Stefan Struck: Gunslinging & Humanity Versus Impending Doom Coming From Demon-Infested Mines

Download as pdf or txt
Download as pdf or txt
You are on page 1of 188

a Weird West hack of

Blades in the Dark

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.

Fonts used are


Crimson, Saltash Grunge, Bergamot Ornaments, IM FELL English.
DISCLAIMERS
A Fistful of Darkness is not a complete game. It’s a hack for Blades in the Dark
by John Harper. You will need that game to play and if you don’t already own
it, get it NOW! It’s more than worth your money. These rules here rename,
expand, and modify Blades in the Dark for a Weird West setting with lots of
monsters.

A Fistful of Darkness is a Weird West Fantasy setting with heavy emphasis


on the fantasy part. It’s not intended to be an accurate history lesson or a
simulation of past times. It is designed to be a cinematic game which lets you
play all those Weird West tropes towards the end of the world. Historical
accuracy is not part of the game’s agenda.

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

A character can be of any gender, no matter which playbook they


use. But if you have a player who wants to specifically explore the
misogyny their character might experience in those times, talk about
it with your group and see if everyone is comfortable with exploring
this topic. Then, by all means, go ahead and do so.

Tse Tse Worldwide Productions


A Fistful of Darkness
1st Edition, 2020
Copyright © 2020 Stefan Struck
All rights reserved

1 check out the ’TTRPG Saftey Toolkit’ at https://t.co/IgIpsEe8G7


CONTENTS
1 INTRODUCTION 1
1.1 Doom is Coming to Mudwater . . . . . . . . . . . . . . . 1
1.2 The Weird West Setting . . . . . . . . . . . . . . . . . . . 3
1.3 Player Characters . . . . . . . . . . . . . . . . . . . . . . 3
1.4 Posses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

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

7 THE BURNING BEYOND 107


7.1 Demons, Spirits & Ghosts . . . . . . . . . . . . . . . . . . 108
7.2 The Revenant . . . . . . . . . . . . . . . . . . . . . . . . 109
7.3 Mutations . . . . . . . . . . . . . . . . . . . . . . . . . . 111

8 EQUIPMENT & ARTIFACTS 113


8.1 Forging Equipment & Artifacts . . . . . . . . . . . . . . . 113
8.2 Sample Artifacts . . . . . . . . . . . . . . . . . . . . . . . 115

9 PAYOUT & DOWNTIME 117

10 UNDERWORLD RUNS 123


10.1 Tier & Theme . . . . . . . . . . . . . . . . . . . . . . . . 123
10.2 Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . 125
10.3 Stages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
10.4 Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
10.5 Boss Fights . . . . . . . . . . . . . . . . . . . . . . . . . . 131
10.6 Delving Too Deep . . . . . . . . . . . . . . . . . . . . . . 132
10.7 Loot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
11 SETTING 133
11.1 A Little Bit of History . . . . . . . . . . . . . . . . . . . . 133
11.2 Factions . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
11.3 Unsettled Faction Game . . . . . . . . . . . . . . . . . . . 143

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

Doom is Coming to Mudwater

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

The Weird West Setting


Imaging a world with the magic and mystery of the frontier: wide open
plains of the Old Wild West in all its beauty and madness, where violence
and sacrifice dominate every single day. Now add the Hellstone rush, under-
ground mayhem in mines and brand new sciences & machines. Don’t forget
immigration, injustice, vigilante justice, outlaws, gunslingers, slick talkers
and setting suns. This all in the face of an impending doom: Demons and the
four riders bringing the end of the world as you know it. How do you make
it to the top of this powder keg, which side will you take in the impending
war and how much will your soul suffer? Let’s play to find out!

Player Characters
As a player you can choose from one of the
following playbooks to create your
Player Character (PC):

The Fist Like a cobra, ready to strike


The Shot A deadly gunslinger & showman
The Law A lawmen & enforcer
The Gamble A subtle manipulator & sly trickster
The Scout A stealthy tracker & hunter
The Outlaw A maverick & desperado beyond rules
The Thunderheart A totem fighter born from the land
The Speaker A spiritual guide & protector
The Plan A well-connected mastermind
The Gentle Touch An empathic light in a dark world
The Wrench & Saw Mad scientist, Hellstone otaku
4 CHAPTER 1. INTRODUCTION

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:

Hellstone Scavengers Acquire Hellstone or an artifact, execute a scavenge


operation or keep trespassers at bay
Outlaws Execute a battle, robbery, thievery, murder or jailbreak
Bounty Hunters Execute a bounty or treasure hunt
Tribe Execute a hunt, raid, or a spiritual conquest
'Are you a child without grit, fearing the great game?'
N 'DANDY JIM' BUCKLEY

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:

Attune to supernatural beings like spirits, demons and undead or to the


Burning Beyond; channel supernatural energy to achieve effects; com-
municate with ghosts or undead; understand the Beyond.
Brawl with someone, cry havoc or wrestle with an opponent in close com-
bat; assault or hold a position; do some serious damage, no matter where.
Command obedience with your force of personality; intimidate or threaten;
lead an action with one of the Posse’s gangs.
Consort with fellow beings from your heritage or background, friends, or
rivals to gain access to resources, information, people, or places.
Craft mechanisms (create, modify, disable, or repair); reinforce or enhance
constructions; understand and use steam - or Hellstone - devices to your
advantage.
Disable a trap, pick a lock, or crack a safe subtlety or with force; break an
item, or obstacle with force or carefully applied sabotage; breach defenses
with force; create distractions and chaos.
Hunt a target; gather information about its location and movements; find
the trail it left behind; attack with precision whilst shooting from a dis-
tance; do some serious damage by hitting exactly the right spot.
Prowl about unseen and traverse obstacles; climb, swim, run, jump, and
tumble; ambush with close violence - a backstab, throat cutting, etc.
Read a person, text, document, or item with close scrutiny to gather infor-
mation and apply knowledge, first aid or healing; recite text or gain a
deeper understanding; do research.
Sling a pistol in a shoot-out, throw a blade, a lasso or item; pick an item
from someone’s pocket; employ subtle misdirection or sleight-of-hand;
handle a vehicle or a mount.
Survey a location or situation to understand what’s going on; sense trouble
before it happens; gather information about opportunities or exploits.
Sway someone with charm, logic, deception, disguise, or bluff; perform on
stage; change attitudes or behaviour with manipulation or seduction.
8 CHAPTER 2. RULES

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:

Use your Wits to resist consequences from deception or understanding.

Use Prowess to resist consequences from physical strain or injury.

It takes Guts to resist consequences from mental strain, willpower or super-


natural threats.

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.

Achievements mark the Posse as someone of note and influences how


others react to them in the fiction. Some person(s) or Faction(s) may be jeal-
ous, afraid or scared of them, already making plans to change that. Or the
Posse may be admired or acknowledged as worthy by others, gaining unex-
pected support out of it.

Every Achievement makes the world more demanding and dangerous


for the Posse: The total number of Achievements (all types) is used to roll for
Rider Events during Payout.

