Smith & Robards.
CREDITS
written and Designed by: John Hopler
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Maps:jJeff Lahren
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Special Thanks To:
Christy and the guys & gals at Pinnacle
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Posse Territory.....
Chapter One: The
Smith &
Robards Story....5
Chapter Two:
Mad Science.......11
Starting Equipment......0.0ll
Laboratories, Libraries,
and Such... smd,
Group Research and
Assistants.
Dementias, Flaws, and
SUCH enue
13
Archetypes.........14
Chapter Three:
Alchemy ol
Elixirs.
Creating an Elixir...
Chapter Four:
Drivin’
Lessons..
Locomotion...
Flyin’...
Crashin’.
Vehicular
Fixin’ Things.
TAVELIN nnn
Artillery.
Everyday Vehicles. 39
Chapter Five:
Using the
Delivery Time...
Contributing to Smitl
8 RODANGS nner AS
New Science Magazine...46
Chapter Six: Smith
and Robards
Catalog..
Conveyances.
Air Carriage.
AULO-GYTO nn.
Maze Runner.
Ornithopter...
Rocket Pack.
Steam Velocipede..
‘Steam Wagon.
Submersible Boat
Vehicle
Accessories ..
Air Catcher.
Altitude Sight
Clockwork Torpedoes....65
Mines... 66
Rolling Stock
Accessories...
Armor Plating........--67
Armored TULTet o---—--67
Bulletproof Garments.....68
Diving Suit 69
Hat Gun. 70
Hat Periscope... 70
Mechanical Skeleton......71
Rocket Boots
Miscellaneous
Devices.
Ghost Rocl
Owl Eye Goggles.
Rattler Detectov.....
Sound Telegraph...
Spirit Camera
Labor Savers.
Chain Saw...
Flapjack Machine...
Mechanical Mule...
Trail Stove...
Elixirs and Tonics....79
Pharmacist’s
Information.......
Ghost Rock...
Ghost Rock
Boilers..
nreerneeear BA
Weapons and
Accessories
AP Ammunition,
Acid Gun...
Air Guns...
Electrostatic Gun.
Electrostatic Blades.
Flamethrower...
Gatling Weapons.
Rifle Cane nen
Silencer Glove.....
Telescopic Sights...
Vapor Cannons.
New Catalogs...
Rush Deliveries
The Marshal's
Handbook...
CAS
Chapter Seven:
Secrets
of S&R.....
Dr. Jacob Smith..
Sir Clifton Robards.
Working for S&R.....
Submission Review...
The Compound...
Chapter Eight:
Crucible..
99POLSE
“TERRITORYé a pita
et C THE STON Ips» f
we
Wr
“40a |\\\\
Me / )THE Saurtt- & ROBAR DS STOR
Esteemed Reader,
My name is Dr. Erastus T. Gould, | am a close
friend of both Messrs. Smith and Robards. When
it came to my attention that they intended to
publish a catalog enumerating their many
‘wondrous inventions, | immediately importuned
them for the opportunity to preface the tome
with a recitation of the circumstances that led to
the formation of their enterprise. I felt this
necessary because there is a common
misperception held by the public, and | might
add, often propagated by negligent journalists,
that those who engage in such innovative
endeavors are, to use the vernacular, “mad.”
This is assuredly not the case. Some of my
scientific brethren may, with some justification,
be considered eccentric, but actual cases of
mental aberration are rare. | feel this fallacious
perception is due to the fact that many of the
contrivances developed by this “new” science are
beyond the understanding of the average
layperson. As has been so throughout history,
the masses fear what they cannot understand,
ROSWELL
But I digress. The Smith & Robards story
begins in the year 1869 when Jacob Smith was
approached by a member of the Texas
constabulary and offered a position at a
government research facility. He was in serious
financial straits at the time and the offers of
unlimited funding and resources were a heady
ambrosia. Smith accepted the proposition and
journeyed to the Confederate laboratory in
Roswell, New Mexico.
It was in Roswell that | made his
acquaintance. I too, had been lured there with
promises of lucre and free creative license.
Nothing could have been further from the truth
The living conditions were wretched, We were
often without sufficient water to drink, much
less perform proper personal hygiene. Our
quarters were little mote than ramshackle hovels
which kept the sun off. | can't recall the number
of times | awoke to discover members of the
local fauna sharing my accommodations.
As for our work, it was explained to us that
‘we could proceed with any form of research we
desired, after we had discharged our obligation
to the Confederacy. It was made pointedly clear
that no one would be permitted to depart from
the facility until they had fulfilled every clause
in those accursed Faustian contracts.
We toiled long hours in furnace-hot
workshops to create a wide spectrum of
‘weaponry. Some grumbled about the conditions,
but not very loudly, for the brutish troglodytes
‘who were responsible for the camp's security
‘would seize upon any excuse to torment us.
Occasionally, we would hear shots late at night.
The guards insisted they were "shootin’ ky-
yoats,” but our numbers were often one fewer
the day after one of these incidents.It was during this time that Jacob Smith began
to turn away from instruments of destruction
and speak of his dream of scientists working
together for the betterment of mankind. His
vision struck a chord with many of our fellows
and he became the defacto leader of our band.
Ad NEERML FLAW
In the autumn of 1870, circumstances changed
Our collection of deadly devices was shipped
East for the assault on Washington, and the pace
of work in the laboratories slowed. Those of us
who had resolved to leave looked for an
opportunity to escape. It was not long in coming.
‘There was a problem with the system which
removed the ghost rock vapor from the storage
bunkers. We were tasked with repairing the
system—instead, we sabotaged it! Smith rerouted
the system to discharge all of the vapor into an
unused bunker, A few days later he fabricated a
pretext to check the system again and planted a
small, timed charge in one of the vent shafts,
The explosion which ripped through the camp
that night must have shaken the foundations of
Hell. Massive ghost-rock fires lit the sky, and the
Lords of Chaos danced over our infernal camp.
Smith and |, accompanied by some compatriots,
made our exit in the confusion.
THE MAF OR Bust!
‘We struck out west, toward California's Great
Maze. We had hoped to find others of science
who shared our vision of scientific utopia
‘What we found was a seething cesspooi of
cutthroats, ruffians, and greed-crazed miners—all
obsessed with making a fortune from the Maze's
massive ghost rock deposits. Unfortunately, the
‘substance was integral to our research. We
determined to make the best of the situation
and laid claim to a small plateau in the Maze.
We spent the next two months attempting to
give free reign to our muses. I say attempting,
Because the majority of our existence was
devoted to defending our wretched piece of real
estate from claim-jumpers, and little work was
accomplished. It was during this time, however,
that Sir Clifton Robards joined our motley band
ATER ROBARDDS
Robards is a landed gentlemen from England,
The wealth of his vast estates allowed him to
live a life of leisure and he devoted much of his
time in the pursuit of scientific knowledge.
When news of the amazing powers of ghost
rock reached England, Robards immediately
booked passage for North America.
‘Smith and Robards quickly became close
friends and made plans to combine Robards’
financial resources with Smith's incredible
genius. Unfortunately, before their plans could
come to fruition, Fate intervened.
‘The Texas Rangers had finished sorting
through the muddle at Roswell and realized they
were short a few scientific corpses. A band set
‘out on our trail and eventually located us in the
Maze. A timely warning allowed us to vacate the
premises before the lawmen arrived.
AX BXCOWTER wt
TDe, HEL strom
This time we journeyed east. We had heard
rumors of Dr. Hellstromme and the amazing
‘work he was doing in Salt Lake City. Smith and
Robards both hoped to work with the doctor and
explore starting a business with him.
