Stefan Struck: Gunslinging & Humanity Versus Impending Doom Coming From Demon-Infested Mines
Stefan Struck: Gunslinging & Humanity Versus Impending Doom Coming From Demon-Infested Mines
Stefan Struck: Gunslinging & Humanity Versus Impending Doom Coming From Demon-Infested Mines
Stefan Struck
CREDITS
Writing, Layout, Art
Stefan Struck
Additional Material & Good Advice
Oliver Smock, Mathias Belger
Addional Advice & Input
Niklas Jonsson, Sean Nittner, Ryan Markle,
Nychelle Schneider, Stephen Frost,
Andrea Parducci, Nathan 'Survivor' Roberts
Additional Art
Galen Pejeau
SRD text & Design for Blades in the Dark & beaming light of inspiration
John Harper
Title A Fistful of Darkness is used with friendly permission of Pat Gamblin
Playtesting
Andrea Thomas-Moore, Dakota King, Dean Smith, Emiliano Krembs,
Florian Müller, Franco Bianchini, German Albiero, Jakob King,
James Greenway, Jens Römer, Jörg Mintel, Joshua Gavin Moore,
Kara L’Esperance, Kati McNiel, Keith Fuller, Lautaro Bianchini,
Lenny Medina, Leon Zeiler, Lydia Fuller, Madeline Steiner, Mathias Belger,
Nick Gosey, Nicolas Lagemann, Oliver Smock, Ron McNiel, Peter Schmitz,
Stephan Kannengießer, Stephen Frost, Tim Struck, Tobias Struck,
Zach Lokey.
This work is based on Blades in the Dark (found at
http://www.bladesinthedark.com/), product of One Seven Design,
developed and authored by John Harper, and licensed for our use under the
Creative Commons Attribution 3.0 Unported license
(http://creativecommons.org/licenses/by/3.0/).
Blades in the Dark™ is a trademark of One Seven Design. The Forged in the
Dark Logo is © One Seven Design, and is used with permission.
TOUCHSTONES
Weird West genre in general
Games: Shadows of Brimstone by Flying Frogs Productions, Hard West by
Creative Forge Games, Red Dead Redemption by Rockstar Games, Dead-
lands by Pinnacle Entertainment Group
Film & TV: Any Client Eastwood Western, Cowboys & Aliens (2011), Bone
Tomahawk (2015), True Grit (2010), Desperado (1995), Deadwood (2004 -
2006), Godless (2017)
Comics: The Sixth Gun (Oni Press), East of West (Image), Jonah Hex (DC
Vertigo), El Diablo (DC Vertigo)
INSPIRATION
This hack was inspired by other Blades in the Dark hacks like Scum & Villainy
by Stras Acimovic & John Leboeuf-Little, Blades against Darkness by Dylan
Green, Glows in the Dark by Adam Schwaninger, Blades in the Underhive by
Tim Denee, Yakuza by Dark by Seth Blevins and last but not least The Typhoon
Atolls by Galen Pejeau.
This hack was also inspired by other RPGs like Blood & Bullets by Simon
Washbourne, Gunsight RPG by Christopher Wargo, Maze Rats by Ben Milton,
Casket Land by Marie Enger and Ironsworn by Shawn Tomkin.
Also a special thank you to all those fine people at the Blades Community
(community.bladesinthedark.com). You pushed my through a lot of unmoti-
vated moments. Without you, this game would have never made it beyond
beta.
I stand on the shoulders of hill giants. Thanks for the lift, everybody!
A NOTE ON PRINTING
This is a dark book. Not only theme-wise but ink-wise as well. If you bought
the pdf and plan to print it on your own printer please be prepared that
this will use a lot of ink. You might consider buying the POD version via
DriveThruRPG as soon as it becomes available.
The Old West was a time of colonialism, racism, misogyny, and wanton
cruelty which may be part of your game, but doesn’t have to be. This game is
about fun at your table, so please make sure that everybody is feeling com-
fortable about those topics and how they are presented in the game. If you’re
in doubt, discuss them up front and every time it is needed with your players.
Consider using security tools such as Lines & Veils or the X-Card1 . This is es-
pecially true if you’re playing in a group that doesn’t know each other well yet.
Example
2 RULES 5
2.1 Grit & Stigma . . . . . . . . . . . . . . . . . . . . . . . . 5
2.2 Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.3 Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.4 Ablass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.5 Achievements . . . . . . . . . . . . . . . . . . . . . . . . 9
2.6 Doom & the Four Riders . . . . . . . . . . . . . . . . . . 11
2.7 End Game . . . . . . . . . . . . . . . . . . . . . . . . . . 13
2.8 Plans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
2.9 PC’s Heritage . . . . . . . . . . . . . . . . . . . . . . . . . 16
2.10 PC’s Background . . . . . . . . . . . . . . . . . . . . . . . 16
2.11 Gang / Cohorts Types . . . . . . . . . . . . . . . . . . . . 17
2.12 Feud Instead of War . . . . . . . . . . . . . . . . . . . . . 17
2.13 No Heavy Armor but Dodge . . . . . . . . . . . . . . . . 17
2.14 Location Quality Rating . . . . . . . . . . . . . . . . . . . 18
2.15 Same Old With New Names . . . . . . . . . . . . . . . . . 19
3 PLAYER CHARACTERS 21
3.1 Character Creation . . . . . . . . . . . . . . . . . . . . . 22
3.2 Standard Items . . . . . . . . . . . . . . . . . . . . . . . . 26
3.3 The Fist . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
3.4 The Shot . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
3.5 The Law . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
3.6 The Gamble . . . . . . . . . . . . . . . . . . . . . . . . . 41
3.7 The Scout . . . . . . . . . . . . . . . . . . . . . . . . . . 45
3.8 The Outlaw . . . . . . . . . . . . . . . . . . . . . . . . . 49
3.9 The Thunderheart . . . . . . . . . . . . . . . . . . . . . . 53
3.10 The Speaker . . . . . . . . . . . . . . . . . . . . . . . . . 57
3.11 The Plan . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
3.12 The Gentle Touch . . . . . . . . . . . . . . . . . . . . . . 65
3.13 The Wrench & Saw . . . . . . . . . . . . . . . . . . . . . 69
4 FORMING A POSSE 73
4.1 Posse Creation . . . . . . . . . . . . . . . . . . . . . . . . 74
4.2 Hellstone Scavengers . . . . . . . . . . . . . . . . . . . . 79
4.3 Outlaws . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
4.4 Bounty Hunters . . . . . . . . . . . . . . . . . . . . . . . 87
4.5 Tribe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
5 WORLD BUILDING 95
6 HELLSTONE 99
6.1 Hellstone as Currency . . . . . . . . . . . . . . . . . . . . 100
6.2 Hellstone as Raw Material . . . . . . . . . . . . . . . . . . 101
6.3 ... as Nuisance or Worse . . . . . . . . . . . . . . . . . . . 101
6.4 Hellstone Claims . . . . . . . . . . . . . . . . . . . . . . . 102
6.5 Special Types of Hellstone . . . . . . . . . . . . . . . . . . 104
12 GM MATERIAL 145
12.1 GM Principles . . . . . . . . . . . . . . . . . . . . . . . . 145
12.2 Starting Situations . . . . . . . . . . . . . . . . . . . . . . 147
12.3 Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
A TABLES 161
A.1 Travel & People . . . . . . . . . . . . . . . . . . . . . . . 161
A.2 Locations & Town . . . . . . . . . . . . . . . . . . . . . . 165
A.3 Demons & Mutations . . . . . . . . . . . . . . . . . . . . 166
A.4 Weird Stuff . . . . . . . . . . . . . . . . . . . . . . . . . . 167
A.5 Run Generators . . . . . . . . . . . . . . . . . . . . . . . 168
A.6 Underworld & Monsters . . . . . . . . . . . . . . . . . . 172
A.7 Miscellaneous . . . . . . . . . . . . . . . . . . . . . . . . 174
A.8 Language & Names References . . . . . . . . . . . . . . . 175
A.9 Online Resources . . . . . . . . . . . . . . . . . . . . . . 175
'Get ready, Mateo. Doom is coming to dinner.'
N MARSHAL McCAIN
INTRODUCTION
Chapter 1
I t was a dark time, and it just got much darker: As if living in a cruel
and heartless frontier world was not enough, as if living in a Hell on
earth was not enough... in a too deep mine near that sleepy hollow called
Mudwater they found Bloodstone. Thereafter known as Hellstone.
X
T he old ones say that some things are better left uncovered and
Hellstone is definitely such a thing. Like the original box of
Pandora it was found deep in the earth, and now there is no way undoing
it. You think the gold rush turned men into greedy monsters? Think
again, because now we have all that and the real thing: monsters and
demons, spirits and ghosts, mutants and undead soulless killers. Hordes
of them hunting in the night, ravaging the countryside and swarms of
living nightmares attacking from the skies. Beware traveler, no road is
save anymore. They are coming from the mines, they are coming from
underground maws, spawned into the dark where Hellstone is found.
1
2 CHAPTER 1. INTRODUCTION
H ellstone turned out to be way more valuable than any other re-
source known to man, even more precious than your beloved
gold. Since they found a way to gain energy from Hellstone there’s a
new generation of marvellous machines and weapons for your greedy
way to the top. Science and ancient magic rituals are equally powered
with what Hellstone brings. Some say there’s a just and appropriate way
to use Hellstone, most of them just don’t care if that’s true. They are too
busy exploiting it. It’s a new world and everybody wants a big piece of it
or die trying.
X
T he elders and wise ones are sure the final days are upon us, that
Hellstone is the first omen of a grim doom: The four horsemen
will come. The white, the red, the black and the pale horse along with
their riders will end existence and bring judgement and redemption. It’s
obvious that Hellstone plays a crucial part in this but the greedy ones
are too blind to see. Does your posse recognize those signs or are you’re
too busy climbing to the top at the expense of their fellow people?
X
T hought you knew the face of greed? Come to Mudwater and
learn anew. Some fools say it’s better to reign in Hell than serve in
Heaven. Oh, yes! Who needs Heaven anyway when you have a Hellstone
colt in your hand, still warm from killing a horde of demons? Just pray
that you never run out of ammo... and pray for the day of your creator’s
judgement.
P
1.2. THE WEIRD WEST SETTING 3
Player Characters
As a player you can choose from one of the
following playbooks to create your
Player Character (PC):
Posses
In addition to creating PCs, you will create a Posse which gives you Special
Abilities, xp and items to your group of PCs. It also represents your main
focus of runs and operations:
RULES
Chapter 2
This chapter describes the changed Blades in the Dark rules as well as the new
rules for this hack.
Standard rules from the basic game will not be duplicated here, it is
assumed that you are familiar with the rules of the original game. All rules
not mentioned here are unchanged and used as in Blades in the Dark.
P
Grit & Stigma
Desperadoes don’t have Stress, they have Grit. PCs start with 9 Grit and lose
it while resisting consequences, pushing themselves or using those Special
Abilities which require Grit to activate. Indulging the Vice during Down-
time brings back Grit.1
If you lose your last point of Grit you take a Stigma and the PC is taken
out of action. Choose one Stigma from the list and note it down on your
character sheet. The number of Stigmata tracks the increasing alienation
of the PCs from humanity and this world on the brick of destruction. A
Stigma may be real or imagined by the PC and can earn xp by using it to
cause trouble.
With the fourth Stigma the PC is taken out of the game and retired.
1 Consider to use poker chips or other tokens to represent Grit during your game. You may
form a pot into which the players throw their Grit for a bit of poker feeling.
5
6 CHAPTER 2. RULES
Stigma
Scarred Your scars may be hidden or in plain sight, somewhere
on your body or soul. They left a mark to deep to
ignore.
Corrupted Maybe you were innocent once but now you’re slowly
turning to what some call evil. Something is eating
your soul, piece by piece.
Visions You’re seeing things. You’re lost in experiencing
scenes that takes place in the past or (a possible) future,
real or imagined.
Glory Hound You’re out to win glory in conflicts, regardless of the
cost for you or your Posse. Doing it all for the fame,
for the moment, for the crowd shouting your name.
Voices They talk to you and they don’t stop. They want some-
thing, they want you to do something, they won’t stop
‘til they get it.
Cursed No luck for you anymore, something big and bad is
happening to you. Fate is on your trail and it will hunt
you down.
Hunted Someone or something is on your trail. It comes closer
every day. The danger is everywhere. Do you feel it
breathing down your neck?
Shamed Something you did was too wrong to be forgiven. You
shy away from social bonds because you believe you
are no longer worthy. Beware, they may guess your
secret.
Numb Your feelings are toned down to nothingness. You
become passive. It takes major effort to come through
to you or move you emotionally.
2.2. ACTIONS 7
Actions
There are 12 Actions in the game that the player characters use to overcome
obstacles:
Attributes
Attributes are used to resist different types of danger. Describe what the PC
is doing to avoid consequences and the GM will tell you which Attribute is
suitable:
Ablass
'As soon as the gold in the casket rings the rescued soul to Heaven springs' N
Johann Tetzel
Stash is replaced by Ablass (Indulgence). Pay for status in the next world.
You may use Coin or Hellstone to pay for your Ablass. Check one slot for
every Coin or check two for every Hellstone spent. For every full poker chip
(on the physical sheet) / row (on the roll20 sheet) of Ablass you gain +1d to
determine your social position in the new world order after the End Game
(provided that you’re still alive and your side wins the war).
Upon Posse advance, each PC gets Ablass of Tier+2. You cannot convert
Ablass back to Coin or Hellstone. Once the decision is made, you have to
live with it.
Note that you don’t have to determine for which side of the
war you’re preparing (darkness versus light). You can keep this
open or a secret until the End Game. For some PCs that may
be obvious, but you can leave this open or turn it into the
opposite until the decision is due.
2.5. ACHIEVEMENTS 9
Achievements
On the Posse sheet you’ll find slots for Neu-
tral, Light and Darkness Achievements
which the Posse may earn during their game.
Those Achievements have specific in-game
effects (like bonus dice for specific rolls or
actions) and are also used for the Fortune
Roll during the End Game. The Posse is not
set on a specific side of the conflict just be-
cause they got one of those Achievements.
It’s ok to have Neutral, Light and Darkness
side by side. Just do what the story demands.
By default, all Achievements are rare if
not unique to Mudwater and beyond. There
are no minor Achievements; you need at
least a run (or more) to gain one. If the Posse
gains an Achievement, it never stays totally
secret nor undetected. It may be known only to a specific group of people or
there are only solid rumors but the world has changed once you gained it.
Example
The Red Hawk Posse gained their second Achievement. The first one
was a Hellstone Claim (Darkness), now the second one is a neutral
Achievement.
They now roll 2d on the Rider Event Table during Payout.
10 CHAPTER 2. RULES
2.6. DOOM & THE FOUR RIDERS 11
X
Doom can be lowered during downtime. Explain how you attempt to
fight against the darkness / for the light and roll a corresponding action.
Result
1-3 increase Doom by 1 and explain why this had happened
4/5 reduce Doom by 1
6 reduce Doom by 2
CRIT reduce Doom by 4
Result
1-3 reduce Doom by 1 and explain why this had happened
4/5 increase Doom by 1
6 increase Doom by 2
CRIT increase Doom by 4
Note, that these are normal downtime actions, which means that you can
improve the result level buy paying Coin/Hellstone or Rep if the fiction
justifies it.
2.7. END GAME 13
End Game
It’s here: ’Light’ and ’Darkness’ having their final battle, the total war about
the destiny of earth. Depending on your established story, claimed Achieve-
ments and Ablass this may just ends the world in one big scene or the Posse
may have a significant part to play in the outcome (like a gunfight at OK
Corral vs demons, monsters, angels or your choice of mythical beings). Do
the following to end the campaign:
1 If the Posse cannot decide for which side they fight or if they don’t
want to fight at all their Achievements are not used for the next step
and the GM decides for which side the roll is made.