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

Doom & the Four Riders


'Then cowboy change your ways today or with us you will ride.'
N JOHNNY CASH

In Mudwater the Posse averts or works toward an impending Doom that


brings the end of existence, judgement and redemption to mankind. Doom
replaces Heat from the original game and every run is rated if it brings more
darkness or light to Mudwater; if it inspired dread or hope in the hearts of
your fellow folk of the frontier.
Doom may change not only because of how the Posse acts, but also be-
cause of what other Factions do or ignore. Every Faction of Mudwater has
one or more Faction Clocks representing their goals and their contribution
of working towards Doom. Depending on the results of a run the GM may
add or subtract from those clocks using fixed values or fortune rolls. To avoid
too much complexity don’t use all Factions for this but only those you and
your players find interesting.
Doom is marked on the Doom-Tracker on the Posse sheet. When Doom
reaches 10, the next horseman is marked and will appear in some major event
(see Rider Events table on p. 120 for inspiration or invent your own). Then
reset the Doom Tracker to 0.
Once a Horseman is marked on the Posse sheet, the effect of that Rider
will be present in the world from now on. All people are somehow able to
feel that the world has become a darker place and become a bit more extreme:
The greedy want to make more money, the brutal get more bloodthirsty, the
gentle get more desperate. The fallout of a Rider on the Storm is an ongoing
foreshadowing that your PCs feel and experience. Use the number of Riders
as a guideline or additional Tier for actions where this ’background count’ is
appropriate. The higher the number of Riders is, the more extreme everyone
behaves and the more serious the response to your actions will be. Events
will be more severe, depending on the number of Riders present (see Rider
Events table on p. 120 for more details). The GM will explain which Factions
might profit from this and how their behavior change. Consider adding the
number of Riders to Location’s Supernatural Quality.
With all fourth horsemen present and Doom reaches 10 again, the End
Game starts (see next section). Often there’s an obvious choice which loca-
tion should be used for the final showdown coming from the fiction. If not,
consider using the location with the highest Supernatural Quality.
12 CHAPTER 2. RULES

Reducing the number of Riders is possible but it is a herculean task: It


requires desperate and magnificent actions including one or more significant
and personal sacrifices to bring back a beacon of hope or the belief in the in-
herent goodness of people. The Posse may try to fill a 12-part clock ’Forestall
Rider’ through Runs to achieve this. The minimum Tier for those Runs is
the current number of Riders+2 but may be higher depending on the nature
of the Run and the fiction. All those Runs have no or only limit effect if not
backed by Potency, for example through personal sacrifices or other heroic
deeds. This may come with a hero’s or NPC’s death or some other sacrifice
of physical health, maybe during a metaphysical fight / shootout against a
Rider or a major demon. Play it as a single Run, or in a series tailored to your
setting and campaign.
Once the clock is filled, celebrate! Then remove one Rider, including all
Doom from the Posse sheet and thus its effect from the game. Everybody
can feel it: the new hope for the world. Again, the GM will explain which
Factions might profit from this and how they behave now.

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

If you don’t want to lower but to increase Doom, do it as described above


with corresponding results.

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:

The Posse picks a side: Light or Darkness2

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.

Determine outcome of the war with this Fortune Roll:

2 Roll 1d+(number of Achievements of the chosen side) and check the


result. Narrate the final scene accordingly.

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

3 the new world order.


Roll dice according to your accumulated Ablass (1 die for every fully
filled poker chip). Now is the time to describe what you planned for and how
your Ablass looks like. Consult the following table for the result:

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.

BEYOND PLAN All supernatural activities are connected to the Burning


Beyond. That is why the Occult Plan has been changed to the Beyond
Plan, its detail ’Arcane Power’ remains unchanged.

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?)

Note disclaimer about racism on page 4.

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

Gang / Cohorts Types


The following Gang Types for Cohorts are used:

Bookworms Scholars, tinkerers, occultists, and chemists.


Rooks Con artists and socialites.
Movers Carriage drivers and Hellstone scavengers.
Scouts Scouts and hunters.
Thugs Killers, brawlers, and roustabouts.
Crawlers Miners and Hellstone prospectors.
Let them work one of your Hellstone mines
and you’re granted +1 Hellstone per Payout
for this mine. One cohort per mine needed.
Pretty useless for any other type of work.

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

Location Quality Rating


In A Fistful of Darkness the PCs influ-
ence the changes of Mudwater and
other Locations strongly. Every Lo-
cation has four Location Quality
Ratings which are Wealth, Law &
Order, Outlaw & Chaos and Super-
natural, their values ranging from 0
to 4.
Each value is assessed during Payout
and normally we’ll see some change
of one or more values here. Maybe the
run had some influence, maybe it is co-
incidence that a change just happened.
This reflects that the boomtown and
scenery is changing faster than any-
one can hope to control (see see Pay-
out on p. 117 for more details).
If the maximum value of 4 is reached
and another event raises it to 5/over
the top, a major event should happen:

WEALTH 5 may attract lots of bandits or outlaw gangs, maybe they


managed to form a small army to raid the town or one of the Factions
with clout decided that now is the time for the winner to take it all.
LAW & ORDER 5 may spark a revolution of a freedom loving party or
result in hordes of demons spewing forth from the Hellstone mines to
burn down the town.
OUTLAW & CHAOS 5 will bring in the cavalry to restore order or we’ll
see nature spirits trying to make sure that civilization will never come
back.
SUPERNATURAL 5 could mean the opening of a dimensional rift, a
cult directed army of undead or the end of the world brought by the four
horsemen. Maybe the PCs are the source of all this or they are trying to
prevent it. I hope you’re as curious about this as I am.

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

Same Old With New Names


The following concepts stay identical to Blades in the Dark. They just have
new names matching the new setting:
Scores are called Runs,
Resolve is called Guts,
Insight is called Wits,
Crew is called Posse.
20 CHAPTER 2. RULES

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.

Choose a background. Detail your choice with your specific up-

3 bringing. For example, Ranch: Stable hand, cowboy.

Assign four action dots. No action may begin with a rating higher

4 than 2 during character creation. After creation, action ratings may


advance up to 3.
When you unlock the Mastery Advance for your Posse, you can advance actions
up to rating 4.

Choose a special ability. They’re in the gray column in the middle

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 a close friend and a rival.

6 Mark one who is a close friend, long-time ally, family relation, or


lover (the upward-pointing triangle).
Mark one who is a rival, enemy, scorned lover, betrayed partner, etc. (the
downward-pointing triangle).

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

Faith You’re dedicated to an unseen power, spiritual being,


totem, god, ancestor, etc.
Gambling You crave games of chance, playing poker or dice,
betting on events like horse races, cockfights, etc.
Luxury Expensive and/or ostentatious displays of opulence.
Obligation You’re devoted to a family, a group of people, a cause,
a charity, etc.
Pleasure Gratification from lovers, food, drink, drugs, art, the-
ater, etc.
Stupor You seek oblivion in the abuse of drugs, drink to ex-
cess, getting beaten to a pulp in saloon fights, etc.
Weird You experiment with Hellstone or other strange
essences, consort with spirits, ghosts or demons, ob-
serve bizarre rituals or taboos, etc.