‘They were doomed to be disappointed again.
Yim not cognizant of alll the facts, but I do know
‘Smith returned from his first meeting with
Hellstromme in a rage. He swore he would never
‘work with him under any circumstances.
Robards was less adamant and felt they shouldcontinue their dialogue with the doctor, but
Smith would not hear of it.
‘Smith ultimately prevailed, refusing to be a
part of any enterprise which included Dr.
Hellstromme. Robards relented and provided the
capital to start our workshop.
THE Exriy YEars
The first few years of our
TAN endeavors were the most difficult.
‘We purchased a small barn on the
¢ outskirts of Salt Lake City to serve
as both our workshop and living
quarters. It was little better than
our wretched dwellings in New
Mexico—but it was ours.
We labored long hours in those early days,
for we had many obstacles to overcome. Two
‘were especially troublesome: the scarcity of
ghost rock and the competition of Dr
Hellstromme and numerous independent
scientists
‘We had grown accustomed to having a
plentiful supply of ghost rock on hand for our
work whilst we lived in the Great Maze. This
‘was not to be the case in Utah. There is ghost
rock to be had in the Wasatch Mountains, but
one has to look harder and work longer to
acquire it. We spent many arduous days in the
hills procuring the rather modest amount we.
needed.
101
Gost Rock
Having broached the subject, | feel | must take
this opportunity to dispel some of the myths.
surrounding ghost rock—a horrendous misnomer
in my opinion
Ghost rock is an amazing substance with
many practical applications, but there are those
who have ascribed to it unfounded mystical
properties. This is due to the infernal wailing
noise it makes when burned and the rock's
appearance~dark black, streaked through with
white aggregates which some claim are trapped
souls.
I-can assure you, having worked many hours
with the material, that these white deposits are
not, in fact, the souls of the damned, but are
naturally occurring mineral impurities. As to the
noise, ghost rock is a somewhat porous rock,
shot through with numerous small chambers of
trapped air. When burned, this air heats and
expands until it fractures the chamber and
escapes through one of the many small fissures
in the rock. This produces a high-pitched wail in
much the same manner as a church organ plays
music by pushing air through its mighty steel
pipes
Ghost rock has so many useful properties,
there seems little need to create such fanciful
stories. It has important applications in
metallurgy, chemistry, and—most simply-as a
fuel. Many of the inventions of the new science
would not be possible were it not for this
remarkable mineral.
Even when ghost rock is not directly used in a
new device, it is often used its manufacture. For
instance, ghost rock can be used in place of
coke to refine steel. This stecl is much lighter
and stronger than that manufactured by
conventional fuels. It also has a much higher
melting point than normal steel
“Ghost steel,” as this new metal has become
known, has made it possible to build devices
which are much lighter and more durable than
before. Ghost steel greater strength and higher
melting point is necessary to the construction of
high-temperature boilers which can withstand
the heat of burning ghost rock
Ghost rock also has many uses in the field of
chemistry. It can serve as both a catalyst and a
reagent. When used in small quantities, powdered
ghost rock can be a stimulant to the human
Body. Taken in large doses, it is invariably fatalAs a fuel, ghost rock is unequaled. It burns
slow but hot. In a properly ventilated firebox, it
can reach temperatures which melt normal steel
and iron. it is this ability to generate such
tremendous heat which makes it so valuable. A
boiler fueled with this substance can reach
normal operating temperatures in a fraction of
the time needed by conventional fuels.
‘This wonder mineral is not without its
shortcomings, however. As | mentioned above, it
can be toxic if ingested in large doses. It also
gives off a highly volatile vapor which has been
the cause of many an inadvertent explosion and,
if breathed, can cause madness and even death.
Now, let me continue my story.
THE CovPETTot
In addition to gathering our own ghost rock
supply, we were forced to contend with
competitors who seemed unbound by moral
constraints. A number of attempts were made to
raze our workshop, but fortunately we were able
to foil them all, Indeed, many of our early
inventions were built for our own protection!
Despite these tribulations, we made steady
progress and soon had a number of satisfied
customers. Word of our work spread and Fortune
soon smiled upon us. We had built a custom
pistol for one of our clients, a Pinkerton agent
from Denver named Emerson Caldwell. He used
this pistol to foil a bank robbery singlehandedly
and made front-page news in many of the larger
newspapers across the continent. Shortly
thereafter, orders for a pistol like Agent
Caldwell’s began to pour in from across the
country. The Pinkerton Agency contacted our
firm in the hopes of procuring 200 of these
“Gatling” pistols for their field agents
THE Conpowr>
There was no way our small band could fill
the volume of orders we had received
Remember, devices such as these must be hand-
crafted by skilled scientists, and even then, the
failure rate in any given device is extremely high.
‘What we needed was more of our fellows, as
we had been blessed with at Roswell. The
decision was made to expand our operation. A
few letters brought to us a number of like-
minded inventors of whom we had made
acquaintances in California. The remainder of
our workforce was filled out by the enthusiastic
and hard-working people of Salt Lake City.
With so much depending on the successful
completion of these orders, we were concerned
about the possibility of sabotage. After much
discussion, it was decided that our new facility
would be built outside the city. During our
numerous sojourns into the Wasatch Mountains
in search of ghost rock we happened upon a
broad, sheer-sided plateau. This seemed the ideal
place to build our new workshop. Even Robards
‘was convinced that the site's security more than
outweighed the additional construction costs it
was bound to incur, An added convenience of
the location was that we would have a supply of
ghost rock practically at our doorstep.
Denster Sree
It took two months for our new facility to be
completed, but only two weeks before a Saboteur
had infiltrated our ranks and attempted to
destroy it
This scurrilous individual nearly succeeded.
He was working on one of our steel forges and
changed the contents of one of the iron ore
hoppers to ghost rock. Needless to say, a
tremendous explosion resulted when the deadly
cargo reached the forge.
‘Ten workers and Dr. Dowdy, a friend from our
California days, perished in that hellish blast, Dr.
Smith was badly injured. Much of the eastern
portion of the factory was leveled. Only with thevaliant efforts of the surviving staff were we
able to prevent the fire from consuming the
remainder of the facility,
Tam not normally a vengeful individual, but 1
am happy to report that the saboteur also
perished in the blast. Since this time, Smith and
Robards insist on interviewing each potential
new employee personally and employ stringent
screening measures to ensure that such events
do not repeat themselves
We did not allow this tragedy to deter us
Instead we redoubled our efforts, working night
and day to fill our quota. The effort, though
Herculean, was worth it, and we were able to fill
the Pinkerton order on time. We
received other orders from the
Pinkerton Agency for specialized
equipment, as well as requests
from other interested inventors,
lawmen, and government officials.
Jol Our solvency assured, we set about
repairing and expanding the factory.
Branson &
THE GREAT RAL WARS
The company's clientele continued to expand
as 1873 began, as did its financial wherewithal.
The chaos of what has become popularly
known as “The Great Rail Wars” was in full
force, and Robards looked upon it as a grand
‘opportunity. If Smith & Robards could link with
the oncoming railroads, the firm could supply
them with improved rolling stock, locomotives,
and so on. The connection would also allow us
to better serve our customers by giving us the
capacity to ship items by rail. Up to this point
our clients had been forced to inconvenience
themselves by coming to our factory in Utah to
get their order or work out their own shipping
arrangements, Postal service in this war-torn
portion of the continent is erratic at best.
With this in mind, Robards acquired the
Denver Pacific, a small railroad based out of
Denver. He immediately ordered an ambitious
program of expansion. The first link was to our
facility in Salt Lake City. Once this was
accomplished, rails were laid both east and west.
