesser minds.
hh or d to deal damage equal to the Blast rating to that As an action, a character wielding the Commanding
ally. Bullwhip can force a non-sentient living target to make an
opposed Discipline check against the wielder’s Willpower
Craftidore#3581 characteristic. If the check fails, the wielder may, as an
incidental, force the target to take an action of the wielder’s
SIX SHOOTER choosing. The wielder may spend a story point to use this
The six shooter is the cowboy’s main weapon. No one in the feature on a sentient living target. The GM may spend a t
Weird West leaves home without one. Its fame and from the Discipline check to inflict the wielder with
popularity comes from both its obvious effectiveness and Disorient for a number of rounds equal to the number of
relatively cheap price tag. uncanceled s of the check (minimum of 1). The GM
should also consider inflicting lasting sanity effects on the
The GM may spend hhh or d to make the Six wielder, as per the Genesys Core Rulebook.
Shooter run out of ammo.
Craftidore#3581 FatCrab

Table 1-1: Weapons


Name Skill Dam Crit Range Encum Price rarity Special
Knockdown,
The Adventurer’s Blunderbuss Ranged (Light) +6 4 Short 2 (R) 725 4 Slow Firing 1,
Blast 5

Six Shooter Ranged (Light) +7 4 Medium 2 450 2 Pierce 1

Commanding Bullwhip Melee +4 3 Short 1 1050 8 Vicious 2

BOOST #5: WEIRD WEST


1 GENESYS
ITEM QUALITIES GUNSLINGER
BLOOD CURSED Tier: 3
Activation: Passive
Blood Cursed weapons are often ancient artifacts that
Ranked: No
bring great power to the wielder but with even greater
costs. The player and GM are encouraged to work together When the character gains this talent, they choose a pistol
as to how the player is able to wield this power or even what costing less than or equal to 500. They have this pistol at all
type of cost it requires to use it (be that a debt to an times, no matter the circumstances (i.e. the character could
otherworldly god or a deal with Death herself). be stripped naked and thrown in a pit with no possessions,
and they would still (miraculously) have this pistol).
After an ability check is made that uses a Blood Cursed
weapon, your character may suffer an amount of Wounds Craftidore#3581
up to the Blood Cursed rating to add or increase the
Vicious rating of the weapon by an equal amount for that
ALWAYS SHOOT FIRST (IMPROVED)
attack. Tier: 4
Activation: (Out of Turn) Action
Skarpie Ranked: No

TALENTS
When you are the target of an attack, if you have not acted
this encounter, you may suffer 3 strain. If you do so, you
may take an out-of-turn action before the attack is
resolved. You also lose your action on your next turn.
CINEMATIC AMMO COUNT
This talent requires the Always Shoot First Talent.
Tier: 1
Activation: Passive Craftidore#3581
Ranked: No
Weapons which run out of ammo on a number of threats GUNSLINGER (IMPROVED)
require one additional threat to run out of ammo when you Tier: 4
are using them. That weapon still runs out of ammo on a Activation: Passive
d. Ranked: No
Craftidore#3581 When the character gains this talent, they may choose a
pistol or rifle costing less than or equal to 1000 (this
ALWAYS SHOOT FIRST replaces the pistol referenced in the Gunslinger talent).
Tier: 2 They have this at all times, no matter the circumstances.
Activation: (Out of Turn) Maneuver
This talent requires the Gunslinger Talent.
Ranked: No
When you are the target of an attack, if you have not acted Craftidore#3581
this encounter, you may suffer 2 strain. If you do so, you
GUNSLINGER (SUPREME)
may take an out-of-turn maneuver before the attack is Tier: 5
resolved. You also lose your free maneuver on your next Activation: Passive
turn. Ranked: No
When the character gains this talent, they may choose any
If you do not have a free maneuver (either because of the
weapon costing less than or equal to 2000 (this replaces the
71-75 Hamstrung crit or other circumstances) you may not
pistol or rifle referenced in the Gunslinger (Improved)
use this talent.
talent). They have this at all times, no matter the
Craftidore#3581 circumstances.
This talent requires the Gunslinger (Improved) Talent.