Result
1-3 You’ve lost the war. The other side reigns
and does as they want. You fought against
them and they know it, so prepare for eternal
suffering or being a slave / despicable life
form in the upcoming new world. You may
not roll for a position in the new world order.
4/5 You’ve won the war but suffered heavy
losses. Every PC may roll for a position in the
new world order (see next step).
6 You’ve won the war.Your side decides how
the new world looks like. Every PC may roll
for a position in the new world order (see next
step).
Describe how this new world looks like. If your side suffered heavy losses,
describe those, too and make it hurt. Use strong pictures. The Posse and
every PC describe how they lose something infinitely important. Afterwards
every PC may determine their position in the new world order (see next
step).
2 note, that this is not necessarily good or evil...
14 CHAPTER 2. RULES
If you won the war every PC may determine their new position in
Result
1-3 Minor role
Minor demon in Hell, vanilla inhabitant of Heaven.
Standard role
4/5 Demon with some clout, inhabitant of Heaven with some
influence.
6 Major player
Top of the heap, wherever you are.
Don’t forget to narrate important steps and outcomes of the end game
among all players and the GM. Describe how it looks like and how it is
presented on screen. Make it glorious or a complete disaster.
That’s it, you played the game to its very end. Start a new one or take
your PCs to another gaming system and continue playing in your new world.
2.8. PLANS 15
Plans
Almost all Blades in the Dark plans are unchanged with the following excep-
tions.
TRAVEL PLAN The Transport plan is renamed to the Travel Plan and its
detail is changed to Route. This modified plan is used to bring the risks
and dangers of travelling through bandit / demon-infested terrain to the
game.
Every Run outside of Mudwater has at least a little bit of travelling in-
cluded. The GM should decide if it’s a run in itself to reach the destination
of the actual plan. If yes, then use the Blades in the Dark default rules for
Plans to execute the Travel Plan first (including Engagement). Resolve
all complications and actions from the Travel Plan (check Travel Hazard
Table for this) before you start the actual plan. There is no Downtime
between both these plans.
If travelling is only a minor aspect, use it as a side note for the plan and
use the travelling as a source of potential complications.
Example
The Posse wants to sneak into the secret hideout of the Dark Rider.
They already know that his hideout is in Dead Hill, the area so
named after the many undead who dwell there.
The Posse chooses a Stealth Plan and the GM rules that travelling is
not the main aspect here. Therefore they do one Engagement Roll
and if a complication or the justification for a desperate situation is
needed, a horde of undead is ready to jump in.
If the Posse has to cross the Silent Desert to reach Dead Hill, that
may be a different story and the GM may rule that first a Travel Plan
must be executed, followed by the original Stealth Plan.
16 CHAPTER 2. RULES
PC's Heritage
Heritage is changed to the following values:
AFRICAN (-American)
FAR EAST (Chinese, Japanese, etc.)
EUROPEAN (Irish-American, Italian-, German-, etc.)
SOUTHERN (Mexican, Cuba, South-American, etc.)
NATIVE (-American)
MYSTERIOUS (Demon maybe?)
X
PC's Background
In A Fistful of Darkness the structure of professions and jobs is not strict
enough to have an lasting impact on the PCs. Somebody may be a cowboy
today, a smith, a sheriff, a rustler or a bounty hunter tomorrow and something
totally different a year later (or already dead).
Therefore Background is changed to a ‘place of origin’ approach: In
which environment did the PC grow up in? How did this upbringing help
them find their way in the world and influence their social interactions?
BIG TOWN
FRONTIER TOWN
RANCH (like Ponderosa)
FORT (military installation)
TRIBE (native American or other tribes)
LONER (few social contacts or none at all)
IMMIGRANT (new to the country, greenhorn)
2.11. GANG / COHORTS TYPES 17
X
Feud Instead of War
If the status with one or more Factions drops to -3 you start a Feud with them.
They will go out of its way to hurt you even if it’s not in their best interest to
do so. They expect you to do the same, and take precautions against you.
When you’re in a Feud with any number of Factions, your crew suffers +1
Doom and -1 Coin in every Payout, temporarily loses 1 hold, and PCs get
only one downtime action rather than two. Your Hellstone Claims produce
only half their normal income (round down).
You can end a Feud by eliminating your enemy or by negotiating a mutual
agreement to establish a new status rating.
X
No Heavy Armor but Dodge
By Default, there is no Heavy Armor in A Fistful of Darkness, due to it being
unsuitable to the setting. Normal Armor is present, though.
To support the cinematic style of the setting, the GM should more often
decide that the use of armor is sufficient to completely avoid harm (such as
dodging bullets), rather than only reducing the level of harm. Also, PCs may
avoid harm completely by resisting if this makes sense in the fiction.
18 CHAPTER 2. RULES
If the value drops below 0/zero a different event may occur, like the place
ceases to exist or the nature of the place may change drastically.
2.15. SAME OLD WITH NEW NAMES 19
u.png
'Fate had chosen us to be its agents'
N THE PURPLE KNIGHT
PLAYER CHARACTERS
Chapter 3
Every Player Character (PC) is familiar with all of the various weird west
feats represented by the actions of the game. They’re all able to Brawl in a
saloon-fight, Hunt an animal/enemy/monster, Attune to the strange energy
of the Burning Beyond, Consort with contacts for information, and so on.
In addition, you’ll also have your specializations and skills, the qualities
that make your character uniquely effective. You might want the ability to
do ’impossible’ shots, or maybe you want to be able the smell the blood of
your prey over great distance, or maybe you just want to use your reputation
to let them tremble in fear. In this chapter, you’ll learn how to create your
own unique desperado and choose the abilities that suit your preferred style
of play.
Note, that some groups prefer to create the Posse first (see next chapter)
to frame the story a bit more before creating PCs. Other groups will create
PCs first, Posse second or even jump between those steps. Just make sure to
talk through the process at your table and do as you please for your game.
21
22 CHAPTER 3. PLAYER CHARACTERS
Character Creation
Choose a playbook. Your playbook represents your character’s rep-
1 utation in Mudwater and beyond, your special abilities & items, and
how you advance.
Choose a heritage. Detail your choice with a note about your family
2 life. For example, African: Escaped slaves from plantation, now hardwork-
ing farmers somewhere in the north.
Assign four action dots. No action may begin with a rating higher
5 of the character sheet. If you can’t decide, choose the first ability on
the list. It’s placed there as a good first option.
Choose your vice. Pick your preferred type of Vice (see next page),
7 detail it with a short description and indicate the name and location
of your Vice Purveyor.
3.1. CHARACTER CREATION 23
Record your name, alias, look and quote. Choose a name, an alias
8 (if you use one), and jot down a few words to describe your look. Ex-
amples are provided below. Maybe you want to pick a typical quote.
Vices
Looks
Man, Woman, Ambiguous, Concealed.
Athletic, Bony, Bright, Brooding, Calm, Cold, Dark, Delicate, Fair, Fierce,
Friendly, Grimy, Handsome, Huge, Hunched, Languid, Lovely, Open, Plump,
Rough, Sad, Scarred, Slim, Soft, Stern, Stout, Striking, Twitchy, Weathered,
Wiry, Worn.
Beard, Belt Buckle, Blue Jeans, Buckskin Jacket, Buckskin, Blouse, Bowler Hat,
Chaps, Cowboy Hat, Cowboy Boots, Racoonskin Cap, Corset, Cravat / Neck-
tie, Decorated Shirt, Denim Jacket, Denim Shirt, Duster Coat, Fancy Singing
Cowboy Shirt, Frock Coat, Fur, Prairie Skirt, Leggings, Long Scarf, Mask &
Robes, Mustache, Poncho, Rags, Short Mexican Jacket, Soldier-/Battle Shirt,
Sombrero, Stetson Cavalry Hat, Stockings, Suit, Tall Boots, T-Shirt, Uniform
Jacket, Victorian Dress, Waistcoat & Pocket Watch, Western Shirt, Winkers,
Work shirt.
24 CHAPTER 3. PLAYER CHARACTERS
Names 1
MALE Backed / Howling / Little Wolf, Worthy
of Trust, Yellow Rabbit.
Black Sun, Gray Tailed Deer, Eagle
Aaron, Abraham, Ambrose, Archibald,
Hunter / of the Sun, Falling / Golden
Arnold, Augustus, Amon, Barney, Barn-
/ Young Eagle, Red Thunder, Bear Mak-
abas, Bartholomew, Benedict, Bernard,
ing Dust, Bear Walking into Shade, Four
Buford, Byron, Charles, Clement, Clin-
Bears, Curved Bear Claw, Growling /
ton, Christopher, Clarence, Cole, David,
Charging / Sitting / Yellow Bear, Walks
Dick, Edmund, Edward, Edwin, Eldon,
like a Bear, Big Medicine, Bird with Big
Elijah, Ezekiel, Ezra, Francis, Franklin,
Beak, Blackbird, Talking Bird, Cloud
Frederick, Fred, Garrett, Gideon, Gilbert,
Feather, Silent Crow, East Wind, Feather,
Gus, Hank, Harland, Harrison, Harold,
Fierce Wildcat, First Born Son, Long
Harvey, Henry, Hiram, Horace, Horatio,
Tail of the Fox, Bull / Spring Frog, Good
Isaiah, Isaac, Jacob, James, Jasper, Jack,
Hunter of the Forest, Good Path, Grand-
Jefferson, Jedidiah, Jesse, Joel, Jonathan,
father, Guardian of the People, Attack-
Joseph, Joshua, Lafayette, Lawrence, Le-
ing Hawk, He Is Speaking / Is Strong /
ander, Lester, Lewis, Levi, Lucas, Lu-
Keeps Watch / Laughs / Makes Noise /
cius, Luke, Luther, Matthew, Marcellus,
Sits at Home, Holy One, Black Hoof /
Maxwell, Meriwether, Morgan, Mor-
Horse, Joined Together by Water, Kills
ris, Nathaniel, Ned, Newton, Nimrod,
Many, Lightning Has Struck, Little Child
Octavius, Oscar, Owen, Paul, Patrick,
/ Goose / One / Mouse, Lives in the
Perry, Pleasant, Randolph, Raymond,
Woods / Alone / Below, Mischief Maker,
Reuben, Richard, Roderick, Rudolph, Ru-
Half Moon, Morning Star, Mountain
fus, Samuel, Seth, Silas, Simon, Solomon,
Lion, Never Silent, Of the Earth / Mys-
Stanley, Stephen, Thaddeus, Theodore,
terious Voice, Old One, One That Walks
Timothy, Ulysses, Uriah, Victor, Walter,
on Four Claws / Brings / Follows Orders,
Warren, Washington, Wilbur, Wilfred,
Open Door, Red Boy / Leaf / Tomahawk
William, Zachariah, Zebulon, Zedock.
/ Wind, Restless One, Rippling Water,
Roars Bravely in the Face of Danger, Alejandro, Alonzo, Antonio, Carlos,
Sacred Voice, Short Rainbow, Snake, Daniel, Emilio, Fernando, Francisco,
Soaring Falcon, Son of Pain, Sparrow, Heraclio, Jesús, Joaquin, José, Juan, Julio,
Speaks a Lot, Deer / Screech Owl / Fire Manuel, Mateo, Miguel, Pancho, Rodrigo,
Spirit, Warrior Spirit Who Sings, Star Santiago, Tiburcio.
Blanket, Steady Walker, Stone, Strong Aang, An, Bao, Bo, Cai, Cheng, De, Dong,
Voice / Wind, Talks too Much / While Feng, Gang, Guo, Ha, Hu, Hui, Jian, Jie,
Walking, Tasty Fish, The Caller, The Jun, Kang, Kim, Li, Liang, Long, Lu,
Night Has Passed, Throne for the Clouds, Meng, Mian, Ning, Peng, Phuong, Qiang,
Walks without Sound, White Knife / Shi, Song, Tam, Tao, Tian, Thien, Tuan,
Owl, Wild Beast / Condor / Goose, Wise Wei, Yan.
One Above, Gray / Dark / White / High
1 For names of natives, translated names are suggested here. Since the setting and the demands
regarding historical correctness and appropriateness can vary greatly from group to group, this
should only be seen as one possibility. Please use historically correct indigenous names from
any fitting cultures if you and your table find them more appropriate.
Enclosed in the appendix are some sources and references.
3.1. CHARACTER CREATION 25
Standard Items
A Pistol [weapons] A sixshooter, a Smith & Wesson revolver, a Colt Dra-
goon or Buntline, a Navy or Army Colt. A double-action Peacemaker or
Thunderer. An antique black powder breachloading heavy pistol.
A Melee Weapon [weapons] A Bowie knife or Arkansas Toothpick. A butcher
or skinning knife. A stiletto, rapier or sable. A hatchet, a tomahawk, a
club, brass knuckles. Some sharpened piece of metal or equipment.
Lantern [gear] An oil lantern, a Hellstone lantern or some other light source.
Throwing Knifes [weapons] A set of light and well balanced knifes or a
single Arkansas Toothpick.
Armor [-] Thick leather vest or waistcoat. A metal plate just at the right
spot. An armored vest with Hellstone hardening.
A Large Weapon [weapons] A two-handed weapon. A spear, a hunting or
buffalo rifle, a smoothbore musket, a crossbow, a bow, a polearm, a battle
ax.
An Unusual Weapon [weapons] A curiosity or tool turned into a weapon.
A weapon with high need of expertise. A whip, a lasso, bolas, a pitchfork,
a sling, a viper.
A Horse with Saddle [horses] Your reliable ally and mean of transportation
out there in the wild. Does your horse has a name?
3.2. STANDARD ITEMS 27
The Fist
Like a cobra, ready to strike
Play The Fist if you want to address challenges with force or physical ex-
pression.
'I swear, she did not move at all. One moment they tried to
stare her down, next moment two lay on the floor and one went
through the closed window. Lots of bones were broken that day,
it was really ugly.
Wilbur's still jumpy when he sees red hair. If you see her com-
ing, just try to stay out of her way. Way out.'
ST. ANGER
When you open your body and soul to the Burning Beyond you may imbue
your hands, melee weapons, or tools with spirit energy. You gain Potency
in combat vs. the supernatural. You may grapple with spirits to restrain and
capture them.
MAN OF HONOR
You gain an additional xp trigger: You fought for your or someone else’s
honor at cost to yourself. If your Posse has problems due to this, also mark
Posse xp.
BADASS KATA
Describe how you show off and impress with your physical abilities. If you
can exploit this performance for your next move, take improved position or
+1 effect (your choice).
VETERAN
Choose a special ability from another source (except from The Revenant).
X
3.3. THE FIST 31
The Shot
A deadly gunslinger & showman
Play The Shot if you want to address challenges with speed or flair.
EASTWOOD
Before weapons are drawn you may lock eyes with someone forcing them to
hesitate or flinch. Both of you know that you can interrupt whatever they do
next. Take +1d for your next action against them.
SILVER BULLETS
You may enrich your shots with spirit energy. Your shots gain Potency in
combat vs. the supernatural.
STUNNING PERFORMANCE
You can perform a flashy show with your weapons or horse that leaves your
audience stunned and speechless. Take +1 effect to act on this impressed
folks or on escape.
VETERAN
Choose a special ability from another source (except from The Revenant).
X
3.4. THE SHOT 35
The Law
A lawmen & enforcer
Play The Law if you want to address challenges with authority or stamina.
A STORY TO TELL
Once per run you can push yourself to tell a story about a dire mess you
survived to achieve one of the following: motivate a cohort/mob into fighting
or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the
Posse.
MORAL COMPASS
You gain an additional xp trigger: You did the right thing at cost to yourself.
If your Posse has problems due to this, also mark Posse xp.
TACTICAL GENIUS
You always know the best position during a fight or hunt. If you’re able to oc-
cupy this position gain +1 Effect for you and everybody who’s there with you.