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

FEMALE stance, Cynthia, Dorothy/Dot, Edith,


Edna, Edwina, Ella, Eleanor, Ellie, Eliza-
Badger Going Over the Hill, Beautiful beth, Elvira, Emma, Esther, Ethel, Ettie,
Clouds Arising / Snow, Bird (Woman), Eudora, Eva, Fidelia, Frances, Fanny,
Bluebird (Eye), Born Under New Moon, Flora, Florence, Geneve/ Genevieve,
Butterfly, Chases Butterfly, Chief, Child Georgia, Gertrude / Gertie, Gladys,
of Importance, Clear / Leaping / Rip- Grace, Hannah, Hattie, Helen, Helene,
pling / Forest Water, Corn Mother, Coy- Henrietta / Hettie, Hester, Hope, Hor-
ote Chasing Deer, Crow Mother Spirit, tence, Isabell / Isabella, Jane, Jennie,
Crow, Crown of Fire / Feather / Flower, Josephine, Judith, Julia, Juliet, Katherine
Dancing Bear / Girl / Hare, Dawn, Day / Kate, Laura, Leah, Lenora, Letitia, Lila,
Star, Deer, Dove, Dressed in Furs, Elder Lilly, Lorena, Lorraine, Lottie, Louise
Sister, Elk, Eternal Blossom, Fairy, Fire / Louisa, Lucy, Lulu, Lydia, Mahulda,
Briskly Burning, First to Dance, First- Margaret, Maria, Mary, Mary Elizabeth,
born Daughter, Flute Girl, Golden Eagle Mary Frances, Martha, Matilda / Mattie,
/ Flower / Arrow, (Great) Grandmother, Maude, Maxine / Maxie, Mercy, Mil-
Green / Little Leaf, High Mountain dred, Minerva, Missouri, Molly, Myrtle,
Holy Star, Honey Lips, Hummingbird Nancy, Natalie, Nellie / Nelly, Nettie,
Darting, Independent, Jingle Like Little Nora, Orpha, Patsy, Parthena, Peggy, Per-
Bells, Kit Fox, Lady of the Water, Lit- melia, Phoebe, Philomena, Polly, Preshea,
tle One, Magic Power, Magical Dancer, Rachel, Rebecca, Rhoda / Rhody, Rowena,
Moon, Mother, Mountain, My Home, Rufina, Ruth, Samantha, Sally, Sarah,
Mystic, New Moon, Night, Overflowing Sarah Ann, Sarah Elizabeth, Savannah,
Spring, Owl, Peace, Playful One, Pleas- Selina, Sophronia, Stella, Theodosia, Vic-
ant Voice, Plucks Flowers, Power of the toria, Virginia / Vinny, Vivian, Winnifred
/ Return Moon, Prairie Dog, Prairie / / Winnie, Zona, Zylphia.
Pretty Flower, Precious Thing, Pretty /
Spider Woman, Prophetess, Rain Falling, Adriana, Alejandra, Alicia, Ana María,
Rainbow Lady, Rose, She Meets the En- Araceli, Ariela, Camila, Carmen, Catalina,
emy, Shelter, Silver, Singing Voice, Small Elizabeth, Esme, Estrella, Francisca,
Duck, Snake Flower / Maiden, Snow- Gabriela, Gloria, Guadalupe, Iliana,
bird, Speaker, Spirit, Spring, Squirrel, Inez, Jacinta, Josefina, Juana, Katia,
Star Dancing, Stream, Strong Deer, Sun- Lalia, Lareina, Leticia, Luz, Margarita,
set, Sunshine, The Flower That Arrived, María, Marisol, Martha, Mireya, Patricia,
Thunder, Time of Waiting, Twin, Val- Regina, Rosa, Rosa María, Sarita, Silvia,
ley of Flowers, Violet (Flower), Visible Socorro, Sofia, Teresa, Valentina, Valeria,
Sun, Warmth of the Sun, Warrior Mother Verónica, Victoria, Ximena, Yolanda.
Spirit, Water Moon, Wears Red, White Ai, An, Bao, Bi, Cai, Chan, Chen, Chen-
Buffalo / Flower / Stone, Wild Dove, guang, Cui, Dai, Daiyu, Dan, Fang, Feng,
Willow Tree, Wind, Wise, Witch, Wolf, Guang, Hong, Hua, Huan, Hui, Jiao, Jing,
Woman (of the North / Wind), Yellow Ju, Juan, Lan, Lian, Liling, Ling, Mei
Bird / Leaf, Young Beaver. Hua, Mei Lien, Mei Zhen, Mei, Qi, Qing,
Abigale / Abby, Ada, Adella, Agnes, Allie, Shuang, Song, Xiu, Ya, Yanmei, Yu, Yuan,
Almira / Almyra, Alva, America, Amelia, Yun, Zhenzhen.
Ann, Arrah, Beatrice, Becky, Bernice,
Charity, Charlotte, Chastity, Claire, Con-
26 CHAPTER 3. PLAYER CHARACTERS

FAMILY NAMES NICK NAMES


Allen, Abernathy, Ashton, Brodie, Brown, Blue Eyes, Grimm, the Cheat, Nightmare,
Bruford, Bullock, Burns, Caulfield, Clin- Bug Eyed, Mad Hat, Angel, Crazy, Brute,
ton, Cochran, Crook, Crawford, Dove, Numbers, Four Fingers, Three Toed,
Drake, Emerson, Earp, Farnum, Fields, Luck, Mumbler, Silent, Grinning, Razor,
Flores, Folsen, García, Garret, González, Pickpocket, Dingbat, Nine Lives, Cheater,
Goodfellow, Haig, Harper, Hayes, Hearst, Night Rider, Mercy, Trapper, Dusty,
Hernández, Hitchcock, Jones, Lee, Lewis, Feather, Big Gun, Bull, Ghost, the Kid,
Lincoln, Li, López, Lovell, Lozanda, Blood, Ringo, Hawkeyes, Crimson, One
Malcolm, Martínez, McAllister, McCall, Eye, the Thinker, Lawless, Shureshot,
McCree, McDonald, Merrick, Morgan, Trigger Finger, Bane, Courage, Coyote,
Morrison, O’Hara, Pérez, Palmer, Pi, Whip, Lasso, Whiplash, Rider, Ambush,
Qian, Qiguan, Ramírez, Riggs, Rodríguez, Bloodlust, Coward, Spider, Gold Tooth,
Rutherford, Sánchez, Simmons, Smith, Second Life, Dynamite, Scar, the Jester,
Snider, Standish, Stubbs, Sun, Tibbot, Songbird, Doc, Railroad, Money, Happy,
Tolliver, Turner, Utter, Vásquez, Wal- Raven, Wolf, Gamble, Bad, Black, Blue,
lace, Walton, Wesley, Wheeler, Williams, Red, Wild.
Wong, Xiang, Zhao, Zhu.

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

A Rope [gear] A coil of rope, a lasso.


Documents [documents] A collection of possibly useful documents. Some
interesting/rough maps. Some blank pages. A pen, pencil or piece of coal.
Who taught you to read and write?
Arcane Ingredients [implements] A vial of quicksilver, blood or perfume.
Peyote. A pouch of black salt, bone dust or grated Hellstone. A small
stone or bone with a carved rune. A holy symbol. Hair or fingernails of a
dead man. A sand timer. Dried frog skin. Have a look at the list of Ritual
Ingredients.
Subterfuge Supplies [supplies] A theatrical makeup kit. Faked gold nugget
or Hellstone. A forged badge of authority or symbol of faith. A selection
of blank documents, ready for the forger’s hand.
Demolition Tools [tools] A stick of dynamite, a nail bomb, a heavy hammer,
a crowbar, a drill. A vial of nitroglycerin. Explain how you managed to avoid
blowing yourself up ’til now.
Crafting Tools [tools] An assortment for blacksmiths, carpenters, Hellstone
mechanist work: A loupe, a scalpel, tweezers, a big/small hammer, pliers,
screwdriver, file, saw, hatchet, a Hellstone fork, a battery.
A Spirit Bane [-] A small pendant, trinket, rock or bone that spirits, ghosts
and maybe undead prefer to avoid. How does it look like? What is its origin?
An Useful Item [depends] Some useful item you need right now. Snake
leather boots? Guitar / banjo / harmonica? Magnificent Cologne? A
piece of (faked) Hellstone? A Hellstone detector? A pipe? Explain why it
is useful and why you brought it along.
28 CHAPTER 3. PLAYER CHARACTERS
3.3. THE FIST 29

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.'