In the West, DP rails reach as far as Virginia
City, Nevada. Construction there has halted for
the moment. The political climate in California is
rather tumultuous, and the firm is reluctant to
‘commit the resources needed to build through
the Sierra Nevadas until events there have run.
their course.
In the East, the Denver Pacific «
headlong into the railroads headed west. DP now
has rail connections with three of these
‘companies: Black River, Wasatch, and Union Blue.
This link has greatly benefited the company.
The railroads involved in the race west have
become major clients, ordering rolling stock,
locomotives, weapons, and many other devices. It
has also expanded even further our ever-growing
clientele by providing us with rail access to
nearly every major city in North America.
‘AS many of you are aware, the competition
between the railroads is often deadly. Denver
Pacific trains are among the safest in the nation
thanks to the many innovations Smith &
Robards has made in the field of railroad
science. Our trains are well-armed and armored
to discourage attacks, and they are equipped
with a multitude of devices designed to increase
both your safety and comfort.
THE CATALOG
You now hold the fruits of Smith
& Robards’ incredible growth in
your hands. From the beginning,
Jacob Smith had envisioned
building the company into a
tremendous mail-order house
rivaling those in Chicago and
elsewhere. The company now has
the resources to deliver its wares to any location
in North America. Those that are not accessible
by rail can be reached by one of our fleet of
delivery vehicles which were specially built for
the sole purpose of providing you, our customer,
with the finest service available.
In the past few years we have become the
leading developer and manufacturer of “new
science” inventions in the world. As this century
draws to a close, Smith & Robards is leading the
way to a world made better through science.
Your Humble Servant,
CS
7 Gvkd
Erastus T. GouldCHAPTER Two:
MAt> ScieNCE
‘The Deadiands rulebook contained all the
information you needed to create and run a
deranged inventor. This chapter clarifies some of
that information and adds a few new wrinkles to
the invention process.
STarie Eaurvert
Now that there are a lot more gizmos to
choose from, it would be silly to limit a starting
character to the five devices described in the
main rulebook.
The power of a new scientist's initial device is
determined by his proficiency in the physical
sciences. Each gizmo in this book has listed the
hand required to develop a blueprint for it.
To determine the power level of a beginning
inventor's device, look at the Gizmo Construction
Table in the Deadlands rulebook, and starting
with Jacks, count down the table a number of
hands equal to the mad scientist's highest
science Aptitude. The highest hand reached is
the maximum level of device the character can
start the game with.
The mad scientist archetype in the rulebook,
for instance, has science: engineering at level 5.
‘Counting down five hands on the table puts us
al a Flush. This means the character can begin
play with any one device which requires a Flush
Or Tess to invent.
If your Marshal allows it, your character may
begin with a device more powerful than
warranted by her skill. The Marshal should
require you to buy the belongin’s or dinero edge
(or a combination) to explain how you came by
such a powerful gizmo.
Unless your character background dictates
otherwise, i's assumed your starting gizmo was
developed by your character. This means your
scientist has a blueprint for the device and can
build more if needed
You need to determine the quality of the
blueprint. Make a roll with the appropriate
Aptitude against a Fair (5) TN, just as if you were
devising a blueprint, but don't draw any cards
(since you've already got the device, we assume
you succeeded). Every raise adds +2 to the
blueprint’s base Reliability of 10. Record this
Reliability somewhere on your character sheet or
on one of the handy-dandy gizmo sheets
provided at the end of the next chapter. All
gizmos your inventor builds from this blueprint
Use this number as their base Reliability.
Burrars
Remember, as long as your mad scientist has
a copy of a blueprint he has devised, he can
build additional gizmos. Each copy of the device
has a Reliability equal to the blueprint’s base,
plus 2 for every raise on the construction roll.
No mad scientist gizmo ever functions perfectly;
if the Reliability would be 20 or more, set it atZZ
Lxsmoonn
ls possible for an inventor to build a device
from another scientist's blueprint, but it requires
some extra effort. Most mad scientists have
trouble deciphering their own scribbles, let alone
the scrawl of another demented mind.
Before a scientist can use another inventor's,
blueprint, he must spend a period of time
studying it equal to the devices construction TN
in hours and then make a roll using his most
appropriate science Aptitude against that number.
If successful, the hero has puzzled his way
through the cryptic references and may use the
Laboratory/Research Materials
None
Basic materials (a few important reference
works, slide rule, some beakers, etc)
small lab (work bench, small reference library,
chemistry set, assorted calipers, measuring
devices, bunsen burners, etc)
Large lab (extensive reference library,
state-of-the-art equipment, etc)
=e
document to build gizmos. If the roll has failed,
the character must spend another period of time
in study and can try again. If the scientist goes
bust, it means the other inventor's line of
reasoning is beyond comprehension, and the
character may as well take the blueprint on one
of his trips to the outhouse.
A scientist in a hurry can build a device from
another's blueprint without really understanding
it, but the base TN of the construction roll is
raised by +5. A tinkerer can avoid the risk of
never understanding a device this way (by going
bust as described abovel, but the TN remains at
+5 until he takes the time to study the design.
LABORATORIES,
LipraRES, & Sct
Mad scientists need a laboratory and research
materials to do their work. Inventors don't
usually fabricate their blueprints out of mid-air,
they must have some foundation to work from.
‘The supernatural guidance received by mad
scientists allows them to make enormous leaps
of logic and use intuition to fill in the gaps.
The amount of equipment and materials
available to a scientist can have an effect on his
ability to create. A good inventor can whip up
simple devices from memory, but more
sophisticated inventions usually require some
research and experiments~and that means a lab!
‘Whenever a mad scientist tries to devise a
blueprint for a new gizmo, look at the table and
determine the effect his resources have on the
attempt. The more research material and testing
devices the inventor has available to him, the
better his chances of developing a workable
design
Effect Space Cost
Discard one random card None $0
None Large carpet bag $100
+3 to blueprint roll small wagon $500
+5 to blueprint roll Barn Loft $2000Of course, building a fancy lab does increase
the chances of drawing a Joker. There’s no place
a gremlin would rather hang out than near a
scientist's lab.
If a scientist has no materials and ends up
with less than five cards, it is not possible to
create a poker hand requiring five cards—there is
no such thing as a four card flush or straight
(nice try, amigo)
Space is the amount of room the listed
equipment requires, and the cost is the amount
of money your inventor needs to shell out for
the gear. Unless your character has taken the
poverty Hindrance, assume he has acquired basic
esearch materials during his earlier studies.
GRouP RESEARCH
& Asatte
So, your mad scientist has a satchel full of
blueprints, the latest edition of Smith & Robards
Collected Writings from Antiquity on the shelf,
and an impressive array of sparking, buzzing lab
equipment. What else could he need? An equally
mad assistant, of course!
Multiple scientists can work together
(together” being used in its loosest sense, mind
you) to devise a single blueprint. One of the
scientists in the group must be designated the
leader. This is usually, but not always, the
inventor with the highest skill.
The leader starts by making a normal science
theory roll. If the roll fails, the entire group's line
of research is faulty, and they must spend a day
reassessing their approach. If the roll is
successful, the leader draws five cards plus one
per raise, as normal, and the assisting scientists
may also roll their science Aptitude against a
Fair (5) TN. Every success and raise by an
assistant allows an additional draw for the
leader. Each failed roll means one of the cards
drawn must be discarded at random.
Once alll of the rolls have been made, and all
necessary cards drawn or discarded, compare the
cards to the hand needed. tf the hand equals or
exceeds the difficulty the blueprint is completed
Jokers may be used as wild cards, as usual. If a
Joker appears as one of the five basic cards, it
means the scientists suffer from some sort of
group dementia If a Joker appears as one of the
cards drawn by the assistants, only the assistant
who drew it suffers the result
All individuals who assist in devising a
blueprint must have the arcane background: mad
scientist Edge.