VETERAN
Choose a special ability from another source (except from The Revenant).
X
3.5. THE LAW 39
A Keepsake [-]
An emotional/sentimental thing from the past. What is it you don’t want to
forget?
40 CHAPTER 3. PLAYER CHARACTERS
3.6. THE GAMBLE 41
The Gamble
A subtle manipulator & sly trickster
Play The Gamble if you want to address challenges with deception or au-
dacity .
'Thinking too much about the risk is a sure way to lose some-
thing: A friend, a hand, money or your future. Pay close atten-
tion, there's a great game at hand.
Others are still planning when I'm already on my way. Lady
Luck is much quicker than me: she's already there before I ar-
rive, complaining 'what took you so long?'
GAMBLERS GIFT
When someone fools you or takes you by surprise, gain a free 1 Grit flashback.
When you gather information while partying or gambling, gain +1 Effect.
CUTTING CARDS
Your skill with cards is mesmerizing. While you perform a card trick, you
may alter a memory, implant suggestion or sow a doubt. You may use your
playing cards as dangerous throwing weapons.
SALOON SWAGGER
Gain +1d in situations where your appearance would be an advantage. If you
try to sway someone with a profitable proposition or challenge others to a
duel, gain Potency.
MISS FORTUNE
Some call you lucky but truth to be told, bad shit just happens to folk who
try to mess with you. You may win every game of chance. Spend 1 Grit to
cause a minor accident (a jammed gun), 2 for a major one (an exploding stick
of dynamite) or 3 for a catastrophe (a collapsing mineshaft). During Payout,
gain +Doom equal to the highest amount of Grit spend this way.
VETERAN
Choose a special ability from another source (except from The Revenant).
X
3.6. THE GAMBLE 43
The Scout
A stealthy tracker & hunter
Play The Scout if you want to address challenges with tracking or stealth.
'She knows ... she just knows where to go and how to find
it. She's reading the ground, the wind, the water and even the
Beyond if she has to. They say that she followed that nightslayer
for more than eight weeks. Like a bloundhound, she picked up
the trail. She waited, took her time, learned its patterns.
Not a woman of big words, when asked where she finally
managed to hunt it down, she just said "Beyond".'
SILENT HUNTER
When you gather info to locate a target, you get +1 effect. When you hide in
a prepared position or use camouflage, you get +1d to rolls to avoid detection.
SURVIVOR
From hard won experience or specialized training, you are able to subsist on
what any environment provides and you can function on the barest suste-
nance. You get +1 Grit box.
YOU’RE MY GAME
You can smell their blood. When you hunt a target you’ve previously tracked
or wounded, you gain +1 effect level. Whenever you gather information on a
weakness or vulnerability, you get at least standard effect.
LIKE A BROTHER
Explain how your mount is helpful in what you’re trying to achieve and gain
+1 effect level or +1d. Your mount always knows the way home.
VETERAN
Choose a special ability from another source (except from The Revenant).
X
3.7. THE SCOUT 47
Traps [tools]
Animal traps of various sizes, suitable to kill smaller creatures and cripple
larger ones. A snare, a bear trap. May come with camouflage or cover to
avoid early spotting.
The Outlaw
A maverick & desperado beyond rules
Play The Outlaw if you want to address challenges with breaking the rules
or daringness.
DAREDEVIL
When you roll a desperate action, you get +1d to your roll if you also take
-1d to any resistance rolls against consequences from your action.
VENGEFUL
You gain an additional xp trigger: You got payback against someone who
harmed you or someone you care about. If your Posse helped you get payback,
also mark Posse xp.
BLAZE OF GLORY
When you mark a Stigma and utter a dying malediction you may retaliate
against any and all enemies within range. Say how you bring ruin to your
foes before they take you down. You may mark a Stigma prematurely to use
this ability.
VETERAN
Choose a special ability from another source (except from The Revenant).
X
3.8. THE OUTLAW 51
The Thunderheart
A totem fighter born from the land
'It came to me. I was sly like the fox but it found me. I ran
swift like the deer, but it caught up effortlessly and overtook me.
It held out its hand to greet me and offered me a bag, saying that
if I take it, we will fill it with the bones of our enemies.
And so I did.'
TOTEM’S VESSEL
When you push yourself and open body and soul as a conduit for your totem,
choose one of the following additional benefits: perform a feat of athletics
or stealth that verges on the superhuman - maneuver to confuse your enemies so
they mistakenly attack each other - sense your prey (gather Information with at
least Standard result) wherever it is.
GRUESOME WARPAINT
Enemies falter, hesitate or flinch when attacked by you in close combat. You
have an air of menace and danger obvious to even the most oblivious. You
gain Potency when trying to intimidate someone. If done immediately after
a show of force, also take +1d.
TOTEM SENSE
Pick an animal sense matching to your totem. This sense is sharpened beyond
human range to animal sensitivity.
LONE WOLF
You gain an additional xp trigger: You made things harder by acting alone. If
your Posse has problems due to this, also mark Posse xp.
VETERAN
Choose a special ability from another source (except from The Revenant).
X
3.9. THE THUNDERHEART 55
The Speaker
A spiritual guide & protector
Play The Speaker if you want to address challenges with conviction or sac-
rifice.
SHEPHERD
You can push yourself to do one of the following: perform a feat of social grace,
swaying a crowd or capturing the attention of the Divine.
A DOG’S NOSE
You always sense the tainted. Take +1d when you gather info to uncover
corruption or find the corrupted.
HALLOW
You can push yourself to imbue an object or a place with divine power. Gain
Potency when it comes up against the supernatural.
CURANDERO
When you receive an earnest oath from someone to follow one of your Faith’s
precepts, they may clear any level of severity of harm, immediately or safely
over a short while, you decide. Should they ever break the precept, they take
level 2 harm, ’Bedamned’.
ELI
One of your senses is so attuned to the world around you, that it can stand in
for any one of your others. Get +1d to any action you can mount as a surprise
of this unexpected ability or where others are found lacking.
PREMONITION
Have one flashback per session to a vision, dream, prayer or meditation that
now comes together and has prepared you for this very moment. The first
Grit spent this way is free.
VETERAN
Choose a special ability from another source (except from The Revenant).
X
3.10. THE SPEAKER 59
The Plan
A well-connected mastermind
Play The Plan if you want to address challenges with calculation or negotia-
tion.
FORESIGHT
Two times per run you can assist a teammate without paying Grit. When you
run out of Grit, instead of suffering a Stigma you may choose to come back
with 1 Grit left. Either way tell us how you prepared for this.
PLANNING IS EVERYTHING
Due to your careful planning, during downtime, you may give yourself or
another Posse member +1 downtime action.
VETERAN
Choose a special ability from another source (except from The Revenant).
X
3.11. THE PLAN 63
Play The Gentle Touch if you want to address challenges with influence or
empathy.
SNAKEOIL MIRACLES
When you assist or engage in a group action with someone, they may also
ignore one harm penalty.
INFLUENTIAL
You provide a valuable service to the town and are welcome even in danger-
ous places. Get +1 result level when you speak on behalf of a local community,
acquire an asset or reduce Doom.
LITTLE VULTURES
Cohorts you command gain Potency to gather information and have special
armor to resist a consequence of detection or deception.
WELL TRAVELLED
You speak a multitude of languages and are broadly educated. When you
gather information in a weird or foreign place, take +1d to your roll.
FANDANGO
When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up
or down). An ally who joins your vice may do the same.
QUICK-WITTED
You may expend your special armor to resist a consequence of persuasion or
suspicion. When you resist with Wits, take +1d.
VIPER
When you invent, craft or try to apply a poison or narcotics, take +1d to your
roll. You begin the game with one additional formula already known.
IN GOOD HANDS
When you provide meaningful insight or heartfelt advice (to another PC), you
both clear 1 Grit. Everyone in your Posse gets +1d to their healing treatment
rolls.
VETERAN
Choose a special ability from another source (except from The Revenant).
X
3.12. THE GENTLE TOUCH 67
Play The Wrench & Saw if you want to address challenges with technical
skill or ingenuity.
SKILLFUL
You may expend your special armor to resist a consequence from breaking
machines or experimenting with Hellstone, or to push yourself when work-
ing on weird science or handling Hellstone.
MAD SCIENTIST
When you invent or craft a creation with steampunk or Hellstone features,
take +1 result level to your roll. You begin with one special design already
known.
SPIRITMANCER
When you invent or craft a creation with arcane, spiritual or demonic fea-
tures, take +1 result level to your roll. You begin with one special formula
already known.
VETERAN
Choose a special ability from another source (except from The Revenant).
X
3.13. THE WRENCH & SAW 71
FORMING A POSSE
Chapter 4
Every Player Character (PC) is part of a Posse. Your Posse Type determines
the runs that you’ll focus on, as well as a selection of special abilities that
support that kind of action. The Posse Type isn’t meant to be restrictive — a
Posse of Bounty Hunters might also own a Hellstone claim or do a jailbreak
— but the core activity of the Posse Type is the most frequent way they earn
Coin or Hellstone and xp for advancement.
Like a character playbook, your Posse Type is also how you’re known in
Mudwater and beyond. The Factions and people think of you as ’Hellstone
Scavangers’, ’Outlaws’, ’Bounty Hunters’ or ’a Tribe’ and will treat you ac-
cordingly.
73
74 CHAPTER 4. FORMING A POSSE
Posse Creation
Choose a Posse Type. The Posse Type determines the group’s pur-
1 pose, their special abilities, and how they advance. You begin at Tier
0, with strong hold and 0 REP. You start with (2 Coin) or (2 Hellstone
and 2 Doom).
Choose your hideout. Describe your hideout and how you deal
5 the Posse sheet. If you can’t decide, choose the first ability on the list.
It’s placed there as a good first option.
6 Choose two more. If your Posse has a cohort, follow the procedure
to create it. Record the Faction status changes due to your upgrades:
Posse Upgrades
Carriage House You have a car- tance away from your hideout. You
riage, two horses to pull it, and a may escape unseen if your hideout
stable. A second upgrade improves is under attack.
the carriage with armor and four Hellstone Storage Your Storage
larger, swifter horses. and your Vault have proper Hell-
Cohort A cohort is a gang or a sin- stone storage facilities. This does
gle expert NPC who works for not give you extra capacities but
your Posse. makes the storing of Hellstone a
safe proposition.
Escape Tunnel Your hideout has a
hidden tunnel, its exit some dis-
76 CHAPTER 4. FORMING A POSSE
Hidden Hideout Your hideout has Secure Hideout Your hideout has
a secret location and is disguised to locks, alarms, and traps to thwart
hide it from view. If your hideout is intruders. A second upgrade im-
discovered, use two downtime ac- proves the defences to include ar-
tivities and pay Coin equal to your cane measures that work against
Tier to relocate it and hide it once spirits, ghosts and maybe undead.
again. You might roll your Posse’s Tier if
Mastery Your Posse has access to these measures are ever put to the
master level training. You may ad- test, to see how well they thwart an
vance your PCs’ action ratings to 4 intruder.
(until you unlock this upgrade, PC Training If you have a Training up-
action ratings are capped at 3). grade, you earn 2 xp (instead of 1)
Quality Each upgrade improves the when you train a given xp track
quality rating of all the PCs’ items during downtime (Wits, Prowess,
of that type, beyond the quality es- Guts, or Playbook xp). This up-
tablished by the Posse’s Tier and grade essentially helps you ad-
fine items. You can improve the vance quickly.
quality of Documents, Gear, Imple- Vault Your hideout has a secure
ments, Supplies, Weapons, Tools, vault, increasing your storage ca-
Hellstone and Horses. So, if you are pacity for Coin or Hellstone to 8. A
Tier 0, with fine pistols (+1) and the second upgrade increases your ca-
Quality upgrade for weapons (+1), pacity to 16. Note that for safe stor-
you could contend equally with a age of Hellstone you have to get the
Tier II gunfighter. ’Hellstone Storage’ upgrade as well.
Quarters Your hideout includes liv- A separate part of your vault can
ing quarters for the Posse. Without be used as a holding cell.
this upgrade, each PC sleeps else- Workshop Your hideout has a
where, and is vulnerable when they workshop appointed with tools
do so. for crafting, as well as a small li-
Rail Connection Your hideout is brary of books, documents, and
accessible via a special rail track. maps. You may accomplish long-
If your hideout is also hidden this term projects with these assets
applies to your rail track as well. without leaving your hideout.
4.1. POSSE CREATION 77
PATRON When you advance your Tier, it costs half the Coin it normally
would. Who is your patron? Why do they help you?
Hellstone Scavengers
You’re the ones with enough grit to do what everybody wants: Going down,
deep into the earth to get it. To get the Hellstone. You have the means, the
tools and the courage to face what’s down there. Some of those things are
older than you, even older than this world, but none of that matters so long
as you can make it bleed.
Where does the power come from that drives you into the darkness again and
again? Is it a family tradition? Is it pure desperation without another way to live?
Is there a score to settle? What do you hope to find there?
When you play Hellstone Scavengers you earn xp when you acquire Hell-
stone or an artifact, execute a successful scavenge operation or keep tres-
passers at bay.
TRANSPORTER When you execute a Travel Plan to start your run or Hell-
stone Scavenge, take +1d to the engagement roll.
DIG DUG No way to rip you off. When you acquire mining equipment or
explosives, you get +1 result level to your roll.
LEVERAGE Your Posse supplies ’found stuff’ for other Factions. Your suc-
cess is good for them. Whenever you gain rep, gain +1 rep. Which Factions?
Who’s angry about this arrangement? Which quality rating of which location is
affected by this arrangement?
GOT USED TO THE STRANGE LIFE You get +1d to resistance rolls
against supernatural threats including Delving too Deep. You get +1d to
healing rolls when you have supernatural harm.
X
CONTACTS
Bill ’Scar’ Morgan, a judge.
The number of light and dark achievements become relevant in the End
Game when you fight for the corresponding side (s. End Game on page 13).
82 CHAPTER 4. FORMING A POSSE
4.3. OUTLAWS 83
Outlaws
You won’t do what they told you. You don’t play by their rules. You’re done
with their system of order and civilization. You’re here because you can.
Why and how do you not fit in? Was it always like this or was there an in-
cident that led to this life beyond limits? What does your family / relatives think
about your way of live? Is everyone fair game?
When you play Outlaws you earn xp when you execute a successful battle,
robbery, thievery, murder or jailbreak.
'All our blood and sweat has no meaning if they take our
freedom and the way we live.
We'll always be past their rules. And so we ride and we won't
creep. We will see them break, we will see them burn. We will
fight their rules 'til the very end.'
FIENDS Fear is as good as respect. You may count each active Rider as if it
was a claim.
WAR DOGS When you’re in a feud (-3 Faction status), your Posse does not
suffer -1 hold and PCs still get two downtime activities, instead of just one.
X
CONTACTS
OUTLAWS ACHIEVEMENTS
The following Achievements are available for Outlaws. When they are
achieved the Posse has to choose its game effect which stays fixed for the rest
of the game.
For breaking this rule consider using a Long Term Project, if needed.
The number of light and dark achievements become relevant in the End
Game when you fight for the corresponding side (s. End Game on page 13).
86 CHAPTER 4. FORMING A POSSE
4.4. BOUNTY HUNTERS 87
Bounty Hunters
Someone’s got to do the job nobody else dares or wants to do. Bring them
down or bring them in is only a matter of payment. You know how to play
by the rules and you also know how break them. You bring ’em in since its
the damn right thing to do, or maybe just because someone’s willing to pay
cold hard cash.
How did you end up in this line of work? What are your favorite targets? Is
Hellstone your chance to start a whole new game to your advantage? Or is it just
the same old game on a new level? What dark secrets have you been piling up over
the years? Which rules are the ones you won’t break?
When you play Bounty Hunters you earn xp when you execute a successful
bounty or treasure hunt.