STARTING ACTIONS CONTACTS


Jim-Bob Thornton, a rancher. Per-
haps someone who gave you a sec-
SLING 
ond chance or a wealthy and im-
PROWL  portant person in Mudwater?
BRAWL 
Jane, a saloon girl. Perhaps a good
source for the latest gossip and other
X information gossip or someone who
BUILD PATHS needed your help?
If you want some guidance which
Special Abilities you should pick, use Octavius Slone, a doctor. Perhaps a
one of these paths as inspiration. friend who’s used to patch you up
or someone trying to discover the
SPIRITUAL FIGHTER secret of your fighting power?
Everybody’s Kung Fu Fighting
Badass Kata Master Lee. Maybe your former mas-
St. Anger ter? On which terms did you part
ways?
TOWER OF STRENGTH
Is That All You Got? Sergeant Meyers, Fort Hubert. Is
Health Is Better Than Wealth this the friend you fought with side
Where Does That Come From? by side or a sworn enemy or both?
30 CHAPTER 3. PLAYER CHARACTERS

THE FIST SPECIAL ABILITIES

IS THAT ALL YOU GOT?


You may expend your special armor to avoid harm from an attack in combat,
or to push yourself during a fight.

EVERYBODY’S KUNG FU FIGHTING


You can push yourself to do one of the following: perform a feat of body control
or physical force that verges on the superhuman - engage a small gang on equal
footing in close combat.

WHERE DOES THAT COME FROM?


Once per run you may have a 1 load item left regardless of previously used
load. If you can use the surprise to your advantage gain the initiative even vs.
experts.

ST. ANGER
When you open your body and soul to the Burning Beyond you may imbue
your hands, melee weapons, or tools with spirit energy. You gain Potency
in combat vs. the supernatural. You may grapple with spirits to restrain and
capture them.

HEALTH IS BETTER THAN WEALTH


You recover from harm faster. Permanently fill in one of your healing clock
segments. Take +1d to healing treatment rolls.

MAN OF HONOR
You gain an additional xp trigger: You fought for your or someone else’s
honor at cost to yourself. If your Posse has problems due to this, also mark
Posse xp.

BADASS KATA
Describe how you show off and impress with your physical abilities. If you
can exploit this performance for your next move, take improved position or
+1 effect (your choice).

VETERAN
Choose a special ability from another source (except from The Revenant).

X
3.3. THE FIST 31

THE FIST SPECIAL ITEMS


Fine Hand Weapon [weapons]
A personal weapon of high quality. A stone or metal tomahawk, a sable, a
bayonet. A BIG knife. A brass knuckle with a name.

Fine Heavy Weapon [weapons]


A finely crafted two-handed melee or ranged weapon of your choice. A rifle,
a bow, a sable, a greatsword, a battleaxe, a heavy tomahawk.

Scary Weapon or Tool [weapons][tools]


A scary-looking hand weapon or tool. This item grants increased effect when
you intimidate. Does not increase harm in combat.

Picture of a Lost Love [-]


A link to the past. ’Lost’ does not necessarily mean ’dead’.

Bottle of Whiskey [-]


Liquid courage. A distillation to steel your nerves. Potent both in its alcohol
and its ability to get someone to talk and give away a secret.

Pack of Bandages [supplies]


Cloth strips to stop the bleeding. Maybe also useful to tie hands, gag or blind-
fold somebody.
32 CHAPTER 3. PLAYER CHARACTERS
3.4. THE SHOT 33

The Shot
A deadly gunslinger & showman

Play The Shot if you want to address challenges with speed or flair.

'I wouldn't believe it myself if I hadn't seen it with my own


eyes: Firing two guns, from horseback, while singing that song!
His horse was not running but dancing through the burning
hoop! I have his photograph right here! Look at his teeth and
his mustache. I'm sure he could fight an army of demons all by
himself!'

STARTING ACTIONS CONTACTS


Arthur Fog, a fake native or show-
man. Perhaps an old colleague from
SLING 
a former show or a disgrace to the
SWAY  profession in your eyes?

Ralph ’Bad Egg’ Horn, gun smith.


X Maybe a vendor for your tools of
trade, friendly or not. Do you still
BUILD PATHS owe him money?
If you want some guidance which
Sam ’Lucky Eye’ Freeman, a cow-
Special Abilities you should pick, use
boy. Perhaps a fierce rival or an old
one of these paths as inspiration.
friend who grounds your playful-
ness?
GUNSLINGER
Fancy Dead Eye Black Hoof, a native chief or hunter.
Eastwood Perhaps a useful native friend or
Ligthning Nerves of Steel sworn enemy.

THE GREAT SHOWMAN The Great Lo Scalzo. A great per-


Smoke & Mirrors former or something completely
Stunning Performance different. Which part did they play
Fancy Dead Eye in your former life?
34 CHAPTER 3. PLAYER CHARACTERS

THE SHOT SPECIAL ABILITIES

SMOKE & MIRRORS


You may expend your special armor to resist harm from combat or appearing
to die (fall off a vehicle, disappear in an explosion, etc.) only to reappear in a
location of your choosing with a +1d to your next action.

FANCY DEAD EYE


You can push yourself to do one of the following: make a ranged attack at
extreme distance - perform an impossible shot (ricochet around the corner, trick
shots, shot into/through a group of people) - have one last bullet no one counted for.

EASTWOOD
Before weapons are drawn you may lock eyes with someone forcing them to
hesitate or flinch. Both of you know that you can interrupt whatever they do
next. Take +1d for your next action against them.

LIGHTNING NERVES OF STEEL


You may always shoot first and you may wait ’til the latest possible moment
and still be the first to (re-)act.

SILVER BULLETS
You may enrich your shots with spirit energy. Your shots gain Potency in
combat vs. the supernatural.

FILL THE AIR WITH LEAD


Expend your Special Ammunition to do one of the following: unleash a bar-
rage of rapid fire to suppress the enemy - attack a group with +1 scale.

STUNNING PERFORMANCE
You can perform a flashy show with your weapons or horse that leaves your
audience stunned and speechless. Take +1 effect to act on this impressed
folks or on escape.

VETERAN
Choose a special ability from another source (except from The Revenant).

X
3.4. THE SHOT 35

THE SHOT SPECIAL ITEMS


Fine & Flashy Pair of Pistols [weapons]
A finely crafted, decorated and distinctive pair of pistols. Potent both in
hurting and impressing people. Maybe also useful to impress creatures that
like shiny things.

Fine Rifle [weapons]


A finely crafted two-handed repeating rifle (Henry or Winchester for exam-
ple). Maybe a customization or custom-built for a specific purpose.

’Lightning’ a Fine Horse [horses]


A reliable ally and mean of transportation. May provide Potency for quick-
ness / endurance or when performing a spectacle.

Special Ammunition [-]


Some bullets for a special purpose. Maybe useful against demons, ghosts,
undead or spirits. Maybe useful in the Burning Beyond. Maybe useful for
trick shots. Describe what makes them special and how they look like.

Fine Disguise Kit [gear]


A theatrical make-up kit equipped with an impressive array of expert appli-
ances to fool the eye. The fine quality of this kit may increase the effect of
your deceptive actions.

A Message from an Admirer [-]


A text, symbol or object which states a message. Who’s the admirer? What do
they want? What did you promise? Is a third party able to understand the message,
too?
36 CHAPTER 3. PLAYER CHARACTERS
3.5. THE LAW 37

The Law
A lawmen & enforcer

Play The Law if you want to address challenges with authority or stamina.

'They came to Brochterbeck, the marshal and his thugs. Two


weeks later, the Four Fingers gang was history. They had to ex-
pand boot hill and it took an extra undertaker to deal with all of
the bodies. How they did it? Mainly by refusing to stand down.
The marshal himself got hit by three bullets, one to the head
and it took his left eye and big parts of the ear. Well, he said that
he was ugly before and that the voices don't mind ... whatever
that's supposed to mean.'