Craftidore#3581

BOOST #5: WEIRD WEST


GENESYS
2
ARCHETYPES ADVERSARIES
DIGGERS BLOOD HOUNDS (MINION) c2 p 1 g 1
Diggers appeared a number of decades ago. Few but the These hounds, while similar in appearance to a "cowboy's
diggers themselves knew where they had come from, but best friend," are one of the main terrors of the Weird West.
they swiftly became a staple of the frontier. They often prowl at night, striking in packs of 3-5 against
Appearance: any settlers foolish enough to travel alone at night.
Though they are humanoid, they could never be mistaken https://app.rpgsessions.com/char/ff g-gen/
for humans. Diggers have 4 arms, 1 is shaped to scoop minion/5fdc036236261c0011bcb6d3
loose sediment, another hardened to be used as a pickax
(neither of which is capable of holding weapons or gear), 3 1 2 2 2 2
and the other 2 have hands, as with an ordinary human. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Their legs are stumpy, and their feet are webbed. SOAK VALUE WOUND THRESHOLD M/R DEFENSE
Culture: 2 5 0 0
Diggers are similar to their parent humans in their culture Skills (group only): Coordination, Perception, Stealth,
and tastes, but are looked down upon by other miners, as Brawl.
they have many innate advantages over humans living on Talents: None.
the frontier. The Diggers were originally created by aliens,
Abilities: None.
using sample human DNA, with the goal of creating the
perfect miners. However, the project was abandoned, and Equipment: Claws and fangs (Brawl; Damage 2; Critical 3;
the aliens decided to dump their abominable creations in Range [Engaged]; Vicious 1).
the Weird West, where they found their original sample Craftidore#3581
DNA. Most diggers are aware of their alien origins, though
they rarely give that information to others.
OCCULTIST CENTAUR (RIVAL) c4 p 2 g 4

3 1 2 2 2 2 Occult centaurs believe in the magic of the world. They


flow with nature and use its power. Occult centaurs are not
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
known for their self control, and often engage in trickery
• Starting Wound Threshold: 10 + Brawn and mischief. They are prone to fits of anger and fluctuating
• Starting Strain Threshold: 9 + Willpower moods.
• Starting Experience: 100 XP https://app.rpgsessions.com/char/ff g-gen/
• Starting Skills: A Digger starts with one rank in rival/5fdbdbdb6cbf0e0011059a6f
Athletics. They may not train Athletics higher than rank 2
during character creation. 3 3 2 4 1 2
• Digging Appendages: Diggers gain j to checks made BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

to dig or mine without tools. SOAK VALUE WOUND THRESHOLD M/R DEFENSE
• Digger Intuition: Diggers remove up to j j from 3 14 0 0
checks to distinguish gold from fool’s gold (or other gold Skills: Athletics 1, Coordination 2, Perception 2, Survival
substitutes). 2, Primal 2, Ranged (Light) 2, Charm 1, Deception 2.
Craftidore#3581 and Anubis Talents: None.
Abilities: Once per encounter before making a combat
check with a pistol (your GM has the final say on whether
a weapon is a pistol or not), your character may use this
talent to add the Auto-fire quality to the pistol when
resolving the check. If your character does, the weapon
runs out of ammo exactly as with an Out of Ammo result
(see page 104 of the Genesys Core Rulebook).
Equipment: Six shooter (Ranged (Light); Damage 7;
Critical 4; Range [Medium]; Pierce 1), Extra Reload,
Occult Symbol.
Craftidore#3581

BOOST #5: WEIRD WEST


3 GENESYS
MAN OF GOD(S) (NEMESIS) c 2 p 1 g 4 God(s) may “pocket” a j each time a PC fails a check in his
vicinity; these pocketed j may be spent freely by the Man
Who knows where the Man of God(s) came from. It is
of God(s) in a later combat encounter; during combat
certainly a mystery that has confounded many would-be
encounters, if a PC fails a check and rolls a d in the vicinity
town saviors immediately before their demise at his unholy
of the Man of God(s), the Man of God(s) receives an
hands. Regardless of his origins, the Man of God(s) has
automatic upgrade on their next attack targeting the PC in
installed himself in this small, dusty town as priest and
addition to the d’s normal spend).
counsel to the local flock. Unknown to the townsfolk,
however, is that the Man of God(s) is an ageless Equipment: Defiled religious iconography (Melee;
monstrosity that feeds off their faith and supplication--and Damage 2; Critical 2; Range [Engaged]; has religious and
occasionally their flesh, once he has engorged himself on spiritual value, and will have a different effect depending
their sins and shame. on PC’s connection to whichever faith the Man of God(s)
has chosen to defile; consider adding the Blood Cursed
2 2 2 2 1 3 item quality as described above), religious symbol, Ghostly
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Phylactery (if slain, the Man of God(s) will reconstitute
SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE itself at the location of the Ghostly Phylactery at the next
2 14 16 0 0 full moon, unless it is soaked in blessed waters for at least
one entire night).
Skills: Alchemy 4, Knowledge 4, Medicine 2, Negotiation FatCrab
1, Perception 2, Melee 2.
Talents: None.
Abilities: Adversary 1, Your Shame is Confessed (over the
course of multiple encounters and scenes, the Man of