'Ride hard! We're almost there. The promised price, the bounty
is in reach. All the darkness and the Beyond is nothing to us but
the opportunity to let them dance on air.
We don't care if you're a man, woman, monster, or demon.
Look around, we're on your trail and we'll bring you down.
We do what we want, that's what we do best.'
LIFE LINE You bring ‘em in alive. You may choose that your target is only
incapacitated instead of dead. There’s always a little bit of life left in them.
AN EYE FOR IT You may read artifacts or Hellstone weapons to find out
what they do and how they are dangerous. With that you always get good
details.
LUCKY FELLOWS When you roll Rider Events, roll twice and keep the one
you want. When you reduce Doom on the Posse, take +1d.
X
CONTACTS
Xiang, an occultist.
4.4. BOUNTY HUNTERS 89
The number of light and dark achievements become relevant in the End
Game when you fight for the corresponding side (s. End Game on page 13).
90 CHAPTER 4. FORMING A POSSE
4.5. TRIBE 91
Tribe
Someone must fight for the land and the people. Someone has to defend
us against these invaders and their greed, their delusions of a new world of
machines and money. You’re here to put them in their place.
What’s your attitude towards all these newcomers? Are you part of a larger
tribe or are you alone? What do your elders think about your methods? Is Hell-
stone something you avoid, or is it sacred to you? What are you willing to sacrifice
in order to win your battle? What taboos are sacred to you and you’ll never break?
When you play a Tribe you earn xp when you execute a successful hunt, raid,
or a spiritual conquest.
'The dream is over, the Reaping has begun. Our ways are an-
cient, older than this world. The next world is won with courage
and hearts, with guts and sacrifice.
We're gathered for the final hunt: We'll hunt them down
and give them the end they deserve. Bring thunder, bring fury!'
TRIBE ACHIEVEMENTS
The following Achievements are available for the Tribe. When they are
achieved the Posse has to choose its game effect which stays fixed for the rest
of the game.
For breaking this rule consider using a Long Term Project, if needed.
The number of light and dark achievements become relevant in the End
Game when you fight for the corresponding side (s. End Game on page 13).
94 CHAPTER 4. FORMING A POSSE
'Bless this world with the sacrament of your spilled blood'
N 'THE DUTCH'
WORLD BUILDING
Chapter 5
Part of Session Zero of your campaign is the World Building. Some elements
of this world are given as is but many elements are open for your imagination
or tweaking.
As with the creation of Player Characters and Posse, there is no given
order in which you should to this. Some groups prefer to create PCs and
Posse first, then the world. Others do it the other ways around. Some do it
all at once by switching from World to PCs to Posse and back again after a
few steps. Just follow the excitement and all will be fine.
P
Let the following steps guide you through the World Building:
Choose six or more Locations from the box below or create new
1 ones and place them somewhere on the map. Start with the youngest
player (not character) and take turns with everyone at the table (in-
cluding the GM). At the end of each turn decide if you have enough locations
or if you want to start another round.
New locations may be added later at any time. Keep it fun and exciting
and don’t add too many details, yet.
95
96 CHAPTER 5. WORLD BUILDING
Locations
X
Questions Use some of the following Guiding Questions as guide-
2 line and inspiration to develop the world some more (GM asks, Players
answer)
Are there other striking natural features around Mudwater (rivers, streams,
canyons, mountains, deserts, ice, swamps, ash, chaos / distortion, darkness,
waterfalls, etc.)? Do they have names?
Which native tribes live in this region? What are their names? Is the chief
known by name? How is the relationship to Mudwater and the paleface
population? Were there battles in the past? Has the relationship changed
with Hellstone?
Did Hellstone come into this world with a Big Bang / Cataclysm? Were
there side effects or accompanying symptoms?
How does the natural environment (landscapes / flora / fauna) react with
exposure to Hellstone? Examples: Petrified trees, red water, permanent dark
clouds in the sky above specific sites, new or changed animal species.
How many artifacts are in this world? Are they rare and precious or so
common so that the chance to see one in everyday life is pretty high?
97
Are demons overpowering and rare or are there swarms of lesser and com-
mon demons everywhere? Or something in-between?
Are there many undead in the world? Is there a connection between them
and Hellstone and/or demons? Did their number increase with Hellstone?
Is there an active slave trade? If yes, are there many slave fugitives in the
area? Is it common to meet one? Or is slavery abolished and the former
slaves are fighting for their right to freedom?
Building Mudwater
HELLSTONE
Chapter 6
X
S uperstitious folks believe that Hellstone came first and that the
monsters and demons came as a reaction; both from the same
mysterious source. Truth is that the demons and their minions came
here as a reaction of how the white man is raping the land. ’Civilization’
- as he calls it - is for the privileged few with little respect for anyone else
or future generations to come. This state of humanity is the expected
omen of what will come soon: The end of this world and the demons
that have come to pave the way.
X
H ellstone was always here, deep within the earth. But until re-
cently only small pieces and fragments found their way into the
life of human beings. Certain tribes possess sacred relics; their shamans
know of Hellstone’s power and treat it as a holy gift. They teach that
there is a proper way to handle it: With the appropriate rituals, the right
tools and reverence you may gain its benefits without the stain of doom.
In which case you obviously miss out on all those great effects that a
more... ambitious application of Hellstone might have to offer. But is it
really worth the price?
99
100 CHAPTER 6. HELLSTONE
Hellstone as Currency
'A woman cannot survive on hatred alone' N Polly Gains
The government tries to regulate and control the extraction, handling and
trading of Hellstone with strict enforcement. Lawful handling of Hellstone
requires immediate delivery to the local Assay Office (and get 1 Coin per
1 Hellstone) or have a special contract like the big mining companies have.
Private storage or trading of Hellstone is prohibited and therefore there’s a
lucrative black market in trafficking.
Hellstone is THE premium barter material / means
of payment for illegal trading. Sell 1 Hellstone for 2
Coin, Refined Hellstone for 3 Coin. So, we have two
currencies in this game: Coin and Hellstone. Which one
the PC uses and which is avoided is a central point of
this setting: Will you try to stay ’clean’ without working
towards Doom by exploiting Hellstone or will you go
all in and embrace the end times with its use? This is a question for all PCs
but for the Posse as well: drives and inner conflicts will revolve around that
topic.
On the Character and Posse sheets you’ll find currency slots with an
ambiguous presentation: a box separated by a horizontal line. One box holds
one currency unit. Mark the upper or lower half (= half of the box) for a
Coin, mark both (= the full box) for a unit of Hellstone.
X
... as Nuisance or Worse 'I'm an experienced specialist, he said. Trust me, he said.'
N Typical Boot Hill Mumbling
Hellstone Claims
EFFECT N A Hellstone Claim has the same function as Turf in Blades
in the Dark (less Rep needed to gain the next Tier) but also has an expanded
game mechanic and story line:
These claims provide the possibility to build Mines and exploit them for
precious Hellstone. During Payout the Posse will be able to collect Hellstone
from their mines as an additional income.
DOWNSIDE N Hellstone Claims are hard to get, harder to hold, and
an unreliable and frail source of income. They attract all kinds of trouble.
Mining counts as exploitation of Hellstone and therefore generates Doom.
The maximum number of Hellstone Claims to reduce Rep costs for Tier-
advancement is 3. In Mudwater you’re nothing without a solid reputation,
no matter how many claims you have.
HOW TO GET ONE N Hellstone Claims are never gained without
some kind of resistance from its former owner. This owner may be someone
specific (like another Faction already exploiting the mine) or something
abstract (like a weird magic place or a harsh environment where no one
dares to mine). Therefore all Hellstone Claims must be conquered explicitly
via a Run or in Free Play.
An alternative way is buying a license from one of the mining companies
(and yes, those licenses are hard to get, too). Those companies expect 1 Coin
payment per Payout as compensation for their troubles. If this license fee is
not paid in full, tick a 4-clock for withdrawal of the license or other major
trouble.
A mine uses the Posse’s Tier as its Quality. Mining personnel, machinery
and infrastructure for mining are part of the Posse’s resources. If the Tier
changes, so does the Quality of all mines.
How does this proper handling look like? Is it a special technique? Do special
rituals have to be performed? Is it necessary to observe special taboos? Is there only
one known method to do this? Who else know this method(s)? Are they willing to
kill to keep it a secret?
X
Refined Hellstone is Hellstone that is refined after
it has been mined. The additional processing step en-
hances the product and therefore it achieves a higher
selling price: Refined Hellstone may be sold legally
for 2 Coin / 3 Coins illegally.
Hellstone’s refining is a highly sought-after tech-
nology that is currently the subject of a great deal
of research and ’controversy’. Competitors will not
shy away from extreme measures to gain access to an
existing refinery.
Refined Hellstone is NOT fine Hellstone and will
increase Doom when sold.
How does refining look like? Is it a special method? Does it need special and
rare material? Is it necessary to observe special procedures? Who is willing to kill
to be able to perform this method?
6.5. SPECIAL TYPES OF HELLSTONE 105
106 CHAPTER 6. HELLSTONE
'For I have returned to show you the way'
N HEAD INQUISITOR MICHAEL
Chapter 7
And then came demons, monsters and Hellstone and with them new
magic and technology. Preachers told us that they have come from
Hell to test our faith and that this ’magic’ is evil. Some saw them as a
sign that doom awaits and the age of humanity is over. The medicine
men know that the magic was never gone, just difficult to reach; but
no longer. A few people can work miracles with their willpower,
their hate, their sacrifices, dark rituals or with the help of nature’s spirits.
We call it the Burning Beyond: It’s raw energy, untamable spirit and only
the desperate or the bold are willing to walk on this path.
107
108 CHAPTER 7. THE BURNING BEYOND
The Revenant
'Give your soul for revenge, no rest for the wicked.' N HUNTER
If a PC dies, the Devil (or some other supernatural being the PC believes
in) may appear and offer a deal: Your precious soul for revenge on whoever
did you wrong. Oh, sweet revenge … best served cold, right? If the players
choose this option it will bring back the PC as Revenant (switch playbook
accordingly).
The Revenant Special Abilities are now available to you (see below),
the Ability ’One Step Beyond’ is already marked.
Talk with the GM which contacts you may keep (if she/he is not too
terrified of you, some may switch to enemies).
Keep your items and a memento of your former life or a lost love. Tell
us, what this memento is or keep it a secret and we play to find out.
You don’t have Ablass, you’re not going into the next world.
110 CHAPTER 7. THE BURNING BEYOND
ANGEL OF VENGEANCE
You may expend your special armor to terrify or impress an enemy, or to
push yourself when you Attune to the Burning Beyond.
HELLFIRE TORCH
Your body burns with a non-consuming flame and it looks like you & your
stuff is on fire. Take +1d or improved position in situations where being on
fire is helpful.
UNHOLY MOUNT
Your horse or animal companion is equally frightening as you are. It has
potency when tracking or fighting the supernatural. For 1 Passion it has a
temporary mind-link with you.
LIKE JOHAN
For 1 Passion you’re able to dissipate your body and all your stuff to become
a cloud of vapor. This cloud may resemble your living body and clothes if
you wish. You move about by floating and may fly swiftly without tiring. You
may slowly flow through small openings. For +1 additional Passion you chill
the area around you and are terrifying for the living to behold.
SUPERIORITY
Lose 1 Passion to sense beyond human limits. ’Hear’ a subject’s true thoughts
or feelings, see in pitch darkness, sense the presence of invisible things, intuit
the location of a hidden object.
7.3. MUTATIONS 111
Mutations
Hellstone, demons, artifacts and other features of the environment may
cause Mutation of a PC. The GM or Player should make a Fortune Roll
when something significant happens. For instance:
Use the severity of the exposure as Quality for this roll (1-4 dice). Results
cannot be resisted, unless the player has an awesome story about how this
can be done.
Result
1-3 Nothing happened. Lucky you.
4/5 +1 tick on Mutation Clock
6 +2 ticks on Mutation Clock
CRIT +4 ticks on Mutation Clock
EQUIPMENT &
Chapter 8
ARTIFACTS
Forging Equipment & Artifacts
During downtime, a PC can Craft special materials
and tools to build (or modify) items, create Steam- or
Hellfire-craft gadgets, or enchant arcane implements
and weapons. Just as in Blades in the Dark the system for
each method is similar, with different details depending
on the nature of the project. Use the steps of Inventing
and Crafting as described in the original rules.
A slightly different approach is used for arcane /
demonic / supernatural Artifacts which are found by
the PCs or which they already own at the start of the
game. These artifacts are not crafted (by the PCs) but
created by the Players or GM and always have a dark side / downside to their
benefits. Use the following questions to introduce an artifact into the game:
1. GM asks: ’What is its origin and what does it do?’ Players1 answers.
The origin might be arcane, demonic, ghostly/spiritual or unknown.
2. Player asks: ’What’s the quality level of this item?’ GM answers, with
the magnitude of the effects the item produces as a guideline.
1 Alternatively, if the story demands a specific item or the player wants to find out as part of
the game, the PCs may find an artifact with all the questions already answered by the GM (see
also sample artifacts).
113
114 CHAPTER 8. EQUIPMENT & ARTIFACTS
Drawbacks
Complex Usage. You’ll have to use it in multiple steps for full effect; the
GM will tell you how many steps and how much time each step will need.
Usually one action roll is needed per step.
Tainted. The usage doesn’t go without a price. Take +1 Doom if it’s used
any number of times during a run.
Consumable. This artifact has a limited number of uses. Maybe it’s possi-
ble to ’reload’ it using blood, rituals or Hellstone or some other weird
procedure.
Unreliable. When you use the item, make a fortune roll (using its quality)
to see how well it performs. Artifacts may become unreliable due to
complications during play.
X
To use the artifact it must first be bound to the PC (his/her soul, maybe?).
To bound it, pay the quality level of the artifact in Grit (may be resisted using
Guts). Artifacts already owned at the beginning of the game are bounded to
the PC for free.
If an owner dies the artifact may be bounded anew to another character.
An unbounded artifact may be bounded unintentionally when touched for
the first time by another character.
Note that there is no known method to transfer an artifact from one
(living) being to another. Some native tribes may know ancient secret rituals
to do that, or an occultist has just now invented an appropriate method. But
if they do, they aren’t bragging about it.
8.2. SAMPLE ARTIFACTS 115
Sample Artifacts
Sherman’s Ocular: The origin is somewhat mysterious but legend states
that General Sherman got this ocular from his grandfather who was a
spirit speaker (or so the people say). Worn in a low light environment it
lets the wearer see as if everything is well illuminated. Quality level 3. The
owner is ’borrowed’ for one night every month by spirit beings. Which
beings and for what purpose is not known but injuries are not uncommon.
Volatile (blinded by normal light while wearing it and distorted vision
for some minutes after wearing).
Bloodstained Shirt: A simple shirt with a big splatter of blood. Rumor has
it that this is blood from a demon (demonic origin). Provides Armor with
only 1 box of load. After the fight in which the armor is used, the PC
may suffer from a bloody flesh wound to refresh the faded blood (level 2
damage, Consumable, Tainted, Quality level 2).
The Carved Skull: Found in the lower levels of some Hellstone mine this
skull is obviously from demonic origin. There is no method known by
humans to carve those geometric ornaments into a skull without breaking
it into pieces. Allows desperate attuning to read demonic intentions and
grants +1d vs. delving too deep. Quality level 3. Unreliable. Volatile (brain
damage as result from desperate action may occur).
Oswald’s Winning Hands of Cards: Oswald H. Lee was a famous card
sharp from Sin City, lynched some years ago by a mob after an unusual
long winning streak at poker. Origin unknown, improves desperate po-
sition to risky for poker actions or deception / slinging actions while
playing poker. Quality level 2. Complex Usage (3 rounds of poker needed),
Volatile (User cannot stop and craves another game).