STARTING ACTIONS CONTACTS


Levi ’Ambush’ Boyle, a ranger.
HUNT  Perhaps an useful ally or former
deputy?
BRAWL 
COMMAND  Gladis ’Blood’ Wells, bounty hunter.
Maybe a useful tool to bring them to
X
BUILD PATHS justice or killer with no conscience?
If you want some guidance which
Special Abilities you should pick, use Karl ’No Teeth’ McCann, a killer.
one of these paths as inspiration. Perhaps your nemesis you never
were able to bring in or a helping
A RIGHTEOUS MAN hand for the hard cases?
I Am the Law
What Your Country Can Carlos Vasquez, an outlaw boss.
Do for You Perhaps a useful source of infor-
Moral Compass mation or sworn enemy?

LIKE A ROCK Hunter, a vengeful spirit. You’re both


This Ain’t No Pique-Nique hunting, but you do it for justice
S’only a Flesh Wound and not for revenge. Is that a prob-
A Story to Tell lem for you?
38 CHAPTER 3. PLAYER CHARACTERS

THE LAW SPECIAL ABILITIES


I AM THE LAW
You may expend your special armor to show your badge of authority to
enforce obedience, or to push yourself during a fight.

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.

THIS AIN’T NO PIQUE-NIQUE


When you Command a cohort in combat, they continue to fight when they
would otherwise break (they’re not taken out when they suffer level 3 harm).
They gain +1 effect and 1 armor.

WHAT YOUR COUNTRY CAN DO FOR YOU


You have access to law enforcement resources. Get +1d when you acquire
assets during downtime. All assets have a minimum quality of 1.

S’ONLY A FLESH WOUND


Penalties from harm are one level less severe (though level 4 harm is still
fatal). When you accept level 2 or 3 harm instead of resisting clear 1 Grit.

MORAL COMPASS
You gain an additional xp trigger: You did the right thing at cost to yourself.
If your Posse has problems due to this, also mark Posse xp.

TACTICAL GENIUS
You always know the best position during a fight or hunt. If you’re able to 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

THE LAW SPECIAL ITEMS


Fine Pair of Pistols [weapons]
A matched pair of distinctive sixshooters, made for greater accuracy and
impact. How do they stand out from the average handgun?

Fine Shotgun [weapons]


A finely crafted shotgun, deadly at close range, losing accuracy and impact
at longer range. May hit more than one target at close range. Did you make
personal modifications?

Badge of Authority [-]


An easy recognizable badge of a specific authority. Which one is this? How
does it look like? Is it well-used and worn or shiny new?

Fine Documents [documents]


A set of documents, a mandate, an official order, a wanted poster, a warrant,
a reference, a letter of recommendation.

Manacle & Chains [gear]


A set of heavy manacles and chain, suitable for restraining a prisoner. Multi-
ple sets connect to form a chain-gang.

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?'

STARTING ACTIONS CONTACTS


Zane Cooper, a croupier. Maybe a
trusted partner in crime or someone
SLING 
seriously spoiling your business?
CONSORT 
SWAY  Mrs. Millie, a madam. Perhaps a
priceless source of valuable infor-
X mation or an ex with an unsettled
BUILD PATHS score?
If you want some guidance which
Special Abilities you should pick, use ’Dandy Jim’ Buckley, a con artist.
one of these paths as inspiration. Perhaps a former business partner
or someone who’s often a step ahead
FOUR-FLUSHER of you?
All Eyes on ... Me!
Saloon Swagger Sly Eddison, a cardsharp. One day
Gamblers Gift you two will settle about which one
of you is better.
CARD SHARP
Cutting Cards Owen O’Neill, a moonshiner. A
Heart of the Cards good source of the good stuff ... well,
Miss Fortune mostly at least.
42 CHAPTER 3. PLAYER CHARACTERS

THE GAMBLE SPECIAL ABILITIES


ALL EYES ON... ME!
You may expend your special armor to resist an allied characters consequence
from detection or to push yourself to impress others. You can always make a
grand entrance.

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.

HEART OF THE CARDS


When you accept Position and Effect given by the GM for a roll as is and just
let the dice decide, don’t spend any Grit or push the situation (you can still
accept a Devil’s Bargain), regain 1 Grit.

FIGHT WITH PANACHE


When you fight in a duel, bystanders won’t interfere. If you use Sling while
being in close combat, gain +1 Effect.

SALOON SWAGGER
Gain +1d in situations where your appearance would be an advantage. If you
try to sway someone with a profitable proposition or challenge others to a
duel, gain Potency.

MISS FORTUNE
Some call you lucky but truth to be told, bad shit just happens to folk who
try to mess with you. You may win every game of chance. Spend 1 Grit to
cause a minor accident (a jammed gun), 2 for a major one (an exploding stick
of dynamite) or 3 for a catastrophe (a collapsing mineshaft). During Payout,
gain +Doom equal to the highest amount of Grit spend this way.

VETERAN
Choose a special ability from another source (except from The Revenant).

X
3.6. THE GAMBLE 43

THE GAMBLE SPECIAL ITEMS


A Fine Extravagant Melee Weapon [weapons]
A finely crafted exotic melee weapon. How did you get it? Did it come from a
strange land? Is it difficult to handle?

Fine Playing Cards & Dice [tools]


Gambling accouterments subtly altered to favor particular outcomes. The
fine quality of this kit may increase the effect of your deceptive actions when
you use it.

Fine Clothes and Jewelry [gear]


An outfit that appears to be of such fine make as to pass you off as an upper
class or very rich member of the community.

A Set of Won Valuable Documents [documents]


A valuable document like a deed, a map, a certificate, an ancient book. Who
did you win it from? Will they keep looking for it?

A Fine Story [-]


A plausible story with sufficient details to explain something or to impress
somebody. The fine quality may increase the effect of your deceptive actions.

A Small Token of Luck [-]


It did not fail you in the past and as long as you own it, better times will
come again. What does it look like? How did it come into your possession? Is there
a taboo that will ruin its effect if not respected?
44 CHAPTER 3. PLAYER CHARACTERS
3.7. THE SCOUT 45

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".'

STARTING ACTIONS CONTACTS


Sherman Townsend, store owner.
Maybe an invaluable source of sup-
HUNT 
plies, or someone who wouldn’t sell
PROWL  you a tinker’s damn?
He Who Talks, a free spirit. Perhaps
X someone who knows unspeakable
secrets. Does that make them a
BUILD PATHS friend or does he know the skeletons
If you want some guidance which in your closet?
Special Abilities you should pick, use Small Fox Hunting, a tribesman.
one of these paths as inspiration. Knowing the paths and reading the
signs can be a great burden. Perhaps
HUNTER someone you can trust?
Darker Than the Shadows ’Bullettooth’ Jackson, a ranger.
Silent Hunter White folks are plump and clumsy
You’re My Game when they’re out of town. This one
is different and he has a mission.
SURVIVOR What does it mean to you?
Survivor ’Trouble’, a pain in the neck. Always
Like a Brother in the way, always in the wrong
Listen to the Land moment, in the wrong place. Why
do you care?
46 CHAPTER 3. PLAYER CHARACTERS

THE SCOUT SPECIAL ABILITIES

DARKER THAN THE SHADOWS


You may expend your special armor to resist a consequence from detection,
or to push yourself for a feat of hunting or stealth.

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.

LEARNED MY TRADE FROM THE BEST


When you attack from hiding or spring a trap, you get +1d.