4
GROUP COWSTRICTION
Scientists may also have some assistance in
assembling thelr glzmos, Unlike blueprint
assistants, those helping put the device together
don't need to have arcane background, just a
good tinkerin’ Aptitude. The assembly team must
be led by a character with arcane background
somebody has to understand the blueprint.
The leader must roll her tinkerin’ against the
device's construction TN. Each assistant rolls
tinkerin’ against a TN of 5. This is raised by +2
for every five assistants involved. Six assistants,
for example, would all roll against TN 7.
Each helper who rolls successfully adds +1 per
success and raise to the leaders total. Failed
rolls add nothing. If a helper goes bust, he adds
nothing to the leader's total and subtracts one
from the gizmo's final Reliability. As long as the
modified total equals or exceeds the TN the
device is assembled correctly.
‘The Marshal has final say on the number of
assistants that can help on a project. Having ten
helpers while working on a submersible boat is
not unreasonable but would be a bit much if
you're assembling a Gatling pistol
Dr. Gould is building a steam wagon
‘The vehicles blueprint has a base
Reliability of 16 and a construction TN of
13, The good doctor rolls a 15. His three
assistants roll against TN 5 and get 10, 7,
and a bust: two successes and a raise,
adding +3 to the doctor's total, making it
18. This is 5 more than the TN, so the
device's Reliability increases to 18.
Unfortunately, the helper who went bust
lowers the final Reliability to 17
Tove
Fiaws, & Scar
Sometimes the spirits’ meddling with a
scientist's thoughts can have consequences other
than loosening his grip on reality. Occasionally,
the inventor's madness manifests itself in his
design and warps it in a way which can be
manipulated by the denizens of the spirit world
The results of drawing a Joker
are now a little different. Your
Marshal has complete details on
the new Hell your hero must suffer
for his art. You'll find out all about
them soon enough.PHLCHEMET
TRAITS aus Ap imu PERSOUWLIY
Deftness 148 You might consider saving those bullets of
‘Throwin’ Elixir 3 yours, they could be worth a small fortune in the
Shootin’ Pistol 2 right hands.
Nimbleness 246 ( What I'm talking
Climbin’ 1 OS) aout is
Dodge 3 ae XQ) transmutation
Strength 246 7 No, not
Quickness 346 ch transportation,
Vigor 2410 transmutation. Turning
Cognition 4ds =
Search |
Knowledge 4412
Science: Alchemy 5
Science: Chemistry 3
Medicine: General 3
Demolition 2
Language: Latin 1
Mien 146
Persuasion 3
‘Smarts 3410
Scroungin’ 2
spirit 246
Guts 3
Wind 16
Edges:
Arcane background
Mad scientist 3
Luck 0" the Irish 3
Hindrances:
Curious -3
Yearnin’
‘Transmutation of
lead to gold -2
Tinhorn -2
Gear: Rupertus
epperbox, box of
50 shells, 5
formulas, 11
ounces of
philosopher’s stone,
basic lab equipment,
large carpetbag, $242
gun, and we can talk
business. You see, Im
“=~ missing only a few vital
% ingredients needed for the
complete reaction.
Quote: “Excuse me a
moment while I extinguish
myself.”
lead into gold. Ah, 1 see
CU We got your attention
) Now put down thatTraits AN Aspirursi Perso.
Deftness 246 The future of travel is over your head.
Shootin: Pistol 3 My apologies, I didnt mean to imply
that you couldn't understand it, 1
meant over your head as in, “up
in the sky.” Why walk or ride
when you can soar above the
ground like a bird?
Of course, air travel is
not without its problems.
Nimbleness 248
Climbin’ 1
Drivin: Autogyro 4
Drivin’: Steam wagon 3
Fightin’: Brawlin’ 2
strength 246
Quickness 246
vigor 4d6 This is a relatively new
Cognition 2410 science, and mishaps are
Artillery 3 bound to happen. Why
Search’2 just the other day 1 was
whizzing along when my
main lift fan went out of
balance. My ship began to
gyrate wildly, and I'm
Knowledge 3410
Science: Engineering §
Mien 246
Smarts 312
Scroungin’ 3 embarrassed to say my lunch
Tinkerin’ 4 came back up. rll have to
Spirit 148 remember not to fly directly
Guts 2 over the crowds I'm
Wind 14 giving demonstrations
Edges: for anymore.
Anyway, as | was
Background:
Anaad scientist 3 saying, it began to
Mad scientist 3
Eagle eyes 1 gyrate wildly and 1
Mechanically inclined 1 thotight my number was
Hindrances: up. Fortunately, I had
brought along my tool
kit, so I quickly.
Quote: "No need
to be alarmed. We
missed that peak
by a good two
feet or so.”
Scrawny -5
Gear: Autogyro,
Lemat pistol, box
of 50 pistol
shells, box of 50
shotgun shells,
goggles, tool kit,
battered copy of
New Science
with article on air
vehicles, $194SER CORER
TRAITS wate AP IMDS PERSONALITY
Deftness 2410 Tell me where you want it, and I'll be there.
Shootin’: Automatics 3 Just make sure you're on time. My client showed
Nimbleness 2412 up late on the last delivery. 1 spent three hours
Climbin’ 1 7 = pinned down in some rocks, trading shots
Drivin: Auto-gyro 4
Drivin: Steam
wagon 3
Fightin’: Knife 2
strength 346
Quickness 348
(wh some yokels who thought tney coula
Tush me and take the goods. | ended up
having to put three of them down
belore the local sheriff wandered in
and settled the matter.
To top it off, when the client
Quick draw 2 finally showed up, he had the
Vigor 4d6 nerve to complain that some
Cognition 4410 of the stray rounds had
Search 2
scratched the paint on his
steam wagon.
‘Combat pay is nice but, it
Knowledge 146
‘Trade. Navigation 3
Mien 246 doesn't do much good if
Overawe 2 you're not around to spend
‘Smarts 1d8 it
Tinkerin’ 3 Quote: “They want it
Survival: Plains 2 delivered where? When? No
Spirit 246 problem.”
Guts 2
Wind 16
Edges:
Brave 2
Mechanically inclined 1
Sense of direction 1
Tough as nails 2
Hindrances:
Big britches -3
Loyal: Smith & Robards -3
Obligation: Smith &
Robards -2
Gear: Company issue
Gatling pistol with box
of 50 rounds, air
catcher, leather jacket,
goggles, Bowie knife,
tool kit, map case
with maps of the
Western US, box
of cigars,
$150
“MECHANIC.
Traits Au AP IUDES PERsOWUTY
Deftness 248 Yeah, me and my team can get you hauled out
Shootin: shotgun 2 of there, but itl take some doin’.
Nimbleness 2d6 Looks like you bent your axle on that rock. Il
Climbin’ 1 have to pull it and hammer it back into
Drivin’ steam wagon 3
Fightin’ brawlin’ 4
Teamster 2
Strength 4412,
Quickness 346
shape. If it’s too badly stressed, itl have to
be replaced.
You really need to be careful. This
whole place is lousy with rocks. If you
don't take it slow, it real easy to throw an
Vigor 4a10 axle or drive chain,
Cognition 246 Huh? Oh, that’s my workshop right over
Search 1 there. Lucky for you that ya broke
down so close.