Shaman’s Pipe: Origin spiritual, used in a dancing ritual. Grants visions
about places where Hellstone can be found. Heirloom of the tribe. Quality
2. Consumable (Hellstone), Volatile (Level 3 Damage ’Exhausted’).
Hellstone Colt: Demonic origin. All pain and death caused by this fine
weapon is transferred to the demon who crafted it. Some kind of energy
beam discharges from the colt when using specially refined Hellstone
ammunition. +1 effect level, gaining 1 Grit on CRIT. Consumable (Hell-
stone), Rare (special refined version of Hellstone), Tainted, Volatile (may
cause Mutation if not handled properly; fill clock for demonic intentions
for every Grit regained).
116 CHAPTER 8. EQUIPMENT & ARTIFACTS
The Silver Bullet: Origin arcane, Quality 1, able to shoot through durable
cover. Grants Potency vs. supernatural. Complex Usage (requires two
Hunt actions to aim/meditate and fire). Consumable.
The Crimson Hand: A petrified hand, with deep red marks forming a com-
plex pattern. Origin demonic, Quality 4, may shoot Hellfire or burns
with the fire of perdition. Always points north. Complex Usage, Tainted,
Consumable (requires complex ritual to reload).
The Blood Runes of Yrg: Origin arcane, Quality 3. A glimpse into the fu-
ture is granted while casting these carved bones after feeding them human
blood. Grants +1d on the next Engagement roll. Volatile: Tick 4 segments
clock ’Visions’ for each use of the runes. If this clock is filled the user gets
the Visions Stigma. Tainted.
PAYOUT: The Posse earns 2 Rep per Run by default. If the target of
1 the Run is higher Tier, take +1 Rep per Tier higher. If the target of the
run is lower Tier, you get -1 Rep per Tier lower (minimum zero). For
an Underworld Run use it’s Tier as target Tier.
The Posse also earns a Coin or Hellstone reward based on the nature of the
operation:
2 make the roll and tick the clock accordingly (see p. 111).
Unprotected contact with Hellstone, including eating or licking
Unprotected contact with demons or demonic material
Being some time in a building where Hellstone is stored without
or with a damaged special storage facility
Improper handling of a Hellstone-crafted weapon or other piece
of equipment
Complication with regard to Hellstone, artifacts or demons
3 or more currency slots filled with Hellstone
117
118 CHAPTER 9. PAYOUT & DOWNTIME
3 style:
-2 Doom Inspired hope or compassion in a big group of
people.
-1 Doom Inspired hope or compassion in a group of people.
0 Doom Brought no hope, but did no damage either.
2 Doom Inspired fear or dread or made the world a darker
place for a single person.
4 Doom Inspired fear or dread or made the world a darker
place for a group of people. Broke a person.
6 Doom Inspired terror or made the world a cataclysmic place
for a group or person. Broke a group of people.
Modifiers
+1 Brought ’civilization’ or ’order’ at the expense of
other people; Hatred of ’them’ was involved
+1 Killing of people was involved; increase to +2 if
innocent people were killed
+2 Exploited Hellstone to achieve an aim
+1 if having a Feud with a Faction (Status -3)
+1 per active Rider
4 one of the Location Qualities (Wealth, Law & Order, Outlaw & Chaos,
Supernatural) to see if a Quality has changed during or because of
the run. It don’t have to be the current / obvious location, it may be a less
obvious one.
Create or tick a clock for the next change. If this clock is filled, change one
of the Location’s Qualities +/-1. Making those clocks public with a dark pre-
diction as title may be a good idea (’Something awful is rising in Black Creek’).
DOWNTIME:
Acquire Asset: Roll the Posse’s Tier. Achieved Quality of the Asset is
1-3: (Tier-1); 4/5: (Tier); 6: Tier+1; CRIT: Tier+2.
May spend Coin/Hellstone to bump result up.
Indulge Vice: Visit a purveyor of your vice and roll dice equal to your
lowest attribute. Gain Grit equal to your highest die result. If you end
up with more than your maximum Grit, you overindulge (see below). If
you do not or cannot indulge your vice during downtime, you lose Grit
equal to your number of Stigmata.
Overindulgence If your vice roll gains more Grit than you’re able to mark,
you overindulge. A vice is not a reliable, controllable habit. It’s a risk - and one
that can drive your character to act against their own best interests. When
you overindulge, you make a bad call because of your vice - in acquiring it
or while under its influence. To bring the effect of this bad decision into the
game, select an Overindulgence from the list:
Lost Your character vanishes for a few weeks. Play a different character
until this one returns from their bender. When your character returns,
they’ve also healed any harm they had (except Mutation).
Tapped Your current purveyor cuts you off. Find a new source for your
vice.
120 CHAPTER 9. PAYOUT & DOWNTIME
RIDER EVENTS
No Rider Normal infighting between Factions in Mudwater.
The White Horse Omens, visions and missing single persons or small groups.
Crowned rider with a bow to hunt Beasts screeching in the wilderness. Small white flames in the
and conquer. First appears in the night.
middle of a wild forest.
The Red Horse Madness spreading, unprovoked attacks, hate acts / lynching.
Burning rider with a great weapon to Spontaneous combustions.
take peace from earth. Rides through
the river into Town.
1-3: Madness - or - Missing 4/5: Thing from Beyond - or - 6: Riot / Lynch Mob - or -
Hate Act Sleepers
The Black Horse No Sun anymore, blackness all day. Mudwater isolated from the
The Hanging Judge brings the void of rest of the world.
light. Carriage of hanged on the
street leading to Mudwater.
1-3: Living Dead - or - 4/5: Riot / Lynch Mob - or - 6: Trapped in the Burning
Thing from the Depth Living Shadows Beyond - or - Rider(s)
The Pale Horse Nothing growing anymore, people dying without obvious cause
Death is granted fourth part of the and coming back as undead; beast attacks.
living to kill with his stare, with
hunger and with the beast of the
earth. The Hunt is on.
Attack: A monster, a demon, a spirit (or groups) are attacking your mine or a facility of
Mudwater. Do something about it or lose the attack’s target.
Beasts: The beasts of nature band together in unnatural big packs and with monsters from
the mines. They are coming closer to the city and the settlements. Attacks are common and
people are missing. One alpha Beast is stalking the Posse.
Cursed: Someone cursed your Posse. People shy you and you suffer from -1 effect level on all
actions as long as the curse last. Pay a shaman, priest or other expert (Tier*2) Coin to lift the
curse or do something about it yourself.
Demonic Notice: A demon approaches the Posse with a dark offer. Accept (+2 Doom) or deal
with it.
121
Hate Act: One ethnic group is attacking another group as an act of revenge for some occur-
rence. Do something about it or suffer +2 Doom and -1 Law & Order.
Living Dead: A single or a group of undead attacking a PC, the Posse or a facility. Lose an
Achievement or (Tier+1) Rep or fight back.
Living Shadows: The sun doesn’t shine anymore and the shadows seem to move by themselves.
Do a Delving too Deep and do it often.
Madness: A contact, a cohort or a friendly Faction are driven mad by the feeling of Doom or
some other supernatural circumstance. Reduce the Doom to zero or you may no longer use
his/her service.
Missing: A contact, friend, patron or purveyor is missing. It’s unclear what happened. Do
something about it or you may no longer use his/her service.
Nature Rising: Hard rain and snow, rivers overflow, storm rising, lightning strikes. Visibil-
ity drops to a very short distance. Ground is shaking regularly. Positioning is +1 severe
(controlled -> risky, risky -> desperate) if outside.
Revenge: An enemy Faction makes a move against you (or a friend, contact, or vice purveyor).
Pay them (1 Rep and 1 Coin) per Tier of the enemy as an apology, allow them to mess with
you or yours (-2 rep), or fight back and show them who’s boss.
Rider(s): One or rather more Riders approaching one PC or the Posse. Resist with Guts or
accept the offer / the order (+3 Doom).
Riot / Lynch Mob: A riot hits Mudwater or a lynch mob tries to hang someone for a (real or
imaginary) crime. Bystanders are hurt. Do something about it or suffer +3 Doom and -1 Law
& Order.
Rivals: A neutral or new arrived Faction throws their weight around. They threaten you, your
business, a friend or contact, or one of your vice purveyors. Forfeit (1 Rep or 1 Coin) per Tier
of the rival, or stand up to them and lose 1 status with them.
Ruckus: One of your gangs (or other cohorts) causes a ruckus due to their flaw(s). Lose (Tier+1)
Rep, or make an example of one of the cohort members, or face reprisals from the wronged
party. If you lack a gang or other cohort with a flaw, there’s no event.
Show of Force: A Faction with whom you have a negative status makes a play against your
holdings. Give them 1 Achievement or start a feud (drop to -3 status). If you have no Achieve-
ments, lose 1 hold instead.
Sleepers: A cohort, friend, contact or vice purveyor falls into trance, trapped in the Burning
Beyond. Do something about it or you may no longer use his/her service.
Stalked: A fan, reporter or writer is on your heels, asking thousands of annoying questions
and wanting to be close to you at all times. Deal with him/her or lose 1 Rep because (s)he
turns sulking against you and damages your reputation.
Sudden Death: A contact, friend, patron or purveyor died dramatically on a supernatural
effect. No saving throw.
Thing from Beyond: A spirit, a revenant or other creature is drawn to you. It is trying to
harm or hinder you or demands a service. Acquire the services of an expert to destroy or
banish it, or deal with it yourself.
Thing from the Depths: A portal opens in one of your mines. Lose the mine or fight back. If
you don’t own a mine the portal opens in your Hideout.
Trapped in Burning Beyond: The Posse awakes in the Burning Beyond. Find a way back to
the real world or your physical bodies will die (start ’too late’ clock(s), use Escape objective).
Turncoat: One of your contacts, patrons, clients, or a group of your customers switches
allegiances due to your methods and deeds. They’re loyal to another Faction now and you
lose 1 rep.
Ultimate Instrument for the final battle is found (a weapon, a person, an artifact, a place, a
ritual etc.). Get it before the enemy or they will use it in the End Game (+/-1d for End Game
Fortune Roll) [use only once in your game]
Visions: A PC has strong visions about an impending doom, loses appetite and stops to sleep
(+2 Doom, Level 1 harm ’Insomnia’) Find out what’s happening and do something about it to
reduce the Doom and heal the damage.
122 CHAPTER 9. PAYOUT & DOWNTIME
'Never hunt black monsters in the dark'
N 'BULLETTOOTH' JACKSON
UNDERWORLD RUNS
Chapter 10
This setting is very suitable for short underworld runs. Especially if the PCs
want to scavenge the mines for Hellstone by themselves, the crawling in
the dark may be a welcome diversion from the power struggles among the
Factions of Mudwater or fighting versus the impending doom. Maybe they
have to do it themselves because they don’t trust this precious Hellstone
business to anyone else?
You can do that freestyle with the standard rules set of Blades in the Dark
or you use the following mechanics for Tier, Objectives, Stages, Monsters
and Loot. Every underworld run is unpredictable and risky. Therefore you
are encouraged to use these rules and tables to add a major element of chance.
Furthermore you should use the Controlled Position only as a rare exception
with a strong story or flashback as backing. Positions should be Risky or
even Desperate.
Tier Challenge
1 Walking the dog *yawn*
2 Risky, but straightforward Daily business
3 Hard A challenge
4 Very Hard A REAL challenge
5 Daunting You want what?
6 Unbelievable *speechless*
123
124 CHAPTER 10. UNDERWORLD RUNS
The Tier is not fixed but may change over time (during a run or between
runs) to represent changes from the fiction or complications.
Example
This Hellstone mine was pretty normal (Tier 1) ‘til last week: Then
they found some nasty creatures in the new tunnel on the north
side (changing the mine’s Tier to 2). During the run the Posse found
out (major complication) that it’s not only some creatures but a big
demon as well (change the mine’s Tier to 3 or even 4).
Objectives
Make sure to establish the Objectives of the Underworld Run to keep it to
the point: Why does the Posse make this particular underworld run?
This will come directly from the fiction: A PC is searching for a missing
contact, the Posse is hunting for a bounty or a specific artifact, a Hellstone
claim is overrun by monsters etc. Choose one or more Objectives from
the table on the next page and write them down on the Underworld Run
Mapping sheet. If you choose more than one objective, you may classify them
as primary or secondary to focus the story and to make the GM’s and player’s
expectations more clear. You may change or add additional objectives any
time during a run due to complications or from the fiction.
Maybe a PC has a personal Objective as well.
Example
The Posse found out that there is a gate spawning Hell Spawn in one
of the Hellstone mines near Mudwater. They decide to close it to
prevent monsters attacking people and homesteads. With Preacher
Simmons they found a comrade-in-arms: He knows a sacred ritual
to close the gate for which he must read a prayer and preach in front
of the gate. He is willing to go with them if the PCs swear to protect
him.
The GM adds the following Objectives to the Underworld Run Map-
ping sheet:
’Find the Gate’: 8-clock, not really sure where this gate is.
’Escort Preacher Simmons to the Gate’: 8-clock, not a fighter, the
good preacher. May not be easy to keep him in line.
’Defend Preacher Simmons during the Ritual’: 6-clock, now he’s in
his element, shouldn’t take that long.
The GM sets the Tier of the Underworld run to 2 because it’s pretty
risky but the gate is fresh and therefore the mine is not flooded with
monsters (yet). The GM decides against adding additional Objectives
like ’Escape’ or ’Sweep Mine from Hell Spawn’ because he doesn’t
know yet what the players want and plans to cut the story after the
gate is closed. Better to keep it focused for now. If needed, those
Objectives may be added later.
126 CHAPTER 10. UNDERWORLD RUNS
Stages
Don’t crawl room by room but use the possibilities of the Blades in the Dark
system to make a few Action rolls for an aggregation of simple activities. This
128 CHAPTER 10. UNDERWORLD RUNS
brings the potential of more group actions, assists and setup actions and with
that we see on screen a competent group of badasses doing cinematic stuff.
So, instead of single PCs and room by room and inch by inch, use Stages.
Progression between those Stages and even the creation of new Stages is
driven by the player’s actions, resulting complications and the ticking of
Objective’s clock(s).
Use the Underworld Run Mapping sheet to track the Stages: Start with
The Opening and add additional Stages for Exploration/Into the Un-
known/Progress until The Climax/Turning Point is reached.
Filled Objective clocks or Action or fictional positioning starts the next
Stage. You don’t have to use every Stage slot on the sheet: When you’re
ready for the Climax, go for it. Don’t play epic mega-dungeons, play short
underworld runs. One run should not be longer than one session.
The Opening: Start with the Engagement roll to put the PCs in medias
res and establish the initial position: With a good Engagement the Posse
may already overcome the first obstacles or have a good understanding of
the next challenge. With a bad roll, they may already have their first fight,
attack or ambush.
Exploration/Into the Unknown/Progress: These stages are objective spe-
cific. Use the PC’s Actions and complications to add monsters or new
Stages to the run until the Climax / Turning Point is reached.
Depending on the Objective you may add a (Boss-) monster, present the
searched object, present the scouted topic, etc.
The Climax/Turning Point: End the run. Start an aftermath if needed or
wanted by the group or start the next Objective clock.
Example
Example
The Posse is busy filling this clock when a Standard complication comes
up. The GM decides to add a new challenge as the next Stage: The only
connection to the lower levels, a freight elevator, is broken and the Posse
has to find a way to go deeper before they can search for the gate. The GM
adds a ’Harder than expected’ Stage to the Underworld Run Mapping sheet.
This Stage is somewhere between The Opening and The Climax but you
don’t have to know where exactly.
Assume an Engagement roll result of 6: (Controlled Position) They arrive at
the mine and are able to scout the area. The GM describes this and how they
enter the first room, how they find and operate the freight elevator to the
lower levels of the mine. They manage to spot a loud group of monsters just
around the corner of a passage. They may ambush or sneak around them
(Opening Stage + first Progress Stage with one roll). The GM adds both
Stages to the Underworld Run Mapping sheet for later reference if needed.