ADVENTURES
GAHOST C ARRIAGE
MINI-ADVENTURE ENCOUNTER if needed. The GM should consider what they feel
appropriate for their respective group. If needed, the sheriff
Chris Markham can accompany the PCs (if they need extra muscle, etc.).
SUMMARY Use the statistics for a Field Leader, in the Expanded
Travel between cities has always contained an element of Players Guide, pg. 92 (replacing Drive with Ride for
danger. In recent months however, carriage travel between skills) for the sheriff.
two major settlements has often led to a grisly discovery.
While the carriages are found intact, the bodies of the SHERIFF DYSON (RIVAL)
horses and passengers are desiccated and the hair of all
Sheriff Dyson is an older man in his forties with bushy
(including the horses) is stark white!
white hair and a matching mustache. His skin is leathery
The local sheriff is at a loss to explain the attacks, and no and tanned, showing his years in the saddle. His clothes are
witnesses have come forward to reveal the cause of the worn and often dusty, though his badge is polished to a
mysterious killings. Travel by horseback or train seems high sheen. He is well-respected in the town and known as
unaffected by the attacks. Outside help is needed (where a capable agent for law and order. However, he’s out of his
the PCs come in). depth in these recent occurrences and knows he needs
GM NOTE: The PCs should have some means of help. He speaks with a strong, low voice that imparts
dealing with supernatural creatures, either magic or they wisdom.
should discover some additional information, such as
needing silver weapons or some other means, to combat INVESTIGATION
spiritual foes. Most of the townsfolk don’t leave, so they have little
information to give the group. The GM is encouraged to
DEPUTIZATION come up with their own merchants or other town
The local sheriff has offered to deputize the group to personalities, but only three people in town have pertinent
investigate the attacks. The town merchants have gotten information on the attacks. The group should encounter
together to collect a fund for a reward for the sheriff to offer them sooner or later in their investigation.

BOOST #4: STEAMPUNK


GENESYS
4
STELLA (SALOON GAL, RIVAL) the attackers by making the journey to the city. This is the
only way to reach the next step of the encounter.
Stella is a young, attractive woman with long black hair and
she is dressed in attire appropriate to her occupation.
EARL (TOWN DRUNK, RIVAL)
“I’m willin’ ta tell ya what I know, but I Earl is the quintessential town drunk. Slovenly dressed, he
work for a livin’…you buyin’?” has a week’s worth of stubble growth, and most stables
smell better. Still, he has some information that may be of
If a PC pays for her “services,” or otherwise offers a use to the group. He isn’t difficult to Charm or Intimidate
bribe, she is willing to relate her story. No skill roll is (difficulty of Average [kk]). If bribed with money or
needed if she is paid, but if the PCs otherwise try to Charm alcohol, the GM should add an appropriate amount of j
or Intimidate the information from her, it should be a commensurate with the amount of the bribe. What he
Hard [kkk] skill check. What she knows: knows (this narrative should be rife with pauses, hiccups,
and other generally unpleasant noises):
“I was comin’ back ta town aboard the
train, just a couple weeks ago. That’s when I “The Jenson gal was on the first coach that
saw it. A glowin’ carriage, comin’ right up had trouble. Though it just vanished, it
behind the other one! It was stormin’ a didn’t suffer the same fate as the others. She
little, so not sure what happened after that. was being sent to the big city to get her
Though, I heard they didn’t make it.” away from that farmer fella. I guess
vanishin’ is better than what happened to
MR. HARVEY JENSON (FARS WELLGO, the others!”
RIVAL)
Mr. Jenson is the owner of the local Fars Wellgo branch. He
is thin, in his thirties, with slick black hair and a thin black BAIT
mustache. He is dressed very well-to-do. He is still grieving The Sheriff and Mr. Jenson will do all they can to outfit the
the loss of his daughter from when the trouble started. He PCs with any needed (mundane) equipment or gear that
is adamant in his beliefs the coaches have been attacked by they request, including ammunition. The carriage is of a
(as he calls them) “savages.” If asked about his daughter, he normal variety and is pulled by a team of four (4) horses.
fully admits he sent her to attend finishing school in the Statistics for the carriage are as follows:
city.