Quote: “I can fix it all right,
but it's gonna cost ya
Knowledge 148
Science: engineering |
Mien 146
‘Overawe 2
Smarts 3410
Bluff 2
Scroungin’ 3
Tinkerin’ 5
spirit 2d6
Guts 2
Wind 16
Edges:
Mechanically inclined 1
Brawny 3
Hindrances:
Big britches -3
Doubting thomas -3
Gear: Too! kit, large wrench,
double-barrel shotgun, box of 50
shells, 2 mule team, saddle bags,
$88Pre Sa 407 men
a Ut eC EM. If ee aa
Nace erry aieAlthough most mad scientists work with
steam and steel, there are some who dabble in a
weird science of a different sort: alchemy. This
science combines rare and exotic ingredients
according to esoteric formulas and creates magic
in a bottle (no, not like whiskey).
After the Reckoning, many of those who
studied the insane scribblings of the medieval
alchemists gained new insight into their
formulas. Copies of Roger Bacon's, Albertus
Magnus’, and Paracelsus’ writings became much
sought-after treasures. Those who studied them
found they could concoct amazing elixirs-if they
had the right ingredients and a measure of the
fabled philosopher's stone.
ELLNRS
The most common elixir is the potion; a liquid
that is consumed to gain its power. Such
concoctions can be used in other ways, however.
‘Some activate when their containers shatter, and
others are poured over the person or object they
affect. Some aren't even liquid and may come in
the form of creams, powders, or pills.
Vane ELores
Liquid elixirs and pills require one action to
swallow a single dose. Creams and ointments
take 1d4 actions to cover the needed area
Potions like Greek Fire and nitroglycerin, which
are thrown, have a speed of 1 if the user has the
bottle ready in his hand,
All elixirs have four characteristics:
Duration lists the time the potion’s effect lasts
Reliability works just like it does for gizmos—a
failed Reliability check means the elixir doesn't
work exactly a3 it should.
‘Speed is how quickly its effects are felt.
Effect describes what happens when the elixir
is used.
SADE ErFect=
An elixir’s Reliability rating works just like a
gizmo's Roll 1420 whenever a potion is used. If
the roll exceeds the elixir’s Reliability, it has an
unexpected side effect.
Each elixir has its own particular kind of side
effects (as you might suspect). See Pharmacist’s
Information in the S&R Catalog for these.
MuiteLE Do0sF=
& Mone Eines
Taking multiple doses of a single elixir or
drinking a few different elixirs all at once is not
‘a good idea. The formula for each elixir was
developed for use in a body unpolluted by other
ingredients. Increasing the dosage or mixing
formulas can have unpredictable results.
When a character takes an elixir while
another is still active in her body, she must rollReliability for all of the active elixirs. Each
elixir’s Reliability is reduced by 1 for every potion
currently active.
For instance, if a gunslinger took a Greased
Lightning Pill and then a dose of Sure Shot
Elixir, she would roll Reliability for the pill, then
roll for the elixir and for the pill again.
Because she has two potions active, the roll
for the elixir and the second roll for the pill
would be made at -2. If she gets shot before the
first two elixirs wear off and takes a Restoration
Elixir, she must check Reliability for all three
potions at -3.
Burs ant> THE HARROVEID
Most elixirs are designed to affect a living
person with a normal body. Harrowed characters
have neither of these, so these potions will have
no effect on them. Potions not taken internally
will affect all undead characters normally.
It is possible to make elixirs which will affect
the Harrowed normally, but these require special
formulas. An alchemist must specify beforehand.
that the formula he is working on is intended to
be used on the undead. Potions of this type
require twice the normal amount of
philosopher's stone in the formula (see below)
and have their Reliability reduced by 5 when
used on living people.
t
AL CHEMST CHARACTERS
Playing an alchemist can be a real blast
(sometimes literally), You can devise anything
from a miracle tonic that actually has some
medicinal value, to the alchemist’s Holy Grail—a
Potion that transforms lead to gold.
To perform alchemy, a character must have
the arcane background edge and the science:
alchemy aptitude. A starting character begins
play knowing one formula for every level in his
science: alchemy Aptitude and possesses 1420
‘ounces of philosopher's stone.
PHILOSOPHER'S STOR
The philosopher's stone is what makes true
alchemy possible. It has been ascribed many
characteristics by philosophers over the ages
(hence the name), but in the Weird West, it's the
main ingredient in every concoction an alchemist
cooks up.
Many philosophers believed philosopher's
stone was merely a catalyst which could be
recovered after each potion was finished. That
just goes to show what a bunch of philosophers
know. Real alchemists know philosopher's stone
is consumed in chemical reactions.
The medieval church claimed alchemists
consorted with dark powers—and they may have
been right. Like mad scientists’ gizmos. the
power of the philosopher's stone seems.
inexorably linked to the supernatural energies of
the Hunting Grounds. Perhaps that is why
alchemists must spill their own blood to
manufacture philosopher's stone.
CREM ING
PHLOSOPHER'S STON
Creating philosopher's stone is a lengthy and
taxing process. The alchemist needs some ghost
rock, a crucible, a mortar and pestle, a knife, and
a hot fire. The first step is to crush a small
amount of ghost rock into powder with the
mortar and pestle. One ounce of ghost rock is
needed for every ounce of philosopher's stone.
Next, the powder must be poured into the
crucible and heated. The scientist must be
careful not to let it touch the open flame! This
takes about 10 minutes.
The heated powder is then mixed with the
alchemist’s blood. Again, the formula is simple:
‘one ounce of blood is required for each ounce of
ghost rock used‘The crucible should now be heated for one
hour per ounce of stone to be created. During
this time, the blood and powder hardens into a
blood red stone.
‘Overheating the stone ruins the process, so
the alchemist must make a Hard (9) science:
alchemy roll to get the temperature and intensity
of the fire just right. Success means the
alchemist has transformed the ghost rock into
an equal weight of philosopher's stone. Failure
means the stone “melts” into a useless syrup.
The alchemist takes one point of Wind
damage for each ounce of blood used in the
process. Unlike normal Wind damage these
points are only regained at the rate of one a day.
CREATING AN EL ine
Creating an elixir is much like designing a
weird gizmo. There are three steps:
1, Devise a formula.
2, Determine the ingredients.
3. Brew the elixir.
WHAT ABOUT THE THEORY?
You may have noticed that unlike weird
gizmos, the alchemist does not have to come up
vith a theory for how the elixir works. Why?
Because unless you (the player) happen to be
well-versed in aichemy and biochemistry, coming
up with even a half-baked theory can be
difficult. Plus the mystical properties of the
philosopher's stone account for a lot of the more
fantastic effects possible.
This doesn't mean elixirs can do anything!
They must work within the following restriction
an elixir may only alter or affect the person or
‘object upon which it is used.
Its not possible to create an elixir that allows
a person to throw fireballs from his fingertips,
because the fireballs would be affecting
something other than the person who drank the
elixir It is possible to make an elixir which
could be thrown at someone and bursts into a
ball of flame when the bottle shatters. In this
case the potion is affecting the target directly
If you have some idea of how your concoction
might work, go ahead and write it down. It will
help define the elixirs powers and may spark
ideas for side effects.
‘AS you might expect, the Marshal has the final
say on what 1s and what isn’t possible with
elixirs in his game. You can work with him on
this, but his word is law.
TOENSE A FORMLA
This is the part where the alchemist putters
around throwing random things into a pot until
he blows his eyebrows off and shouts, “Eureka!”
Itis a lengthy process requiring hours poring
over treatises and mixing test potions
‘At this point, the player should describe
exactly what effects he wishes the potion to
have and the Marshal should determine where
the potion falls on the difficulty chart.