Let’s proceed with the Engagement of 6: Using a group action of Survey
(hiding and tracking the movements of Hell Spawn) and Attune (counseling
the spirits of the mountains for information), the Posse manages to fill the
’Find the Gate’ clock. The GM and the Players describe the scenes as the
PCs crawls through the darkness to scout the tunnels.
During these Actions there were two standard complications from risky sit-
uations. The GM chose to use ’it takes extra time’ to add additional monsters
spawning from the gate to the next Stage, which is the tunnel the PCs have
to cross to reach the gate. Note that this stage was not there until the GM
chose to use this complication that way. The second complication is used
for an ambush on Preacher Simmons. The GM describes how the Preacher
was left at the lowered elevator to keep him out of danger while the Posse
scouts the mine. A group of Hell Spawn emerges from an ignored passage
and attacks the preacher with a hellish howl. The Posse must find a way to
defend him and keep him alive. The GM uses the PC’s Action rolls to fill
the ’Escort’ clock and uses a serious complication to introduce a Daunting
Monster to the Climax Stage: A demon will emerge from the Gate during
the ritual and will try to kill the Preacher to prevent the ritual. Note that if a
player had described how she protected the preacher in the mine she could
have rolled against the ’Escort’ clock and may have noticed the ambush this
way.
The GM decides to merge the current and the next Stage into one big fight:
He adds the group of monsters from the tunnel to the current ambush (new
’Overcome Monster’ Objective). With filling those monster-clocks and the
’Escort’ clock the Posse manages to reach the Climax Stage: The Gate room.
Note that not all slots for Stages on the Underworld Run sheet were filled.
You don’t have to, just go to the Climax if the time is right.
Preacher Simmons starts the ritual and reads from his book. Maybe the GM
fills the ’Defend’ clock time-based or uses the Preacher’s Quality to make
Fortune rolls. During that time the Posse has a fight vs. the Demon from the
Gate.
130 CHAPTER 10. UNDERWORLD RUNS
Monsters
Monsters are recognizable as such and are evil creatures of Hell or the
Burning Beyond. Some might be capable of limited social interaction, but
this is no ’monsters are people, too’ game. The PCs encounter monsters as
part of the story or as result from a PC’s Action. If you need a Quality for a
monster, use the Run’s Tier.
Complication Group Size
Minor Add single monster
Standard Add a group of monsters
Serious Add a big group of monsters or
add a single Daunting Monster
Add a new Objective ’Overcome <Monster(s)>’ to the list of Objectives.
Note that the Posse doesn’t have to fight / kill the monsters to overcome
them. Any appropriate action can be used to fill the clock.
Roll the Run’s Tier on the following table.
Result Monster’s Objective Clock
1-3 4-clock
4/5 6-clock
6 8-clock
CRIT 8-clock and add another roll
Daunting +1 Effect Level
Single monster -1 Effect Level
Group —
Big Group +1 Effect Level
Example
(Continued): The group of Shadow Bats from the example above was
ruled by the GM as a Standard Complication (= group of monsters).
Rolling with 2 die (=Tier) he gets a 5. So, ’Overcome Shadow Bats’
gets a 6-clock (6-clock +0 effect for being a group).
The ambush on Preacher Simmons was merged into one big fight.
We have a big group of monsters and a 6 as a result (using again the
Tier = 2 as the number of dice). 8-clock plus 1 result level for the big
group = 12-clock or separate 8-clock/4-clock for the ambush/the
tunnel groups.
10.5. BOSS FIGHTS 131
Boss Fights
If the objective of the Under-
world Run is to overcome a spe-
cific monster, make this mon-
ster a Boss. This Boss is a
Daunting Monster with a Level
of (Tier+2) with (Tier) Special
Abilities. Give it an appropriate
clock or roll on the Table with
(Tier+2)d. Maybe the Boss is sup-
ported by a group of other mon-
sters.
Example
(Continued): The final demon coming from the gate during the ritual
is a Boss. Rolling on the table with 4 dice (Tier 2 + 2 for being the
Boss), we have a result of 6. The ’Overcome Demon of the Gate’ gets a
12-clock (8-clock from the table +1 effect level for Daunting). Could
be worse, at least it doesn’t have company (yet). Let’s see if there are
additional complications during the ritual, ok?
132 CHAPTER 10. UNDERWORLD RUNS
Delving Too Deep ''What was that? Paul, did you hear that? ... Paul?''
N SOME LOST SOUL
Result
1-3 YIKES!
You lose 1 Grit
4/5 You braced yourself.
No effect
6 You powered through.
+1d on next Delving too Deep check.
CRIT You’re actually enjoying it somehow.
Gain 1 Grit.
Monsters may have a Special Abilities which trigger this roll for some
or all PCs (Terrorize for example).
Note that it’s not possible to attach the lantern (see equipment) to your
belt, avoid this effect and have both hands free at the same time.
Loot
When the monsters are defeated, roll (Tier)d6 or (Tier+2)d6 for Daunting
Monsters on the Loot table:
Result Loot
1-3 nothing / minor hint / mundane or damaged equipment
4/5 useful hint / equipment / 1 Hellstone / key / map
6 lost formula / design or ancient lore (weakness of a monster,
portal location, legendary weapon location)
CRIT arcane / demonic / supernatural artifact
'It’s the end of the world as we know it.'
N R.E.M.
SETTING
Chapter 11
N eedless to say that the native tribes were not amused. Not
only because they were cheated, but also because the Great Spirit
was giving them strong visions and dreams about a big evil coming to
their land.
133
134 CHAPTER 11. SETTING
M any here are on a quest for luck, money and fame. Others
just want to survive and are looking for a path out of this Hell.
Some few want to change it for the better. Which one are you?
Factions
'If I owned Mudwater and Hell, I would rent out Mudwater and live in Hell.'
N BARNABAS STANDISH
P EAST-WEST RAIL
Rise in Tier (8; +1 Doom) Establish stable Hellstone route (8; +1 Doom)
P EXPLORER’S SOCIETY
Build the doomsday clock (10; +/- Doom) (Repeat) Discover artifact (6; +/- Doom)
P THE INQUISITION
(Repeat) Protect the worthy (6; -1 Doom) Summon Arael (10; +2 Doom)
P MINER’S UNION
Rise in Tier (8; -1 Doom) (Repeat) Recruit members (6; +/- Doom)
P SOUTHERN REFUGEES
Establish respected leader (12; -1 Doom) Rise in Tier (8; -1 Doom)
P THE TWINS
(Repeat) Feeding obligation (6; +2 Doom) Destroy the crown (10; +4 Doom)
Type of Faction 1d
1 refugees / greenhorns
2 business / bank
3 rail road / transportation
4 outlaws / gang / bounty hunters
5 law / military / tribe
6 weird / cult / supernatural / religious
The Crimson Friars: A group of monks / pilgrims and their way to the
Promised Land. They’re bringing a dark secret and a stain of corruption.
What do they want?
’Slow Dan’ Irving: A gang of Hellstone smugglers with secret access to rail-
road tracks and a powerful client to cover them.
Mahab Dilmonus: Psychic from some foreign and far-out land. Claiming
to know the truth about everything. Skillful with poison and drugs, too.
New Group of Southern Refugees Some of them are on the run from un-
known enemies. Others try to make their luck here or just want to survive.
Is there a powerful witch among them?
Deep Trust Mining Company: Backed by big money and a group of mer-
cenaries, ready to compete with I&MG. There are rumors about a refinery
that is supposed to be built soon.
The Blessed Claw Warriors: A tribe coming from the mountains, striking
viciously using their superb canoes. Guided by a group of elders or a totem.
The Steel Eagle Tribe: A tribe equipped with the latest Hellstone technol-
ogy. Who built that stuff? Where are their mines?
GM MATERIAL
Chapter 12
GM Principles
Please check the excellent GM Goals, GM Actions and additional advice in
Blades in the Dark first. Then consider these GM Principles for a Fistful of
Darkness:
X
Surround the Posse with weird imagery
Also add the weird stuff, let them see it, hear it, feel it, smell it: Monsters,
demons, ghosts, undead, zombies, vampires, giant or mutated animals, nature
spirits. Steampunk/Hellstone technology, like ghost catching traps, anti-
monster fences, electric lanterns, energy guns, non-horse powered wagons,
jet packs?
Occult additions from various traditions, like runes, mystical tattoos,
artifacts, witches, shamans, magic, holy or mystic locations, voodoo, rituals,
scents, songs, martial art, the Burning Beyond.
Strange weather and nature phenomena like blood rain, Toad Stranglers,
black snow, ice sand storms, floating rocks.
Important: It’s weird for the players, not for the player characters. For
them it may be their everyday life.
145
146 CHAPTER 12. GM MATERIAL
X
Let them feel that The End is coming
The number of riders makes it visible to the players that The End is coming.
Make it perceptible also for the PCs.
Show the change in the NPCs: The downheartedness of the people in-
creases, their moods and their eccentricity become more extreme, more
inhuman.
Social rules and boundaries dissolve as the End is nigh. Groups disinte-
grate or tighten up much more and increasingly distance themselves from
outsiders. Facades are no longer maintained.
Show the change in the environment: natural phenomena are not only
more frequent but also more extreme. New, more powerful monsters and
demons appear. Often no one can remember that this was the case before.
The world is getting darker.
X
Make Mudwater an unpredictable, striving and deadly place
Good and bad are only a matter of point of view, people are about to turn
into something else.
Demons, spirits and monsters threaten people. People threaten people.
Some people are driven mad by this. Nature is the old power that never
forgives.
Everyone is after something, is on their way to their goal. Everyone
tries to adapt, stay strong, become the strongest. But what is strong and
what is weak when many of the old rules no longer apply and new rules are
introduced daily?
P
12.2. STARTING SITUATIONS 147
Starting Situations
User the following suggestions to get the campaign started or as one-shot.
Which other bounty hunter tried to fetch Stan and has vanished
since then?
For Outlaws —
You heard the rumor that the Ironware & Metal Goods Company had
serious problems lately with one of her smaller mines, the ’Lost Lemon
Mine’. The bigger part of the mining crew was killed yesterday in an
incident and only two of them managed to escape back to Mudwater.
What happened in the mine is unknown. You heard that they are waiting
for new equipment coming in by train to restart mining
The new assay official is taking extreme bribes for looking the
other way. It’s just cheaper to kill them.
You get several offers from different mining companies.
A mine owner has hired a small private army to guard their estate
for some reason. Must be something worth defending in there...
Spring someone from jail. They know something which will lead
to a big treasure.
150 CHAPTER 12. GM MATERIAL
For Tribes —
Your elders confirm what the spirits are whispering from the Burning
Beyond: A new portal has opened in one of the mines of the Ironware &
Metal Goods Company. A demon stepping from this gate has possessed
a paleface in order to walk unnoticed among the people.
Has the man/demon already escaped from the mine and what did
it bring along from Hell to earth?
Do you want to close the gate before another demon passes
through?
What happened to the mining crew? Are they dead or changed or
did the demon slipped through and nobody of them noticed?
What is the goal of the demon and what will happen when it is
reached? How are your people threatened?
Your medicine man gave you means or resources to help against
the demon. What is it and do you know how it is applied?
Who is the vessel of the demon? Do you know if s/he is a willing
or resisting tool?
Scenes
Scenes can be used as inspiration or starting point for a story arc if the
next step is not automatically determined by players’ plans or complications.
Scenes can also be useful in filling the game world with complications and
thus with life, i.e. bringing in events that don’t necessarily have anything to
do with the players’ immediate plans.
Scenes are a way for the GM to do some preparation for a session without
investing too much time and effort in advance. A Scene is to be understood
as general preparation and brainstorming and should not be used as rail-
roading. If the players have other plans, they have priority. Which is not to
say that dark events in the background do not continue to evolve without
the intervention of players, but just because you wrote it down doesn’t mean
that it has to happen.
They say that a gang of brothers, Mark, Matt, Luke & John were
buried here. They were called ’The Four Evangelists’. Only a silly
name, right?
Dark clouds on the horizon, the night starts early today (Telegraph
Danger). People say that a hint to a secret stash is hidden somewhere
in their graves (Provide Opportunities). Looks like heavy tomb slabs
are covering their graves. These are too heavy to lift without proper
tools and you brought only shovels (Complication). You feel that
the spirits are restless at this place. What do they whisper in your
ears (Tick a clock)? There are definitely traces in the sand over here.
They look like drag marks (Telegraph Danger; Tick a clock). You
feel an ice cold hand reaching for your heart (Harm: Horrified;
Harm: Possessed). You watch in horror as your hand reaches for
your gun, drawing it on your allies (Complication). One of the tomb
slabs is slipping sideways all by itself. Or is this a hand pushing from
below? (Tick a clock; Complication). You fired your gun, but the
bullet is frozen in time right before you, only some meters away
(Complication).
12.3. SCENES 153
The ’Big Poker Tournament’ is famous for its high stakes with
no limit. Player legends were made and also destroyed here.
Outsiders are also welcome, as everyone who can afford the 12 Coin
registration fee. It’s also famous for being hosted at spectacular
locations and that may explain why they are in Mudwater this time.
The high rollers arrive by train, together with their companions,
bodyguards and entourage. Everyone is trying to make a quick
profit in the festivities of the tournament. The boomtown is going
into overdrive.
The player opposite looks somehow familiar and has been staring
at you the whole time. Does he have any clue why you’re really
here? (Tick a clock). The man sweats like a pig and he keeps
looking - inconspicuous as he thinks - at the guy over there
at the bar. What’s going on (Complication; Opportunity)? You
heard a rumor that the Miller gang was planning to rob the prize
money. Isn’t that Edward Miller over there in that lousy disguise
(Complication; Opportunity)? You sense something strange in
the air, as if an invisible presence is peering over your shoulder
(Tick a clock). Isn’t that Madam Lu, the famous psychic at one of
the gaming tables? Now that ain’t fair is it (Complication)? This
gambling-is-the-work-of-the-devil-sect has taken up position in
front of the saloon and distributes its pamphlets (Tick a clock).
Now that the prize money is doubled in the semi-finals, there
are also doubled guards in front of the office of the tournament
management (Complication; Opportunity). An explosion shakes
the building, you are thrown against the wall and end up in a pile
of broken glass. What just happened (Harm: Disoriented; Harm:
Blasted)? The building can collapse at any moment, the supporting
beam above you bends heavily (Complication).
154 CHAPTER 12. GM MATERIAL
Crows are gathering in the distance, they seem to mock you (Tick a
clock). The first settler you met has black bleeding eyes (Telegraph
Danger). Daylight is fading, it’s getting (too) dark, the smoke is get-
ting thicker (Complication). You attract a survivor’s attention and
she shows you a hiding place with a good overview of the settlement
(Provide Opportunities). You feel that something evil is approaching.
It will be here at midnight (Tick a clock). You feel the witch probing
your mind for intent, you hear laughter in the distance (Tick a clock).
You see your posse turning old and crumbling to dust (Harm: hallu-
cination). You found the site of a ritual. Blood is everywhere. Where
is the witch? (Telegraph Danger). An artifact somewhere on site may
provide Potency against the witch’s magic (Provide Opportunities).
You feel something piercing your mind like a knife of shocking hot
steel (Harm: Shredded Mind).
P THE STRANGER
'All I had wagered on a deal with devils.'
A stranger is in town. (S)he was suddenly there. (S)he is not just pass-
ing through and no one knows what (s)he’s up to.
Are there runes on the cloth strips wrapped around their forearms
(Telegraph Danger)? On the next day another stranger came to town.
They seem to know each other even if they are not talking (Provide
Opportunity; Complication). (S)he asked questions about your Hell-
stone claim and wants to know where exactly it’s located (Tick a
clock). You tried to have a look at her/him but woke up later with no
memory of what happened. How did you end up here? (Complica-
tion). Which of your items is missing after the blackout (Complica-
tion)? (S)he ordered something, delivery due in a few days (Provide
Opportunities; Tick a clock).
