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Knows two spells. prey with their stinger venom.

Damage NIM instead of BRN) (5 Melee skill)


things can have different cost in different places. Attack: Venomous bite d6 (Special damage:
MND instead of BRN) (5 Melee skill) magical experiment. They can paralyze their and services, and have in mind that the smae BRN 3, NIM 7, MND 2, SOL 4, 4HP
Steal memories d6 (Special damage: Damage Giant scorpions are liely the result of a failed Invent prices that feel appropriate for other gear Desert lizard
Attack: Ranged weapon (12 Ranged skill) - Lasts 1d4 rounds) (6 Melee skill) $50
Bottle of whisky $50 Train ticket
BRN 8, NIM 4, MND 3, SOL 7, 6HP succeed a BRN every round to be able to move. $5 initially starts out with a horse.
Private inn room $15 Mercenary (day)
Forgotten rider damage: Paralyzation. Character affected must $500 to traverse the vast desert. Each player character
Inn stay (bunk) $5 Cart
willpower. Attacks: Claw d10 - Stinger d8 (Special $200 Horses are strong, fast creastures used as steeds
Rations $2 Horse
abandoned mines. They can steal a victim’s BRN 9, NIM 3, MND 2, SOL 1, 8HP $30
Dynamite $70 Sleeping bag Can move at 2x normal character speed
Ghost miners often found lurking in Giant scorpion $50 Attacks: Kick d12 - Bite d10 (5 Melee skill)
Lantern oil $5 Tent
attack people if they feel threatened. $30 Card deck $25 BRN 7, NIM 9, MND 2, SOL 5, 10 HP
Knows one spell. Lantern
snakes. They usually hunt for small prey, but will $40 Packet of matches $5 Horse
Can move through solid objects Heavy weapon
Rattlesnakes are large, venomous predatory $25 Ammo (x10) $10
damage SOL instead of BRN) (6 Melee skill) Medium weapon
Attack: Touch of death d8 (Special damage: damage NIM and MND) (8 Melee skill) Light weapon $10 Meal $3 different effect, it will be listed as special damage
attacked creature is out of HP. If an attack has a
BRN 5, NIM 3, MND 7, SOL 8, 4HP Attack: Venomous bite d8 (Special damage: servides. Feel free to adjust as you see fit. Most attacks deal damage to Brawn if the
Prospector ghost BRN 3, NIM 8, MND 2, SOL 3, 8HP Here are some examples of prices for gear and special abilities, and spells. Special damage:
Rattlesnake bigger cities definitely will only accept cash. Optionally, you might give them special damage,
sticky tongue to trap its prey.
between a coyote and a chameleon. It uses its them and even train them. barter rather than using money, but shops in uses.
Chimeric abomination that resembles a cross easy) for some nature-savvy cowboys to tame Small , poor communities are likely to engage in -Their attack damage, and the skill the attack
tend to be hostile, its possible (althought not -Their HP Gear
per turn.
Coyotes are nocturnal predators. While they -Their BRN, NIM, MND and SOL stats.
Can turn itself invisible for 1d6 rounds once
skill) Attack: Bite d8 (10 Melee skill) faster than they would move on foot. creatures, you have to define, as a minimum:
(Special damage: Works as lasso) (10 ranged BRN 5, NIM 7, MND 3, SOL 4, 6HP tracks. Trains can move players about 20 times however you see fit. To create your own
Attack: Bite d8 (5 Melee skill) - Tongue d6 Coyote Some locations should be connected by train suggestions, feel free to adjust their stats
BRN 5, NIM 8, MND 2, SOL 3, 8HP drowsiness. be immediately hostile to the players. encounter is provided here. These are only
Sand stalker that, while not lethal, can induce lethargy and encounter happens. Not all encounters should A small list of creatures yor players might
cowboys keep as pets. Their bites inject a venom Foes
1d12 to determine how many hours until the
encounter at dawn and sunset, and then roll
Desert lizards are small creatures that some

Gm handbook
Forgotten riders are the ghosts of cowboys who in it would be expected to be. That also means Put at least one landmark in each hex, it can be
died without being memorialized. They steal that you shouldn’t require skill checks for as small as an interesting rock or as big as a
other people’s memories because they can’t everything your player try to do. If what they’re sprawling city.
remember who they were in life. As the GM, your role is to create and control the trying to do is mundane or seems like something
Bounty hunter world your players inhabit, the characters they any cowboy would be capable of doing, they just At first, only reveal the content of two or three
BRN 8, NIM 6, MND 5, SOL 5, 8HP meet, and the challenges they face. While you do it. Only ask for a skill check when they’re hexes to the players. Create a numebr of factions
Attack: As weapon (10 Ranged skill, 8 Melee can do this however you like, and if you have trying to do something challenging. that are struggling for control of the game world.
skill)
Knows two spells
GMed for other games before you probably have
a couple tricks up your sleeve, there are some Fate roll They can be bandit gangs, law enforcement, a
strange demon cult, or anything imbetween.
Each faction should have 1-3 clearly defined
tips and guidelines you should keep in mind. If you’re faced with a situation that isn’t covered
Bandit
Setting by the rules, you should try to make a ruling that goals. Keep track of their progress for each goal.
BRN 5, NIM 5, MND 4, SOL 5, 5HP
makes sense to you and the players. However,
Attack: As weapon (8 Ranged skill, 8 Melee Flesh out some of the map hexes as aventure
The players start out the game as fugitives from sometimes you may feel be unable to decide on a
skill) sites, by defining their contents and drawing a
the law. Wether real criminals or falsely accused, ruling. In that case, you can apply a fate roll.
Ranger they’re wanted people. Don’t forget about that Phrase the situation as a yes/no question, and simple map of their areas and how they connect
BRN 9, NIM 8, MND 6, SOL 7, 9HP and don’t let them forget about that. roll 1d6 to see the outcome: to each other. Unless it’s a place like an
Attack: As weapon (12 Ranged skill, 10 Melee whatever seems cool. From comics to movies to 1 - No, and... abandoned mine or something like that, each
skill) old cowboy folk tales. Think corrupt barons, 2 - No adventure site should ideally be controlled by at
Knows two spells horse chases, fights on top of trans, and 3 - No, but... least two opposing factions the players can
dramatic standoffs at high noon. 4 - Yes, but... directly interact with (this factions can be

Optional rule: enemy morale Skills and checks 5 - Yes


6 - Yes, and...
affiliated to the world factions, or can be entirely
separate). A faction can be as big as a massive
cult or as small as a single politician.
When a foe first sees one of their allies fall in Skills are left intentionally vague so that they can An “and...” result enhances the effect of the
combat, they must make a SOL save. If they fail be applied to a variety of stuff. Have in mind that yes/no outcome, a “but” result diminishes it. Create a d6 encounter table for every adventure
it, they’re too terrified to kep fighting, and will
try to flee.
a 0 in a skill doesn’t mean a character is
absolutely terrible at doing something, but that The world site, and one for the overland map. To determien
if an coutner occurs, roll 1d6. On a 1, it’s an
encounter. In adventure sites, roll for an coutner
they are about as good at it as someone who Start out with a small hexmap. Every hex
hasn’t received specialized training or practice represents about 15 miles of desert. every 3 turns. During overland travel, roll for an

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