The alchemist must then make a Fair (5)
science: aichemy roll. If the roll is failed, the
inventor spends half of the listed research time
‘working before he realizes he must take a
different approach to the problem. If the roll is
successful, the alchemist should draw 5 cards
plus 1 for every success and raise,
‘Compare the alchemist's hand to the required
hand for an elixir of the difficulty being
attempted. If the hand drawn meets or exceeds
the listed hand, the inventor has been successful
and devised a workable formula. If the
alchemist's hand is lower, half of the listed
research time is spent on the failed attempt and
the inventor must start production again.
Once a formula has been concocted you can
move on to the next step, but make sure to hold
‘onto the cards you used in making this formula.RELIABILITY
Like gizmos, elixirs have a Reliability rating
Every raise on the formula roll adds +2 to the
elixir’s base Reliability of 10. All batches of elixir
made from this formula receive this bonus.
Martou:
As with other mad scientists, alchemists
unknowingly (or sometimes knowingly!) tap into
spititual energies for inspiration for their
concoctions. Such contact can sometimes warp
their already eccentric minds.
Whenever a Joker is drawn it can be used as a
wild card, but the inventor must roll on the
Dementia table
Jokers also have other effects depending on
their color. A Black Joker means the alchemist’s
madness has affected the formula, Any potions
made from this formula always have a major
side effect when used
A Red Joker indicates the mad scientist got a
stroke of inspiration along with his new
dementia, Elixirs made from the formula are
unusually potent, they have increased effects,
longer duration, etc--whatever the Marshal
deems appropriate
heREENTS
In most cases, the ingredients of an elixir are
an assortment of strange and hard-to-find
chemicals and metals. Rather than give you a
long boring list of alchemical materials, we've
divided them up into four simple and casy-to-
use categories: common, uncommon, rare, and
exotic.
Common ingredients are things which can
easily be found in any well-stocked general
store: baking soda, salt, alcohol, etc. You can
normally get common ingredients for about 5
cents per ounce
Uncommon ingredients are those things which
you would get from a druggist, doctor, or
Chemical supply house. Laudanum, silver nitrate,
cyanide, and the like are good examples.
Uncommon ingredients usually cost around $1
per ounce.
Rare ingredients must usually be special-
ordered from a supply house of are just
particularly expensive, like gold, silver, cinnabar,
or ghost rock. Rare ingredients cost an average
of $10 per ounce,
Exotic ingredients are only required when a
Joker is used to complete the formula. Draw
another card and use its suit to determine the
number of ounces needed. These ingredients are
extremely expensive ($100-$1000 an ounce)
and/or difficult to obtain. The alchemist will
often have to collect the material herself
Examples include things like cranial fluid from
the walkin’ dead, the heart of a rock fever victim,
water from Old Faithful, or some similar
ingredient bound to start your posses off on an
adventure.
“fo find out what your elixir requires, look at
the cards you used fo make the formula and
compare them to the Ingredients Table.
Use only the five cards you will use for your
final poker hand. The suit of each card
determines how many ounces of the ingredient
are needed. (Just like when you created your
character, spades call for 4 ounces, hearts for 3
ounces, diamonds for 2, and clubs for 1)
herEaps es
ee eS
Cards Ingredient
27 Common
8-Queen Uncommon
King, Ace Rare
joker ExoticVane THE STOR
All elixirs need some philosopher's stone.
Look at the line on the Elixirs Table which
corresponds to the formula and roll the die listed
there under “Philosopher's stone. The result is
the number of ounces of stone required.
Pitetiie THE FFORMILA
‘Total up the ingredients and write them down.
This is your formula for that elixir. You don't
have to name the ingredients (although you can).
Just record the categories and the amouints
‘When you want to whip up a dose of the elixir
you mist have these ingredients on hand.
Each elixir also takes a set amount of time to
brew. Look at the line on the Elixirs Table which
corresponds to the elixir you're making and roll
the die listed under Brew Time. The result is how
Jong it takes you each time you whip up a batch
‘of your home brew with this formula.
Nate needs Two Pairs to research his
formula and that’s what he gets.
His hand is a 3 of Spades, a 3 of
Clubs, an Ace of Hearts, an Ace of
Diamonds, and a 10 of Spades.
This translates to 5 ounces of
‘common ingredients (spades: 4 + clubs: 1),
4 ounces of uncommon ingredients
(spades: 4), and 5 ounces of rare
ingredients (hearts: 3 + diamonds: 2)
Looking on the Two Pairs line of the
table, he sees that his potion requires Id4
‘ounces of philosopher's stone. He rolls
and gets a 2. Each dose costs $5425 to
make ( (5 07. common x 5¢ each) + (4 oz
uncommon x $1 each) + (5 07. rare x $10
each)) plus 2 ounces of philosopher's
stone.
He also rolls 1d6 for the brew time and
gets a 3.1t takes him three hours to brew
this particular formula
Hand
Royal Flush
Example
Heals all damage, kills instantly,
Research Brew
Time TN
Brew Philosopher's
Time Stone
restores life to the recently deceased.
‘Transmutation of elements.
Raises or lowers an Attribute by 3
types. Restores missing body’ par
Straight Flush
Cures blindness. Makes walkin’ dead. 1-4 years
4 of a Kind Heals severe (dynamite) damage. Cut
one particular disease.
Raises of lowers an Attribute by 2
die types.
Heals/Causes major (rifle) damage.
Grants + 4 modifier to Attribute.
Full House
Flush
Grants major power, like sou! sight
Straight Raises or lowers an Attribute by a
die type.
3 of a Kind
Heals/causes minor (pistol) damage.
1-20 years. 2 1dI2 ounces
die
ts,
1d8 days
1d6 days Id10 ounces
es
1-12 months
1-6 months
Idi0 ounces
1d8 ounces
1d4 days
1420 hours
1di2 hours
1d10 hours
ld8 ounces
Id6 ounces
1-4 weeks
2412 days
1d6 ounces
1-4 days 148 hours
Minor power such as night vision
2 Pairs Minor physical effect: heals/drains
large amount of Wind, gives + 2
modifier to Attribute, causes
instant sleep
Minor physical effect: heals/causes
a few Wind, gives + 1 modifier to
“Attribute.
Pair or better
a H0 hours 1d6 hours 144 ounces
14 hours 144 ounces
10-60 minutesBrey THE Eve
Once the alchemist has a formula and all the
necessary ingredients, he can finally try to brew
up a batch of his new wonder tonic.
Its time for the big science: alchemy roll. The
‘TN depends on the power of the potion. Look on
the Elixirs Table to find the TN.
If the roll is successful, the alchemist has a
new dose of his concoction. Each raise on this
roll adds 2 to the elixirs Reliability. If the roll
failed, something went wrong during the
preparation, the brewing time and all the
ingredients are wasted
The numbers listed on the table are for
making a single dose of the elixir. I's possible to
brew multiple doses at once, simply multiply the
needed ingredients by the number of doses and
add +1 to the TN of the brewing roll for each
additional dose.
feat First ou oot SiccFED...
It may happen that your alchemist
successfully researched an elixir but is unhappy
the result; it may be too costly, take too
long to brew, or have a nasty side effect. It's
possible to research the same type of elixir
multiple times. Just use the same procedure as
before, but the alchemist may add +1 to his
science: alchemy roll for each successful formula
he has previously created of the same type.
(Hopefully he's learning something each time,
right?)
This means an alchemist may have a number
of different formulas for accomplishing the same
thing, which differ in ingredients, brew time, and
cost.