12.3. SCENES 155
To reach the ruin you have to cross a raging river. (Complication). A large
toppled statue builds an unstable bridge over the chasm. The tracks of
the collapse don’t look as old as you might think (Provide Opportunities;
Telegraph Danger). Something big is moving deep down there, sounds like
a restless sleep (Tick a clock). Strange runes and letters are engraved into
the door. This one looks like a horned monster’s head (Telegraph Danger).
An artifact is floating in the middle of the room (Provide Opportunities).
As you come closer, you hear a humming in your head and the Sleeper gets
awfully restless (Tick a clock). When you touch the object, you hear a voice
in your head that says ’finally’ in your mother’s voice. A vision shows you
long past deeds, rituals with many people, which were held in honor of the
mother here. What do you see? What sacrifices were made to her? (Telegraph
Danger). You are lost in a trance (Harm:Lost in the vision). The Sleeper rises
from the depth (Complication; New Threat).
The wisdom of the dead is only shared with another dead or for a boon
(Complication; Provide Opportunities). Beware of what you ask, you may
get an answer you’re not prepared for (Telegraph Danger). The dead sense
that you don’t plan to burn the map. They’re getting angry, the chains start
rattling loudly (Tick a clock). You hear the whispering madness of the hanged,
they show you flashbacks of their cruel deeds (Harm: Visions).
156 CHAPTER 12. GM MATERIAL
In a distance you hear the howling of a pack of Ghost Hounds. You’re sure
you can already smell the plasmic vapor dripping from their eyes (Tick
a clock). That guy you gunned down in cold blood at Tombstone… he’s
standing over there, watching and waiting... like for a signal (Telegraph
Danger). Your totem, sitting crossed-legged on a rock in the shadow of the
ancient big tree, flashing its tricky smile (Provide Opportunities). You cannot
comprehend this piece of knowledge (Harm: Shaken).
She was a judge but was judged herself and when she was hanged
they put stones into her boots, just to make sure. So it came that
when she fell she fell with such force that she was beheaded by the
hanging rope. Imagine the horror when she stood up only a moment
later, picked up her head and rode away. She’s still riding … at night,
dusk or dawn to judge everybody who did wrong. She only imposes
one sentence which is death. Don’t you dare to step out of line or
she’ll drag you to Hell.
You hear hoof clatter behind you, but when you turn around there is nothing
to see (Telegraph Danger). The shadows of darkness seem to surround you,
you barely see anything (Complication). You want to run away, but your
legs are barely moving. They are as heavy as lead, as heavy as your guilty
conscience (Tick a clock). You feel the loop around your neck, you see the
strong branch to which it is attached, it tightens slowly (Tick a clock). The
noose is closed (Harm: Hung), the crowd looks up to you, gawks and bawls
(Complication; Opportunity). She pulls you over the floor and screams.
Something is hanging down from her belt, a sharp blade that might cut the
rope (Opportunity).
12.3. SCENES 157
Ancestor Day is usually a quiet holiday in honor of the dead. The families
and clans meet, you eat a lot and drink even more. It was the same this time,
until uncle Irwing and his father joined the celebration. Irwing was a car-
riage robber who was shot four months ago during a raid. He was supposed
to be lying on Boot Hill but now he was here. He already smelled very strong
and some parts of his body were not really fresh anymore. And he was not
an exceptional case but rather the tip of the iceberg.
The dogs bark and bark, they can’t be calmed down. Until suddenly they all
fall silent (Telegraph Danger). Sounds like shots fired. From the cemetery,
no? (Tick a clock) Uncle Irwing brought his old and rusty but still working
blunderbuss to show how excited he is (Complication). Not all undead react
to the holy water as you are used to (Complication). The crowd doesn’t wan-
der aimlessly but seems to be somehow directed (Complication; New Threat;
Tick a clock). Some of the undead have their weapons with them, even if they
often lack the limbs to operate them properly (Provide Opportunity). At-
tack! (Harm:Bitten; Harm:Slashed; Harm:Terrorized; Harm:Overpowered;
Harm:Poisoned; Harm:Ripped apart).
P THUNDERBIRD
'I am no servant'
It’s out in the open. Who’s the hunter and who’s the hunted?
Dark clouds on the horizon with strokes of lightning. The horses are getting
nervous (Telegraph Danger). Horse is struck by lightning, instant rodeo
(Complication). You’re riding fast as Hell to stay near the Thunderbird, but
you’re running out of ground (Complication). Your Hellstone device was
struck by lightning and now has a LOT of energy (Provide Opportunities).
The screech of the bird feels like thunder in your ears (Harm: Deaf). Your
Hellstone device is picking up energy and starts to work by itself with some
unpredictable results (Complication). The bird is so close. It seems that you
can jump on its back (Provide Opportunity). Hailstones fall from the dark
clouds. They’re gaining in size really quick (Telegraph Danger). The bird
starts to lose interest (Tick a clock). A shaman of another tribe is hunting,
too (Provider Opportunity; Complication).
158 CHAPTER 12. GM MATERIAL
The fast ride through pitch black night. The sky moves in places that
should not move. The box between you, secured as good as possible
in the carriage. The flapping of wings, some big, many small. The
box has to reach its destination quickly and without damage. The
contents must be secured and the winged demons should not touch
it. From the box you hear the sound of the heart pounding. And every
beat calls your name.
TABLES
Travel & People
TRAVEL HAZARDS choose or roll 1d or 2d
1 - Nature/Unexpected Terrain 2 - Monsters & Animals 3 - Places
1 landslide, mudslide, steep creature(s), cougar, path blocked
rise/slope wolf(-pack)
2 severe weather, storm, hard rain, black- or grizzly bear homestead, farm needs aid
Toad Strangler
3 fire, prairie fire, heavy smoke, circling vultures, birds someone’s dwelling,
choking dust sickness
4 canyon, bridge destroyed/about cattle rustlers, (small) herd plague church, cloister
to collapse
5 snowslide, avalanche, earthquake, monster party ghost gown, sacred site
rockfall
6 flood, raging river, quicksand ambush, attack mine, snow in June
4 - People 5 - Supernatural 6 - Miscellaneous
(choose specific X from ’People Table’)
1 needs aid, attacked, conflict failing gravity, pulse, barrier shots/smoke in the
between X distance
2 missing, kidnapped, search party distortion, dark dreams, attacked train/coach
for X chaos
3 passengers, traveller(s) with voices, bleached bones, temperature drop/rise
trouble runes
4 transport, convoy of X with living hills, shadow out of cannibals, total silence
trouble time
5 survivor, last words, dying X demons, spirits, undead blood moon, blood rain
6 massacre, dead people, wrecked into the Burning Beyond, curse, endless twilight
train portal/gate
161
162 APPENDIX A. TABLES
P
WEIRD OBVIOUS PERSONAL DETAIL
missing, too many/much, wrong type, wrong size, too obvious, not obvious enough, spoiled
1-3 4/5 6
1 clothing smell, odor, stench age, albino
PEOPLE Not restricted to a specific gender, age, or background. Add additional group/entourage, convoy or transport as needed
Common Town Uncommon Town Common Outdoors Uncommon Outdoors
11 cowboy/-hand/-poke local celebrity cowboy/-hand/-poke local celebrity
12 farmer, homesteader mountain man farmer, homesteader mountain man
13 bar fly, town drunk bushwhacker bushwhacker bar fly, town drunk
14 miner, prospector, 49er scout, rustler scout, rustler miner, prospector, 49er
15 piano player, pioneer, trailblazer, pioneer, trailblazer, saloon girl, piano player,
entertainer outrider outrider dancer, entertainer
16 barkeep soldier of fortune, soldier of fortune, wasteland elder, hermit,
bounty hunter bounty hunter recluse
21 ostler/stablehand express rider ostler/stablehand express rider
22 errant boy telegraph operator pilgrim, seeker errant boy
23 drifter/rolling stone barber drifter/rolling stone exile, outcast,
left-for-dead
24 thug, brute, ruffian blacksmith thug, brute, ruffian possessed being
25 (trail-)cook banker, clerk (trail-)cook banker, clerk,
saloon-/den-Keeper
26 saloon girl, dancer native native curse chaser
31 gambler, cardsharp, lady/gentleman, gambler, cardsharp, lady/gentleman,
poker dealer count(ess) poker dealer count(ess)
32 messenger reporter, publisher reporter, publisher messenger
33 roustabout sheriff, deputy roustabout sheriff, deputy
34 railroad station-/ preacher, priest railroad station-/ preacher, priest, hermit,
salesagent salesagent recluse
34 stagecoach driver/ shaman, elder, holy stagecoach driver/ shaman, elder, holy
-escort woman -escort woman
36 wife, husband, shopkeep, madame, wife, husband, shopkeep, madame,
widow(er), relative businessman widow(er), relative businessman, blacksmith
41 land-/assay-agent doctor, dentist land-/assay-agent doctor, dentist
42 saloon-/den-keeper hired gun, gunslinger, hired gun, gunslinger, skinwalker, headhunter
vigilante vigilante
43 outlaw, highwayman, soldier, captain, officer, outlaw, highwayman, soldier, captain, officer,
bandit deserter bandit deserter
44 railroad worker undertaker, gravedigger railroad worker undertaker, gravedigger
45 maid, school teacher brave maid, school teacher brave
46 child/kid (group), private detective, child/kid, young adult private detective,
young adult Pinkerton Pinkerton
51 tradesman, persuader, engineer, technician tradesman, persuader, engineer, technician
promoter promoter
52 conman, snake oil greenhorn, dude, city conman, snake oil greenhorn, dude, city
salesman slicker salesman slicker
53 show girl, actress, buffalo-/monster buffalo-/monster show girl/-man, actress,
performer hunter, trapper hunter, trapper performer
54 assistant/sidekick/ undead, ghost, monster assistant/sidekick/ marshal, ranger
henchman hechman
55 animal/beast chief animal/beast chief
56 rancher, ranchowner, scientist, explorer, rancher, ranchowner, scientist, explorer,
cattle baron scholar/librarian cattle baron scholar/librarian
61 retired/old person railroad baron retired/old person railroad baron
62 gunfighter wannabe judge, mayor gunfighter wannabe judge, mayor
63 inquisitor, missionary marshal, ranger inquisitor, missionary cannibal/man-eater
64 hustler, impostor, weird, fortune teller, hustler, impostor, weird, fortune teller,
trickster witch(er) trickster witch(er)
65 madman, maniac, showman, theater madman, maniac, undead, ghost, monster
nutcase, fool owner nutcase, fool
66 cultist, doomsayer, demon, spirit, mutant cultist, doomsayer, demon, spirit, mutant
prophet prophet
164 APPENDIX A. TABLES
NPC DETAILS
Traits Interests Quirks Goals
11 patient, lazy dime novels, newspapers addicted, drunk, sick, fame/become a legend
poisoned
12 quiet, passive mining scarred enlightenment
13 coward, nervous faith, theology, religion, right thing for the wrong acquire item, claim
bible, holy scriptures reasons position
14 raw, savage rodeo/roping visions, talks to self acceptance, approval
15 impatient famous gunfighters, glory hound destroy item, claim,
legends Faction
16 boastful tribal customs and voices, haunted revenge, defeat, hate
practices
21 angry, desperate singing, music, cursed, doomsayer justice, recover
instruments item/position
22 determined machines, engineering, hunted, phobia winning trophies, mastery
science, technology
23 friendly artifacts shamed, wannabe absolution, self-sacrifice
24 fearful rituals, occultism, numb, lost in reverie serve Faction/
witchcraft, magic community
25 ruthless horses, riding, racing dime novel star wealth
26 charming medicine, mutations branded love, reunite the family
31 paranoid drinking, eating, luxury fake gun/weapons serve leader/person
32 idealist poetry, novels wanted, hanged serve the needy
33 enthusiastic collector former slave freedom, rebellion
34 clueless demons strong odors uncover/reveal secret
35 jealous, greedy spirits, totems soft on the inside reach location, position
36 plays dumb ghosts, undead, vampires dude (tourist) restore
claim/power/Faction
41 tough, strong Hellstone talks with ghosts power/superiority
42 shrewd beast-/monster hunting corrupted start a family
43 gracious athletics, sports, loyal, devoted to build specific item or
endurance family/cause machine
44 single-minded poker, games of chance gambler/cheating at poker protect, secure
45 fearless worthy foes loco, superstitious locate item/target
46 impulsive the Burning Beyond spiritmancer hunt epic monster/beast
51 vengeful gossip, rumors, social drinks blood, eats Hellstone find/discover
events item/claim/truth
52 calm hunting, shooting blackmailing, is blackmailed impress person/Faction
53 overconfident railroad mutant take over claim/Faction
54 arrogant fashion, clothing controlled by artifact/ corrupt someone,
ghost/spirit/demon transform
55 confident lovers, romance death wish, illness death, find successor
56 subtle crafting, tools big mouth, racist, bigoted fulfill/escape destiny
61 direct, driven pets has powerful ally going home
62 calculating weapons mystical tattoos/ proof innocence
markings/scars
63 cooperative carriages, transports honor-bound, deeply avoid, evade
traditional
64 enigmatic cattle, livestock, farming deep voice, speaks slow, survival
stutters, whispers
65 curious mystical sites or places missing body part(s) travel
66 hotheaded manipulating people broke, massive debts immortality
A.2. LOCATIONS & TOWN 165
1 2 3
N Common
4
N 5 6
1-3 graveyard/ barber shop, wheelwright, store, grocery, hardware store, saloon, hotel,
boot hill toothyank woodwright general store gun shop dancehall
4/5 bath house whorehouse bank workhouses boarding house livery stable
6 butcher church blacksmith assay office undertaker sheriff & jail
Uncommon
1-3 Chinese land claims
N
schoolhouse
N
post-, telegraph newspaper exchange
laundry office office
4/5 brewery gambling-/ doctor’s office, pony express, railroad office/ magistrate,
opium den sawbone stage station depot/station courthouse
6 apothecary theater marshal’s office plague tents city hall mayor’s office
TOWN EVENTS
1-3 4/5 6
1 saloon brawl, drunkards thief/outlaws, gun fight, duel natives attack or war party
2 bad weather, strange jailbreak, bandits attack, test of new invention/
weather rescue machine
3 new folks arriving, stranger sickness, shortage, drought, local festival/holiday, rodeo,
in town, strange coach flood, fire, burning circus/show, local folklore,
arriving, transport, pony building(s), sabotage racing/contest(s)
express rider
4 trader/deliveries/stagecoach mutation, weird event, lynching/hanging, law
arriving, market, salesman undead, dead rider, post court/trial, protest/riot,
mortem exhibition search party
5 treasure transport, artifact Hellstone claim attacked weird/occult phenomenon
found
6 robbery (bank, coach, train, Hellstone incident, monster or demon attack
mine) explosion
166 APPENDIX A. TABLES
Demon Names: Smaller demons don’t have names. Bigger ones won’t tell.