YOU’RE MY GAME
You can smell their blood. When you hunt a target you’ve previously tracked
or wounded, you gain +1 effect level. Whenever you gather information on a
weakness or vulnerability, you get at least standard effect.

LIKE A BROTHER
Explain how your mount is helpful in what you’re trying to achieve and gain
+1 effect level or +1d. Your mount always knows the way home.

SEE ANOTHER DAY


You gain an additional xp trigger: You let your prey escape because it was
worthy to see another day. If your Posse has problems due to this, also mark
Posse xp.

LISTEN TO THE LAND


Outside of civilization you always know where you are and how to care for
yourself and your mount. You always Read the weather with a Great result.

VETERAN
Choose a special ability from another source (except from The Revenant).

X
3.7. THE SCOUT 47

THE SCOUT SPECIAL ITEMS


Fine Hunting Knife [weapons][tools]
A trusted tool, equally suited for killing and hunting. The fine quality may
increase the effect of hunting or combat actions when you use it.

Fine Rifle or Bow [weapons]


A finely crafted hunting rifle or bow, deadly at long range, unwieldy in close
combat. Bow is a silent hunter. Did you craft it yourself?

Fine Leather Clothes [gear]


Perfect protective clothing for staying outdoors. The fine quality helps in
resisting certain environmental effects. May help against edged weapons and
blades. What animal hide was used to make your garments?

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.

Fine Horse with Saddle [horses]


Not only your reliable ally and mean of transportation, but also able to com-
municate with you up to a certain extend. May provide Potency for quickness-
or endurance-related actions. What breed is your steed? Bronco / Mustang /
Pinto / Shire / Palomino / Arabian / Turkoman / Andalusian / Thoroughbred /
Nakota / Appaloosa.

Outdoor Survival Kit [gear]


A blanket, eating utensils, preserved meat, supplies, a filled waterskin, a tele-
scope / spyglass, firestarter, a compass, a saw, a mirror, a rope.
48 CHAPTER 3. PLAYER CHARACTERS
3.8. THE OUTLAW 49

The Outlaw
A maverick & desperado beyond rules

Play The Outlaw if you want to address challenges with breaking the rules
or daringness.

'And so he arrived, on a Monday. Out of the wasteland, straight


into the saloon, then to the House of Roses, then to the hard-
ware store, to the bank with his new gun and the new black neck-
erchief. Left behind some debts and broken hearts, I was told.
It used to be a free land, y'know? Pure freedom, no one there
to tell you otherwise. Now its all only rules, rules, rules. All get-
ting so damn civilized.'

STARTING ACTIONS CONTACTS


Polly Gains, a dealer. Trading means
money, money means trouble.
SURVEY  What kind of trouble do you have
SLING  with her?
BRAWL  Father Mathew, a priest. Maybe
some kind of foster father from
X your youth or rather your guilty
conscience?
BUILD PATHS
’The Kid’, a bounty hunter. Perhaps a
If you want some guidance which
member of a gang you used to ride
Special Abilities you should pick, use
with or someone who’s after your
one of these paths as inspiration.
bounty?
a Friend you still owe money. How
DESPERADO
come she didn’t shoot you right
One of Those Days
away? How much money is it?
Now! Now! Now!
Adolphus Vasquez, a railroad
Some Fine Reputation
worker. Maybe a friend with an
honest soul or someone who still
HIGH RISK RUFFIAN
has a score to settle with you?
Didn’t Saw That Coming
Rufus Johnson, a coachman. Per-
Daredevil
haps a trusted driver who’s helped
Blaze of Glory
you a lot. Or someone you con-
stantly get in the way of?
50 CHAPTER 3. PLAYER CHARACTERS

THE OUTLAW SPECIAL ABILITIES

ONE OF THOSE DAYS


You may expend your special armor to resist a consequence from a desperate
roll, or to escape from whatever (or to wherever) you want... for now.

NOW! NOW! NOW!


When you push yourself, you may spend +1 Grit (so 3 Grit total) to gain both
+1 effect and +1d instead of one or the other.

DIDN’T SAW THAT COMING


When you make a surprising move that disregards propriety or other con-
vention, you get +1d or +1 effect (your choice, as appropriate).

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

VENGEFUL
You gain an additional xp trigger: You got payback against someone who
harmed you or someone you care about. If your Posse helped you get payback,
also mark Posse xp.

SOME FINE REPUTATION


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

BLAZE OF GLORY
When you mark a Stigma and utter a dying malediction you may retaliate
against any and all enemies within range. Say how you bring ruin to your
foes before they take you down. You may mark a Stigma prematurely to use
this ability.

VETERAN
Choose a special ability from another source (except from The Revenant).

X
3.8. THE OUTLAW 51

THE OUTLAW SPECIAL ITEMS


A Fine Pistol [weapons]
A finely crafted and distinctive pistol. Who did you buy, steal or swindle it from?

A Fine Rifle or Shotgun [weapons]


A shotgun, deadly at close range, losing accuracy and impact at longer range.
May hit more than one target at close range. Or a Rifle deadly at long range,
not so good at close quarters. Who did you buy, steal or swindle it from?

A Fine Poncho or Sombrero [gear]


Weather-resistant piece of clothing not only helpful in the wild but also to
conceal bulky pieces of equipment.

A Guitar Case [tools]


You may store a guitar in it or other ’equipment’ hidden in plain sight.

A Fine Spirit Bane [-]


Like a normal bane with potential more effect on spirits, ghosts and undead.
How does it look like when you channel your willpower through it? What is its
origin? Is a sacrifice tied to its use?

A Small Piece of Hellstone [-]


So, why would a sane being carry that around and keep it close?
52 CHAPTER 3. PLAYER CHARACTERS
3.9. THE THUNDERHEART 53

The Thunderheart
A totem fighter born from the land

Play The Thunderheart if you want to address challenges with athletics or


spiritual power.

'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.'

STARTING ACTIONS CONTACTS


The Petrified Tree. What does the
SURVEY  tree mean to you, your people or
PROWL  your tribe?
ATTUNE 
Maxwell, a scout. This one’s different
X
BUILD PATHS
from the other palefaces. Does that
make him a friend or is he too dan-
If you want some guidance which gerous?
Special Abilities you should pick, use
one of these paths as inspiration. Black Hoof, a native chief/hunter.
Perhaps an honorable elder or your
CHOSEN rival on important issues?
Guided by the Totem
Totem’s Vessel Red Horse, a medicine man. Maybe
Totem Sense he sees something in you and your
future. What does it mean?
BORN FIGHTER
A Devil With a Blade Hunter, a spirit of the land. Perhaps
Gruesome Warpaint a spiritual leader and mentor or a
Protector of the People Wendigo blocking your path?
54 CHAPTER 3. PLAYER CHARACTERS

THE THUNDERHEART SPECIAL ABILITIES


GUIDED BY THE TOTEM
You may expend your special armor to resist a supernatural consequence, or
to push yourself for a feat of athletics or hunt.

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.

PROTECTOR OF THE PEOPLE


When you protect a teammate or your people, take +1d to your resistance roll.
When you gather info to anticipate possible threats in the current situation,
you get +1 effect.

A DEVIL WITH A BLADE


You’re very effective at finding vital organs with your blade. When using
Sling to throw or fight with a blade you gain Potency and may choose to do
it absolutely silently. On a miss you don’t get any positive result.

GRUESOME WARPAINT
Enemies falter, hesitate or flinch when attacked by you in close combat. You
have an air of menace and danger obvious to even the most oblivious. You
gain Potency when trying to intimidate someone. If done immediately after
a show of force, also take +1d.

TOTEM SENSE
Pick an animal sense matching to your totem. This sense is sharpened beyond
human range to animal sensitivity.