OTHER PEOPLE'S FORMLAS
An alchemist may brew elixirs from formulas
she has bought, found, or stolen. Before she can
do this however, she must study the formula and
make sure she understands the exact reactions
and processes outlined in it
This requires a period of study equal to the
elixir's brew time and a science: alchemy roll
against its brew TN. A successful roll means the
inventor has grasped the concepts in the new
formula and can now use it. A failed roll
indicates more study is required.
The alchemist must spend the same time in
study again. If she goes bust, it means her gray
‘matter will never manage to unravel this
particular formula.
i “
eerie
@ reansesPonu &
Nate decides he'd like to Rave his
alchemist invent an elixir of soul sight.
Looking on the chart, he sees he needs a
Flush to make a potion of that power. He
makes his science: alchemy roland gets a
15-two raises! That means he gets seven
ards andthe Reliablly is increased by 4
Nat draws and gets the Queen of.
Spades, the Queen of Hearts, the Queen of
‘Clubs, the 7 of Clubs, 4 of Spades, the King
of spades, and the Red Joker, He uses the
Red Joker as a 7, giving him a Full-House.
He draws a card to detetmine its suit and
s a heart, Formula in hand, Nate moves
on (6 determining the ingredients
‘Queen of spades: 4 uncommon
Queen of hearts: 3 uncommon
Queen of clubs: uncommon
7 of clubs: ! common
k cr (hearts! 3 exotic
Looking on the Flush line of the Elixirs
Table, Nate sees the brew time is 1di2 hours
‘and the formula requires 18 ounces of
~ Philosopher's stone. H€ rolls both dice and
determines his elixir takes 4 hours to brew
and requires 5 ounces. of philosopher's
stone. His base Reliability is 14, but that can
be improved with raises during the brewing.
Nate confers with his Marshal. and they
| decide a fitting exotic ingredient for a soul
sight potion would be powdered eyeballs
from an undead. Nate gets into the spirit of
‘things and decides to name the other
ingredients*His final formula looks like this:
Dr. Carlilse’s Soul Sight Potion: 4 oz.
*Laudanui, 3 02, Meicury, | oz Sulfur, | oz,
Salt; 3.0% Powdered eyeball, § oz
Phildsopher’s stone ~
Nate had simply wanted to-duplicate the
‘effects of the existing sou! sight elixir, but
thé’Red Joker: he drew means his formula is
unusually potent. The Marshal decides that
in addition to the elixir’s normal abilities. it
allows the person who imbibed it.to see an
aura around people who will die within the
next weekPoros A> Eres
DESCRIPTION I> EPFECTS.
Hug Brew Te Brey 1
Soe Eerect= Wana o....
Minor; ‘Common:
Major ‘Uncommon:
Severe: Rare:
Exotic:
COST PER DOE
GZzNOS
Trscrr tot (ame an TPE)
thaw
Trcern’ TN
MaLECTION. 1 as
Minor: pb
Major:
CatastropheNe
Ja SNP
7 At eomy
‘There are two big things you need to know
before you go gallivanting about the Weird West
in your new gizmo—how it moves and how it
blows up.
That's what this chapter is all about.
LoeconoTion
A vehicle moves on the Action Cards of the
character driving it. Use the same procedure as
for character movement: divide the vehicles total
Pace as evenly as possible between the cards.
To avoid arguments later and also so you
know how fast a vehicle is going if it crashes,
make sure all drivers declare how fast their
vehicles are moving at the beginning of the
round (before anyone resolves their actions)
‘The vehicle's actual Pace may change during
the round as the driver reacts to events, but
declaring a speed lets the Marshal have some
idea of what to do if the driver is incapacitated,
the vehicle is rammed before it takes its first
action, or something swoops down out of the
sky and eats the driver. Hey, it happens.
‘The Pace listed for each vehicle Is its normal
operating speed—the maximum speed at which it
can be driven with a minimum of effort. Under
Suitable conditions, all vehicles can move at up
to twice this rate without a problem, The
Marshal should only require drivin’ rolls to move
at this speed if there is a significant chance of a
mishap.
Tur”
Unless you're whizzing across the Bonneville
Salt Flats, you're eventually going to have to turn
Unlike someone who's hoofing it, vehicles
cantt turn on a dime. All vehicles can make one
turn per round of up to 45° on any of their
actions. Unless the gizmo has a special mode of
locomotion (like the maze runner which can
spin in placel, a vehicle must move at least |
yard (forwards or backwards) to change facing
Is possible to turn a vehicle harder and more
often, but this requires a drivin’ roll. A driver
may attempt to turn his vehicle on each of his
actions but must make a roll for every turn
made in addition to the one allowed turn per
round. He must also roll if he tries to make a
turn greater than 45°
No vehicle can turn more than 90° in a single
action. The base TN for the roll is the Turn.
Number listed in the vehicles’ description. This
number is modified as follows:
es
z 2
Condition Modifier
Vehicle moving at half Pace or less -2
Vehicle moving at full Pace or less 0
Vehicle moving over normal Pace 12
Turn is more than 45° +2
Each additional turn in a round +2If the drivin’ roll is successful, the vehicle
makes the turn. If the roll is failed, the
contraption continues forward without turning,
but skids/slips half of its Pace for that action in
the direction opposite the turn. If the driver goes
bust, the vehicle moves completely out of
control.
Its not necessary to worry about turn
numbers in non-stress situations. If the posse
has an hour to park their steam tank inside the
barn, they'll eventually wedge it in there. If they
are trying to flip the tank in there while being
chased by a horde of devil bats, a roll is
probably in order.
elle is driving her steam wagon
in combat. She declares at the beginning
of the round that her vehicle is moving
ala Pace of 40, double its normal Pace.
She gets two action cards this round, so
her steam wagon moves 20 yards per
On her first action she swerves
avoid running down another posse
member and drives out into the main
street, There she spies an armored steam
wagon belonging to the enemy, with it's
cannon pointed right at her! She acts
again before the enemy wagon can fire.
She decides to turn right, into an alley
between the stable and the blacksmith's,
and get out of sight
This is her second turn of the round,
and it’s going to be a 90° turn-either
reason calls for a drivin’ roll. Her base TN
is 5, the steam wagon's turn number. She
has to add 6 to that (42 for moving over
normal Pace, +2 for turning over 45%, and
+2 for it being her second turn of the
round) for a TN of Il. She rolls a 9. Not
good enough!
Michelle's steam wagon moves 20
yards forward and skids 10 yards to the
left
action.
i 5
LOUGround Air
Flat & Straight (Kansas) calm
Slightly Rolling Breezy
Rolling with occasional obstacles
Winding route
Extremely rough (Badlands) ‘Stormy
SPEEDA
A vehicle's “running” Pace is not its absolute
top speed. A good driver can usually coax some
extra performance out of his vehicle. The ease
with which this can be accomplished depends
on the driving conditions. It’s much easier to run
a steam wagon flat out across the desert than
through a narrow winding pass in the Rockies.
Getting the maximum out of your vehicle
requires a drivin’ roll. The TN depends on the
conditions, see the Speedin’ Table, Each success
and raise increases the vehicle's top speed for
the round by 50% of its normal Pace.
A failed roll indicates the driver placed too
much stress on the vehicle—it takes 1d4 damage.
All speedin’ rolls are made at the beginning of
the round before anyone moves.
‘Any gizmo which moves at over four times its
basic Pace automatically takes Id4 damage.
STOPPN A> STAIN
Most vehicles are a bit heavier than your
average cowpoke, and this means it takes ‘em a
while to get up to speed. It also means they
cantt Just come to a dead stop whenever they
please (at least not without hitting one of those
fabled immovable objects).
Vehicles may not increase their Pace by more
than their running Pace in a single round. In
other words, an air carriage with a Pace of 30
could not increase its Pace by more than 60
yards per round.