Weird Stuff
RITUAL INGREDIENTS WHAT’S IN THE BOX?
sorted from common to rare Apply the rolled result to different
Q0 flames, ash, dust, grass, leather, aspects like totem, spirit, demon,
specific wood, an hourglass monster, animal, human, ancient,
Q1 animal skull(s), bone(s), hair(s), future, past.
snake skin/-poison, black pine, 1-3 1 a gun/blade/weapon
whiskey, wrappings, paper strips,
(specific) song, bile
1-3 2 a message/letter
Q2 rock from a specific place, a mask, 1-3 3 a chain/bond
something broken, tabacco, teeth or 1-3 4 a bottle/another box
bone (dust), silver cross/jewelry, 1-3 5 a horn/teeth/tail
blood, fools gold/Hellstone
1-3 6 a piece of high-tech
Q3 a holy symbol, a leech, parasite,
worm, sixshooter, rifle, weapon, 4/5 1 a hand/a foot
vial of quicksilver, (specific) 4/5 2 a voice/note/writing
feather(s), (special) bullets, bell(s) 4/5 3 an egg/a beginning
Q4 peyote or other intoxicant, a map,
4/5 4 a symbol/amulet
eagle’s eye(s), ancestral beads, a
(specific) book, a carved stone or 4/5 5 a book/scroll/writing
bone, loaded dice, anesthetic, 4/5 6 a promise/a map
perfume, dried frog skin, snake
6 1 a head/skull
oil/miracle cure, embalm oil
6 2 a shadow form
Q5 a deed, a love letter, writings, a
bribe, a secret spilled, dynamite, a 6 3 a Hellstone
living thing & a dead thing, (grated) 6 4 an artifact
Hellstone(s), a (specific) doll, good
6 5 a mummified part
intentions, black salt, a dead man’s
hair or fingernails, a dead man’s 6 6 a heart
bloody shirt
Q6 a betrayed bond, grave dirt, a water
bag of blood, a work of madness, a
pound of flesh, (mask or shoes of)
human skin, a dead man’s hand, a
human skull, a mummified hand, a
shrunken head
Q7 a dead man’s breath, true grieve,
hair of a totem, an angry spirit, a
demon’s horn or tail
168 APPENDIX A. TABLES
Run Generators
RUNS PER CREW TYPE roll 1d according to crew type or choose one
1/2 3 4 5 6
Hellstone Scavenge Supply Hunt/Scout Defend On the Run
Scavengers
Outlaw Steal/Rob/Get Battle/Attack/ Hunt/Scout Defend/ On the Run
Posse Destroy Rescue
Bounty Hunt/Scout Battle/Attack/ Escort Defend/ Scavenge
Hunters Destroy Rescue
Tribe Hunt/Scout Battle/Attack/ Supply Defend/ Summon
Destroy Rescue
P
BATTLE/ATTACK/DESTROY
You want/need/have to battle/attack/destroy a
1: tribe | 2: military unit | 3: Mudwater Faction | 4: outlaw gang | 5: monster |
6: curse or demon
which is threatening to
1: attack | 2: kidnap | 3: destroy | 4: conduct a ritual | 5: build a weapon | 6: doom
using
1: lots of Hellstone | 2: a robbed holy object | 3: an artifact | 4: a horde of monsters |
5: a perfidious plan | 6: a demon
while
1: you’re hunted | 2: a curse | 3: a mutation | 4: a festival | 5: a town event |
6: missing vital equipment
is making it more complicated.
X
DEFEND
You want/need to defend a(n)
1: innocent party | 2: town | 3: Hellstone mine | 4: settlement | 5: mystic place | 6: transport
against
1: a beast/monster/hellish creatures | 2: an outlaw posse | 3: a lynch mob |
4: a troop of soldiers | 5: a native war party | 6: an undead menace, spirits or demon
until
1: the night is over | 2: the reinforcements arrive | 3: you killed them all or specific boss |
4: you activated the artifact | 5: the equipment starts working | 6: the messenger arrives
even if
1: it’s in the Burning Beyond | 2: you’re outnumbered by far | 3: they don’t want your help |
4: it’s a mobile fight moving way too fast | 5: you’re out of ammo | 6: you’re on the wrong side
A.5. RUN GENERATORS 169
ESCORT
You’re escorting a
1: damsel/greenhorn in distress | 2: transport/stagecoach | 3: law keeper | 4: hunter/native |
5: spy or treasure | 6: spirit/elder
from
1: a mine | 2: a location of your map | 3: a hideout | 4: Mudwater | 5: a deadly environment | 6: an
enormous underground cave
to
1: an enemy Faction | 2: a ghost/demon/spirit | 3: a lover | 4: a prison |
5: a different location of your map | 6: a cross-road
even if
1: a vampire is hunting you | 2: he/she/it is a sworn enemy | 3: you’re wounded |
4: you’re out of your element | 5: the package is damaged | 6: you’re needed elsewhere
X
ON THE RUN
You’re on the run from
1: the law | 2: a native tribe | 3: hired bounty hunters/killers | 4: a beast/monster |
5: a demon or undead | 6: a marriage
because
1: you stole something | 2: you killed/destroyed someone/-thing | 3: disturbed a ritual/ceremony
| 4: you took the artifact/object | 5: you blow up the mine | 6: you took an oath
and it/something will soon
1: explode | 2: be worthless | 3: slip into the Beyond | 4: mutate you | 5: haunt you |
6: kill an innocent
even if
1: you have no safe haven to run to | 2: you’re outnumbered by far | 3: you’ve lost your horses | 4:
you’ve lost your weapons | 5: you’re seriously wounded | 6: you don’t know where you are
X
RESCUE
You’re about to rescue
1: settlers/settlement | 2: natives | 3: children/hostage | 4: elders | 5: Hellstone mine | 6: artifact
from
1: notorious outlaws/kidnappers | 2: a mine/below a mountain | 3: spirits/undead/demon |
4: monsters | 5: corrupt official/jail/hanging | 6: outbreak/lynch mob
to achieve
1: survival | 2: the cure | 3: peace | 4: reputation/respect | 5: an opportunity |
6: prevention of a feud
even if/regardless of
1: you’re help is not wanted | 2: you’re hunted | 3: you’re ill-equipped | 4: a debt comes due |
5: they’re against you | 6: a natural disaster
170 APPENDIX A. TABLES
SCAVENGE
You want/need to scavenge
1: a mine | 2: a mystical site | 3: a hideout | 4: a camp | 5: a settlement | 6: the Burning Beyond
guarded by
1: a friendly Faction | 2: a Faction | 3: spirits or undead | 4: a demon | 5: bounty hunters |
6: kids
to get
1: Hellstone | 2: a famous artifact | 3: lots of Coin/hidden cache | 4: specific materials |
5: special ammunition | 6: medicine
regardless of
1: a heavy storm/landslide | 2: a close-by battle | 3: a broken promise | 4: dark dreams at night |
5: a horde of monsters or a demon | 6: an urgent warning from an elder
X
SCOUT/HUNT
You scout or hunt for
1: a train/bank/transport | 2: an outlaw (gang)/a bounty | 3: a hidden or lost thing/a treasure |
4: a traitor | 5: a mystical creature/demon(s)/monster(s) | 6: a lost path or Hellstone claim
in or near
1: a mine | 2: a location of your map | 3: a hideout | 4: a cliff/canyon/waterfall |
5: a deadly swamp | 6: an enormous underground cave
to prevent
1: an enemy Faction | 2: a ghost | 3: a spirit/demon | 4: a stranger | 5: a scientist/witch |
6: a war party
from getting their first, while
1: the approaching storm/mysterious weather | 2: an oath | 3: the missing equipment |
4: the kids | 5: the town folks | 6: the natives is/are making it more complicated.
X
STEAL/ROB/GET
You want/need/are forced to steal/rob/get
1: an artifact | 2: specific documents | 3: a Hellstone claim | 4: Hellstone | 5: Coin |
6: specific rare equipment
from
1: some enemy or stranger | 2: far away | 3: a dangerous location or transport | 4: military
installation/bank | 5: the Burning Beyond | 6: someone you never ever wanted to see again
because
1: for riches | 2: for reputation | 3: for freedom | 4: for glory | 5: for an Achievement | 6: a ritual
while
1: a collapsing vital structure | 2: a burning | 3: an enemy | 4: a hidden secret from the past |
5: a scientist | 6: urgency is making it more complicated
A.5. RUN GENERATORS 171
SUMMON
You’re about to summon
1: a spirit | 2: a totem | 3: an ancient elder | 4: a demon/monster | 5: a vampire | 6: a Rider
using
1: a body part/grave sacrifice | 2: Hellstone | 3: an artifact | 4: volatile/tainted ingredients |
5: a living thing | 6: your own blood
to
1: receive counsel | 2: get pointed towards a path | 3: receive a vision | 4: receive a blessing |
5: ban (it) | 6: destroy (it)
even if you
1: get more than you asked for | 2: break a taboo | 3: must ally with an enemy |
4: are out of your element | 5: are unworthy | 6: are needed elsewhere
X
SUPPLY
You need supply of
1: ammunition | 2: ingredients/weird stuff | 3: parts | 4: tools | 5: documents | 6: Hellstone
from
1: some enemy Faction | 2: far away | 3: a dangerous location | 4: a military installation |
5: the Burning Beyond | 6: someone you never ever wanted to see again
for
1: your Hellstone mine | 2: one of your Achievements | 3: your hideout | 4: an innocent life |
5: a cure | 6: a ritual
while
1: two feuding families | 2: to feuding Factions | 3: it’s urgent | 4: it’s very rare | 5: it’s volatile |
6: a curse is/are making it more complicated
172 APPENDIX A. TABLES
Bone Hunter, Nightwing, Soulseaker, Night Howler, Shadow Beast, Poison Thorn, Creepy Thing,
Shadow Horror, Butcher, Corpse, Venomstrike, Stinkteeth, Big Bad Wolf, Blind Tentacle, Coffin
Nail, Mad Howler, Horned Slayer, Silent Slayer, Vicious Devil, Night Strangler, Rider, Choking
Bat, Killing Frenzy, Terror Bug, Dancing Bones, Fatal Ghost, Horror Spider, Grim Reaper, Rotten
Luck, Dogbane, Crying Giant, Cursed Bone, Medusa, Scream Queen, King From Beyond, Night
Terror, Black Man, Hell Hound, Mad Jack, Death Dealer, Thing, Red Norman, Ripper, Gutripper,
Swampwalker, Whisperer, Gravedigger, Hellhood, Thorn Guardian, Blacklurk, Coffinbeast,
Shadowbone, Dreamstorm, Treeshred, Bonetooth, Waterdeath, Demonbull, Devil Bat, Monster
Scarer, Black Vulture, Shadow Thing, Flesheater, Fire Charmer, Shadow Walker, The Blackness.
174 APPENDIX A. TABLES
Miscellaneous
FREAK ACCIDENTS OR EVENTS
1-3 4/5 6
1-3 Almost ordinary Nature rising Only Human
malfunction/equipment wind, rain, snow, animal(s), awkwardness (stumble,
failure, explosion, backfire, pit, cliff, grave, quicksand, slippery, glitchy, fumble),
thick smoke, fire, burning, bite, trees grow rapidly, rapid hair grow, mutation,
gear stolen/destroyed, ricochet awakening spreads disease, infect,
vomiting
4/5 Human or Mystic Strange Stuff Bad Luck
bloodlust, blindness, runes, hallucination(s), dream, struck by lightning, caged,
mystic symbols, awakening, light-shadow-darkness, loss of body part(s)
personal item starts to bleed doppelganger, mirror,
Burning Beyond
6 Social Something Mystic Something You’re kidding, right?
something helpful is not, rising bones, undead, totem intervention, meteor,
greed is your doom, ghost(s), monster(s), aging, interdimesional, timeshift,
brings memories to life, powerful creature, revenge flying/levitation, becoming
unwanted help from beyond the grave invisible/transparent
Online Resources
Book as PDF If you are owner of the print edition of this book and would
also like to have the PDF, please contact me via e-mail at afod@monkeye-
cho.de. A download link will be sent to you after presentation of a valid
proof of purchase.
Playbooks and reference sheets Are part of the the PDF edition and also
of the free ’A Fistful of Darkness - Extended Content’ package via mon-
keyecho.itch.io/a-fistful-of-darkness-extended-content. If you don’t have
an itch.io account and don’t want to create one, please contact me at
[email protected] and we’ll work something out.
Roll20.net sheets Select A Fistful of Darkness from the roll20.net games list
in the settings of your game or import them as custom game sheets from
github.com/monkeyEcho/fistful-of-darkness-roll20-character-sheets.
A Fistful of Darkness Homepage can be found at productivemonkey.word-
press.com/portfolio/a-fistful-of-darkness-2018.
Online community Looking for players, questions about the game or in-
terested in learning more about the original game, Blades in the Dark?
Visit the community at community.bladesinthedark.com.
Another resource is the Discord server at
discordapp.com/channels/325094888133885952/325094888133885952
Blades in the Dark Online Information about Blades in the Dark, the SRD,
resources and information about other Forged in the Dark games or fan
creations can be found at bladesinthedark.com.
176 APPENDIX A. TABLES
INDEX
Ablass, 8, 13, 14, 100, 109 Coin, 8, 12, 17, 100, 103
Achievements, 9, 13, 81, 85, 89,
93 Daunting Monsters, 131
Actions, 7 Decay, 109
Attune, 7 Delving too Deep, 132
Brawl, 7 Demons, 108
Command, 7 Doom, 11, 12, 17, 73, 100, 103,
Consort, 7 104, 114, 118
Craft, 7, 113 Downtime, 5, 117, 119
Disable, 7 Downtime Actions, 119
Hunt, 7 Acquire Asset, 119
Prowl, 7 Indulge Vice, 119
Read, 7 Long Term Project, 119
Sling, 7 Recover, 119
Survey, 7 Reduce or Increase Doom,
Sway, 7 119
Armor, 17
Artifacts, 113 End Game, 8, 9, 11, 81, 85, 89, 93
Drawbacks, 114 Exploration, 128
Origins, 113
Faction Clocks, 11
Attributes, 8
Guts, 8, 19 Factions, 11, 134, 143
Prowess, 8 Feud, 17
Wits, 8, 19
Gang Types, 17
Background, 16 Ghosts, 108
Bounty Hunters, 4, 87 GM Principles, 145
Building Mudwater, 97 Grit, 5, 109, 119
Burning Beyond, 7, 15, 108 Guiding Questions, 96
177
178 INDEX
Hellstone, 7, 8, 12, 73, 100, 101, Player Character, 3, 21, 73
103 Posse, 4, 8, 19, 21, 22, 73
Fine Hellstone, 104 Special Abilities, 77
Refined Hellstone, 100, 104 Type, 73
Hellstone Claims, 102, 117 Upgrades, 75
Hellstone Scavengers, 4, 79 Progress, 128
Heritage, 16
Rep, 12, 102, 103, 117
Into the Unknown, 128 Rider, 11, 12, 73, 118
Rider Events, 9, 117, 118
Location Quality Ratings, 18, 118 Route, 15
Law & Order, 18 Run, 12, 15, 19
Outlaw & Chaos, 18
Supernatural, 11, 18 Scene, 152
Wealth, 18 Spirits, 108
Locations, 18, 95 Stages, 123, 128
Long Term Project, 81, 85, 89, 93 Stigma, 5, 119
Looks, 23
Loot, 123, 132 The Climax, 128
The Fist, 3, 29
Mastery Advance, 22 The Gamble, 3, 41
Mine Trouble, 103, 117 The Gentle Touch, 3, 65
Mines, 102, 103 The Law, 3, 37
Modus Operandi, 74 The Opening, 128
Monster Abilities, 131, 132 The Outlaw, 3, 49
Monster Boss, 131 The Plan, 3, 61
Monster Vulnerability, 131 The Revenant, 108, 109
Monsters, 123, 130, 131 The Scout, 3, 45
Mutation, 101, 109, 111, 117 The Shot, 3, 33
The Speaker, 3, 57
Names, 24 The Thunderheart, 3, 53
Newcomer Factions, 143 The Wrench & Saw, 3, 69
Theme, 124
Objectives, 123, 125, 130 Tier, 123
Outlaws, 4, 83 Tribe, 4, 91
Overindulgence, 119 Turning Point, 128
Passion, 109 Underworld Run, 117
Payout, 9, 17, 18, 100, 117
PC, 21, 73 Vice, 5, 22, 23, 109
Plans Vice Purveyor, 22, 109
Beyond Plan, 15
Travel Plan, 15 World Building, 95