LONE WOLF
You gain an additional xp trigger: You made things harder by acting alone. If
your Posse has problems due to this, also mark Posse xp.

VETERAN
Choose a special ability from another source (except from The Revenant).

X
3.9. THE THUNDERHEART 55

THE THUNDERHEART SPECIAL ITEMS


Fine Bow with Arrows [weapons]
A finely crafted bow, deadly at long range, unwieldy in close combat. Capable
of shooting arrows extremely silent. Did you craft it by yourself? Did the spirits
help you or gift it to you? Does it need special arrows?

Fine Weapon [weapons]


A melee or throwing weapon of high quality. A stone or metal tomahawk, a
captured sabre. A gunstock War club. A decorated lance. A bowie knife. How
does it stand out from the average weapon?

A Spirit Bane or Charm [-]


A small symbol or trinket that spirits, ghosts and maybe undead prefer to
avoid or find attractive. Describe its appearance. What is it origin? Is a taboo
tied to its use?

Outdoor Survival Kit [gear]


A blanket, eating utensils, preserved meat, supplies, a filled waterskin, a tele-
scope / spyglass, firestarter, a compass, a saw, a mirror, a rope.

Tobacco / Poison / Medicine [implements]


Tobacco and a peace pipe for its calming effect on body and mind, or a potent
poison, or other medicine.

A Totem’s Gift [-]


A gift from a totem. How did you get it? Does it help with something? What price
did/do you pay for the permission to use it? Is a sacrifice tied to its use?
56 CHAPTER 3. PLAYER CHARACTERS
3.10. THE SPEAKER 57

The Speaker
A spiritual guide & protector

Play The Speaker if you want to address challenges with conviction or sac-
rifice.

'Preaching rage and preaching peace, she would do both:


Come forth and welcome the new age! Come forth and cleanse the world with holy fire!
When I looked into her eyes, I felt that this will end in death
and doom.'

STARTING ACTIONS CONTACTS


Nathaniel, an atoned sinner. Did it
help him to reveal the sin to you, or
READ 
does he fear your judgement?
ATTUNE 
CONSORT  Patience, a lawyer. Faith and justice.
Two sides of the same coin or is it
X the antithesis?
BUILD PATHS
If you want some guidance which Cyrus, a gunslinger. Perhaps some-
Special Abilities you should pick, use one who saw the darkness just like
one of these paths as inspiration. you. Can you guide him toward the
light?
SPIRITUAL LEADER
Walk Through the Valley Mistress Bethia, an entertainer.
Shepherd Faith and entertainment have ab-
Premonition solutely nothing to do with each
other, right?
ZEALOT
Walk Through the Valley Speaks with the Wind. Perhaps a re-
A Dog’s Nose spected fellow believer or a fierce
Curandero blasphemous rival?
58 CHAPTER 3. PLAYER CHARACTERS

THE SPEAKER SPECIAL ABILITIES

WALK THROUGH THE VALLEY


You may expend your special armor to resist a supernatural consequence, or
to push yourself when dealing with Hell’s forces.

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 SPEAKER SPECIAL ITEMS


A Symbol of Your Faith [-]
A symbol used as connection to your faith and as an external sign to impress
folks. Was it given to you? How does it look like? Do you truly believe in its power?

An Instrument of your Faith [gear]


An instrument to bring your faith into this world. Who gave it to you or did
you create it by yourself? How does it look like? Do you truly believe in its power?

Blessed Implements for a Ritual [implements]


Potent implements useable in rituals and sacred acts, like healing herbs, mag-
nificent cologne, holy water, a page from a book, words, carved bones, special
Hellstone, specific blood.

A Confession of Old [-]


Some sins are too dreadful even for the wicked. Knowledge or a confession
about an inglorious past or other despicable acts. How does it look like? What
did you promise to the sinner? Will others believe it?

Fine Garments of Ceremony [gear]


The right clothing for all ceremonial occasions. Gives an aura of spiritual
authority and clearly stands out in a crowd.

Concealed Palm Pistol or Blade [weapons]


A small derringer with a weak charge and limited range. A small but sharp
blade for very close combat. Both easily concealed in a sleeve, boot, or gar-
ment.
60 CHAPTER 3. PLAYER CHARACTERS
3.11. THE PLAN 61

The Plan
A well-connected mastermind

Play The Plan if you want to address challenges with calculation or negotia-
tion.

'Success makes enemies. A good plan makes success. So, if


you come to me and ask for for a way, you ask also for a way to
make more enemies.
Is that really what you want? Can you manage more enemies?
Because if not, don't come to me complaining or I will end your
problem for good and you won't like it.'

STARTING ACTIONS CONTACTS


John P. Little, a cattle baron. Maybe
a long-time friend or someone from
READ 
your family who trusts you or
CONSORT  someone you have already ripped
off.
’The Dutch’, an executor. Once on
X the trail, nothing can stop him. Is
that good or bad for you?
BUILD PATHS Pepper, a lucky charm. What brings
If you want some guidance which you luck when all your plans have
Special Abilities you should pick, use failed?
one of these paths as inspiration. Captain Hodgens, Fort Hubert. A
good connection to the military or
PEOPLE’S LEADER someone who leaves no stone un-
God Save Me From Friends turned to find you?
Runs in the Family Horatio Freeman, a sheriff. It’s not
Old Friends Everywhere always easy to be law-abiding.
Your relationship reflects this very
CUNNING PLANNER clearly.
Foresight Sylvester Stubbs, an official. Maybe
Planning is Everything a good connection for doing busi-
Weaving the Web ness in the dark. How long can you
pay the bribe? Or do you know their
secret?
62 CHAPTER 3. PLAYER CHARACTERS

THE PLAN SPECIAL ABILITIES


GOD SAVE ME FROM FRIENDS
You may expend your special armor to resist a consequence for a teammate,
or to push yourself when you gather information or work on a long-term
project. When you use it to resist you don’t have to be present to use this
ability, say how you prepared for this situation in the past.

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.

RUNS IN THE FAMILY


During downtime, you get +1 result level when you acquire an asset or reduce
Doom. You may choose ’distant cousin’ as an asset arriving by train.

WEAVING THE WEB


’By failing to prepare, you are preparing to fail.’ You gain +1d to Consort
when you gather information on a target for a run. You get +1d to the en-
gagement roll for that operation. When the engagement roll is 6, gain 1 Grit.

OLD FRIENDS EVERYWHERE


When you come to a new town or settlement, name a Friend, Connection,
Vice Purveyor or Enemy you have here. Tell us a story about how you met
and about your relationship.

FINGERS IN EVERY PIE


At the end of each downtime phase, you earn +2 Ablass.

VETERAN
Choose a special ability from another source (except from The Revenant).

X
3.11. THE PLAN 63

THE PLAN SPECIAL ITEMS


A Concealed Holdout Pistol [weapons]
A Derringer or Pepperbox with a weak charge and limited range. Easily
concealed in a sleeve, a boot, flowing hair or dress.

A Fine Status Symbol [-]


A descreet or obvious symbol of high status. A golden watch, snake leather
boots, a specific weapon, a bespoke suit, an unusual hat, a feather, a rare book,
an aged bottle of liquor, an ornate pipe etc.

Fine Documents [documents]


A set of documents, a mandate, an official order, a wanted poster, a warrant,
a reference, a letter of recommendation.

Blackmail Information [-]


A dirty or dark secret of one of the prestigious citizens of Mudwater or
other location. How did you get it? Who may be hurt when you use it? Is someone
willing to kill for it?

Fine Ornamented Carriage [gear]


A finely crafted, prestigious and easy recognizable carriage including horses.