2 2 -1 DEFENSE ARMOR
“No daughter of mine is going to be some SILHOUETTE MAX SPEED HANDLING
0 0
HT THRESHOLD SS THRESHOLD
farmer’s wife!”
4 4
He is a bit terse and sore when speaking any further Control Skill: Riding.
about his daughter, but is otherwise cooperative. He Complement: 1 driver.
furnished the majority of the reward money and has no Passenger Capacity: 5.
problem mentioning this to the group if they seem
Consumables: None.
combative or treat him like a suspect. What he knows:
Encumbrance Capacity: 8.
“The last coach that was attacked, I had Price/Rarity: 1,100 currency/3.
Weapons: None.
sent two of my best men to ride along with
The first half of the journey is uneventful. Once the
it. They vanished just like my daughter’s
“road” (really just a worn trail) gets fairly close to the train
coach did before, though we did find the tracks, the weather turns dark, and a slight storm kicks up.
coach and others in the same condition as Eventually, the group sees a ghostly white, translucent
the other attacks. It’s those savages, I just coach that is quickly gaining on them and driven by a
know it! Avenge my daughter! I want their ghostly woman with her features twisted into an angry
snarl!
scalps!”
If the PCs don’t suggest it, at some point, he’ll offer the
use of one of his coaches should the group decide to bait

BOOST #5: WEIRD WEST


5 GENESYS
THE GHOST CARRIAGE must make a Daunting [kkkk] fear check as an out-of-
turn incidental, as per page 243 of the GENESYS CORE
The statistics of the ghostly carriage are as follows:
RULEBOOK), Undead (does not need to breathe, eat, or
2 4 -1 DEFENSE ARMOR drink, and can survive underwater, immune to poisons and
SILHOUETTE MAX SPEED HANDLING
0 0 toxins).
HT THRESHOLD SS THRESHOLD
Equipment: Spectral Claws (Brawl; Damage 4; Critical 1;
4 4 Range [Engaged]; Breach 1, Stun Damage), Wailing Cry
Control Skill: N/A. (Ranged; Damage 4; Critical 5; Range [Medium]; Breach 1,
Complement: 1 (ghostly) driver. Stun Damage).
Passenger Capacity: N/A (ethereal).
Consumables: None.
Encumbrance Capacity: N/A (ethereal).
BACKSTORY
Price/Rarity: N/A. Emily’s coach driver became disoriented in a storm that
kicked up once reaching this part of the journey. He
Weapons: None. However, it does have the same Ghostly
unknowingly had driven through an ancestral burial
ability as Emily (see below) and has an attack form once it
ground of the local indigenous people. Angered by the
has merged with a terrestrial coach (see Effects of the Ghost
intrusion, the ancestral spirits opened a rip in the fabric of
Carriage).
reality, and the coach plunged into the etheric plane to
It is up to the GM as to how detailed they want to run a their demise. Emily, filled with rage at being sent away
chase scene, but the ghostly carriage is supernatural, and is from her beau, became a conduit for the pent-up energy of
vastly faster than the normal coach driven by the group. the disturbed spirits at the time of her death. Now,
Any lone riders notice that the ghost carriage is focused on whenever a coach approaches near the disturbance, the rift
pursuing the carriage only. opens, and the ghostly carriage emerges to punish the
EFFECTS OF THE GHOST CARRIAGE living.
Once the ghost carriage overtakes the normal coach, it The bodies of Emily, her driver, the horses, and the
temporarily merges with it. Once merged, both carriages carriage are currently stuck in the etheric plane. If the
stop moving. Any characters inside the coach must make wraith is defeated, it will close the rift and all of the
a Hard [kkk] Resistance skill check. Those failing the aforementioned bodies, including Emily’s, will be restored
check are Immobilized. Those succeeding can feel a to life.
draining feeling (suffer 2 strain) and have a sudden urge to
exit the coach. The horses automatically fail their checks, as WRAP-UP
they are hitched to the coach. Immobilized characters Assuming the group defeats the Wraith, they have ended
suffer 2 strain at the start of each turn. Other characters can the attacks and solved the mystery of Emily’s
try to remove those still within the coach but will need to disappearance. The town will be very grateful, especially
again succeed in the same Resistance skill check as Mr. Jenson.
mentioned previously. If there are characters outside the
carriage (either on foot or on horseback), the driver (Ms.
Jenson’s spirit) attacks them.

EMILY JENSON (WRAITH, NEMESIS)


3 3 2 3 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE


2 22 18 0 0
Skills: Brawl 4, Cool 2, Discipline 2, Ranged 3.
Talents: None.
Abilities: Adversary 1, Ghostly (may move over or
through terrain [including doors and walls] without
penalty. Halve the damage dealt to the wraith before
applying soak, unless the attack came from a magical
source such as a spell or magical weapon, or silver),
Terrifying (at the start of the encounter, all of its opponents

BOOST #5: WEIRD WEST


GENESYS
6

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