Gizmos may not normally decrease their Pace
by more than this amount either. This means a
vehicle with a Pace of 30 which moved 90 yards
in one round would have to move at least 30
yards in the following round.
All changes in Pace must be announced at the
beginning of the round.
Strong winds
Strong, gusty winds
Water ™N
Horse latitudes, clear water 3
Slightly choppy 5
Occasional swells, occasional obstacles 7
Windy, large swells, rocky waters 9
Stormy, high waves, narrow channel 11
Wow!
Now we're gonna break that last rule.
‘There are going to be times when a hero.
decides part way through a round that her
current speed is a tad {00 fast. It's possible to do
some emergency braking, but it requires a roll.
‘A vehicle's driver may declare she is braking
on any of her action cards. Make a drivin’ roll vs.
a TN of 5 plus | for every 20 yards of Pace the
vehicle is traveling. The contraption’s Pace can
be immediately reduced by up to 25% for each
success and raise (the driver doesn’t have to
slow the maximum allowed by the roll).
If emergency braking reduces the vehicle's
pace by more than its running Pace, the gizmo
takes ld4 damage. A Reliability rol is required
whenever emergency braking is attempted.
Michelle is whizzin down the road out
fof town at a Pace of 60. She has two
action cards,
On her first card she moves 30 yards
and makes her drivin’ roll to get around
the hairpin turn. The bad news is that
she notices the bridge ahead of her is
out. The Marshal informs her the edge of
the river is roughly 15 yards away.
‘On her next card, Michelle announces
that she is going to hit the brakes. The
TN of her drivin’ roll is 8 (5 + 3 for her
Pace), She rolls, spends a chip, and comes
up with a 14. This is a success and a
raise, so her Pace is reduced by 50%,
Instead of moving 30 yards, she travels
only 15 and her wagon skids to a stop
with only inches to spare
The steam wagon's Pace was not
reduced by more than its running Pace of
40, so it takes no damage from the
sudden stop.Fun’
Some gizmos can leave the ground voluntarily
(others leave involuntarily, and we'll be covering
these spectacular, somewhat life threatening
crashes later). These vehicles have a climb rating
which determines how quickly the flying
machine can change altitude.
Crna Aq IUD
The rate at which a flying contraption can
change altitude may be fixed or may have a
ratio. Machines with a fixed rating can climb this
number of yards, regardless of its forward
motion, They can lose altitude at twice this rate.
Other flying machines, like the auto-gyro, have
a rating expressed as a ratio. These vehicles
must trade speed for height. The ratio is the
amount of Pace the vehicle must sacrifice to
gain | yard of altitude. The auto-gyro, for
instance, has a |-to-I climb ratio, which means it
can gain | yard of altitude for every yard of Pace
sacrificed, Unless noted otherwise in the vehicle
description, no flying gizmo can sacrifice more
than half its Pace to climb.
Contraptions with a climb ratio can also pick
up their Pace by sacrificing altitude. Interpret the
ratio as the number of yards of height the
vehicle must sacrifice to gain one yard of Pace.
The ornithopter, for example, has a 2-to-1 climb
ratio. When diving, the ornithopter must sacrifice
2 yards to gain | yard of Pace. No vehicle can
pick up more than half its normal Pace in this
way.
Some whirligigs have a minimum Pace they
must maintain to stay in the air. The exact
effects of dropping below this Pace are described
in the catalog under each individual vehicles
description
The auto-gyro has a Pace of 40. If the
‘driver was zooming along at a double
Pace of 80, he could move 40 yards
forward and gain 40 yards of altitude.
CRASH
Every once in a while (and more often than
you might hope), a gizmo whacks into something
it shouldn't have. We're going to cover it here
because crashing only results when something is
in motion
The first time you read this though, skip
through this section and read the sections below
‘on damage. Then come back and read about the
decidedly detrimental effects that ramming trees
and other obstacles has on your fancy new
Contraption,
ina ctash, divide the vehicle's Pace by 10, The
result is the number of dés the Marshal rolls for
damage.
If the collision is between two moving
vehicles, use their relative speed to figure the
damage. For instance, if two steam wagons, both
moving at a Pace of 20, collide head-on, their
felative speed is 40, and the damage would be
4d6. If a wagon moving at a Pace of 20 rams a
wagon in front of it moving at 15, then the
relative speed is 5.
There may be times when you don't know a
particular vehicle's Pace in a collision. This often
happens if an accident occurs in a non-combat
situation.
‘Po find the gizmo’s Pace, just figure out
approximately how fast you think the vehicle is
moving in miles per hour and then divide this
number by 5. Multiplying this number by 12
should give you a rough approximation of the
Contraption’ Pace
Those of you using the metric system can
divide the machine's estimated speed in
kilometers per hour by 8 and then multiply that
by 12 to get a final Pace.ARRIOR NA COLLIEION
Armor works differently in collisions, Instead
of reducing the die type, it reduces the number
of dice-ld6 is subtracted for each level of armor.
The difference in armor between the two objects
involved in the collision also modifies the
damage. The damage is modified by 1d6 for each
difference in armor level between two objects
The object with the higher armor level subtracts
this amount and the object with the lower armor
level adds this amount.
The fate of the vehicle's occupants depends
‘on whether or not they are prepared for the
crash. If the passengers are strapped in or take
an action to brace themselves for impact (this
can be done like a vamoose as long as the
character has an action card left, no roll is
required) they can reduce the amount of damage
taken by three dice, otherwise they take damage
equal to that suffered by their vehicle.
Collision damage is applied like falling
damage. Determine the number of wounds
caused and then distribute them to random hit
locations.
Heroes traveling in open vehicles like the
auto-gyro or velocipede get no protection from
their Vehicle in a collision—the driver gets
smashed as flat as the rest of his ride. in these
cases, being strapped in just ensures your
buddies won't have to look far from the
wreckage for your corpse, Passengers in these
type vehicles always take full damage from
Collisions. Where appropriate, the Marshal may
allow heroes in this situation to vamoose and
jump clear before impact with an Onerous (7)
Nimbleness roll
‘An armored steam wagon collides
‘with a velocipede. The speed of the
crash is Pace 50. The base damage to
both vehicles is 546
The difference in armor level is 4 (5 for
the steam wagon minus I for the
velocipede). This means the steam wagon
can subtract 946 from the damage, 546
for armor and 46 for the difference in
armor levels.
The velocipede, on the other hand
takes 8d6 damage (5d6 for speed, minus
1d6 for armot, plus 446 for the armor
level difference). The velocipede is most
likely scrap metal, while the steam
‘wagon just rolls along unharmed. That's
what armor can do for you.
If the steam wagon was an unarmored,
open-topped version (Armor 1), both the
wagon and the velocipede would take
4d6 damage (Sd6 for speed, minus 1d6 for
armor). The steam wagon passengers
take 4d6 damage (id6 if braced), and the
velocipede rider takes the full 5d6.
(Can't you just hear your good old
mother advising you td buy that safe,
family steam wagon instead of that crazy
velocipede contraption?)
Rann’
Sometimes a character wants his vehicle to
run into things. It won't do any good for your
new steam wagon's paint job, but sometimes the
only way to beat a particularly nasty critter is to
turn it into roadkill.
Against immobile objects this happens
automatically. Trying to hit someone or
something which might try to get out of the way
isa little more difficult
The ramming driver must make a drivin’ roll
against a Fair (5) TN plus drivin’ Aptitude level
for drivers, dodge for pedestrians, and ridin’ for
mounted targets (just like fightin).
If the target has any actions remaining it may
vamoose in the usual fashion,