A Spirit Charm [-]


A small symbol or trinket that spirits, ghosts and maybe undead find attrac-
tive. How does it look like? What is it origin? Does it need a sacrifice?
64 CHAPTER 3. PLAYER CHARACTERS
3.12. THE GENTLE TOUCH 65

The Gentle Touch


An empathic light in a dark world

Play The Gentle Touch if you want to address challenges with influence or
empathy.

'There's a small path connecting those cynical, greedy,


vicious bastards with the lovable toddlers they once were.
All they wanted back then was some love and a place to play.
All they want today is to forget that they were humans then.
Now they're balanced on a knife's edge and willing to com-
mit any sin. She can still see the innocence in folks and can walk
a few steps on this tenuous path, hand in hand. I saw burly guys
and hard women crying rivers after she was done with them.
If I were you, I'd think twice about messing with her.'

STARTING ACTIONS CONTACTS


Mitch Cochran, an entrepreneur.
Perhaps a friend you’d like to help
READ 
gain a foothold in Mudwater or
CONSORT  someone who’s going over dead bod-
ies for a profit?
X
BUILD PATHS Janet Irsinghausen, a scholar. Per-
If you want some guidance which haps a source of knowledge in this
Special Abilities you should pick, use dark world, or a leader of a nefari-
one of these paths as inspiration. ous group?
Mr. Rosenberg, a commissioner.
HOPE Perhaps someone who envies you
Influential for your influence or an old friend
Fandango with common goals?
In Good Hands Joe Sawyer, a farmer. Maybe a for-
mer patient who means more to you
SUPPORTER or he found out something incrimi-
Snakeoil Miracles nating about you?
Little Vultures Ron Maddox, a surgeon. Perhaps a
Quick-Witted buddy from the same background
or a botcher who screwed up the
treatment?
66 CHAPTER 3. PLAYER CHARACTERS

THE GENTLE TOUCH SPECIAL ABILITIES

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

THE GENTLE TOUCH SPECIAL ITEMS


Fine Concealed Palm Pistol [weapons]
High quality Derringer or Pepperbox with a weak charge and limited range.
Easily concealed in a sleeve, a boot, flowing hair or dress.

Fine Bedside Manners [-]


May grant Potency in social, non-hostile interactions. What does it look like?
Do you use a specific method?

Fine Doctors Bag and Apron [gear]


Well-crafted instruments to tend your fellow human beings. You’re not only
a doctor but you look the part, too. May increase the effect of your healing
or authority.

Fine and Very Strong Cough Syrup [tool]


Something to dull the pain and other sorrows. Alcohol, laudanum, opium,
heroin.

A Comforting Song [-]


A well-known song, sang from the heart. May have influence even on hard-
boiled outlaws, animals or monsters.

An Old Favor [-]


A debt to claim. How did you get it? Who may be hurt when you use it?
68 CHAPTER 3. PLAYER CHARACTERS
3.13. THE WRENCH & SAW 69

The Wrench & Saw


Mad scientist, Hellstone otaku

Play The Wrench & Saw if you want to address challenges with technical
skill or ingenuity.

'No one dares to go near his hut. A strange humming noise


throbs from the forge, crackpot jibber jabber exhales from be-
hind his welding mask. A loquacious man looking like a greased
machine? Or a talking machine posing as a man? Hard to say and
maybe both answers are true.
Bring him your Hellstone and he will open your eyes to a
hitherto unseen world.'

STARTING ACTIONS CONTACTS


Ignaz Toodlebrock, an inventor.
Perhaps a long-time partner who
CRAFT 
shares your passion? Or a fierce
DISABLE  competitor so derivative that he
never has a creative idea on his
X own?
A voice in your head. It tells you
BUILD PATHS good things, it tells you bad things.
If you want some guidance which What does it want?
Special Abilities you should pick, use A favorite tool named __________.
one of these paths as inspiration. What’s its name? Do you know
what it’s for? Does it have a spe-
MAD SCIENCE cific purpose? Was it given to you
Mad Scientist or did you create it yourself? Why
Blood, Sweat & Gears is it your favorite among all your
Right Time, Right Tool other tools?
Virex, a failed experiment. What
SPIRITMANCER were you trying to achieve? What
Spiritmancer was the failure in your eyes?
Listening to Their Voices Dakota, your fiancé. Did you break
Speaking Their Tongue up? Who wanted to break up and
why?
70 CHAPTER 3. PLAYER CHARACTERS

THE WRENCH & SAW SPECIAL ABILITIES


DRIVEN
During downtime, you get 2 ticks to distribute among any long term project
clocks that involve investigation or learning a new formula or design plan.
While reading, push yourself for 1 Grit instead of 2.

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.

LISTENING TO THEIR VOICES


When you touch them you may consort with machines to gather information
with +1 result level. After that, you may push yourself to give it a feature or
task it was not constructed for.

SPEAKING THEIR TONGUE


You may attune yourself to any machine to activate or disable it.

BLOOD, SWEAT & GEARS


You gain an additional xp trigger: If you achieved a breakthrough on a mean-
ingful invention or scientific problem, mark xp. If your project caused trouble
for your Posse, also mark Posse xp.

RIGHT TIME, RIGHT TOOL


You may use one of your items for a purpose of which it was not designed
for. Fine items stay fine. Describe how you do it and how this is helpful.

VETERAN
Choose a special ability from another source (except from The Revenant).

X
3.13. THE WRENCH & SAW 71

THE WRENCH & SAW SPECIAL ITEMS


Fine Crafting Tools [tools]
Like normal crafting tools but you can expect better results when wielded
by a person who knows her trade.

Fine Experimental Rifle [weapons][tools]


A finely crafted two-handed rifle with an experimental (possibly Hellstone-
powered) feature. Custom-built for a specific purpose.

Fine Useful Parts [implements]


Useful (crafting) parts of high quality. May increase the effect of crafting
actions. Who else may find them useful?

Hellstone Goggles [tools]


Hellstone-powered googles with special features. What do they look like? Who
has noticed?

An Unopened Box [-]


Some strange box with unknown content. Is it a dark secret? Who would pay
good money to get it? Can it be closed again once it has been opened?

A Disturbing Truth [-]


A truth too dark to be in the open. How did you get it? Who may be hurt when
you use it? Who is willing to kill so that it stays hidden?
72 CHAPTER 3. PLAYER CHARACTERS
'Like the angry gods of old, they came upon us, to bring on the
Judgement Day'
N THE BOOK OF ITH

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.

A lot of the story driving moments will come


from the Posse, the group of PCs and its inner work-
ings: Where will there be inner conflicts and cohe-
sion? Will the group side with Light or Darkness?
Will they do this in a cohesive way or will the
group divide over these questions? How does the PCs
deal with Hellstone and what does it do with the
group? How do they deal with Doom? Do they try
to avoid or force it to bring the next Rider into the
game?

Note, that some groups prefer to create the Posse


first to frame the story a bit more before creating PCs
(see previous chapter). Other groups creates PCs first,
Posse second or even jump between those steps. Please
talk about it at the table and adapt the process to cater
to your group’s needs..

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 an initial reputation. Choose how other Factions see you:

2 Ambitious - Brutal - Daring - Honorable - Professional - Savvy - Subtle


- Strange.

Choose your hideout. Describe your hideout and how you deal

3 with the Faction that claimed it:


Pay them 1 Coin.
Pay them 2 Coin. Get +1 Status with them.
Pay them nothing. Get -1 status with them.

Examples for hideouts or create one of your own:

An abandoned mine shaft, somewhere out of town.


The unassuming back rooms of a Saloon.
A junked railway carriage, rusted in place on its old,
overgrown tracks.
A cave behind a waterfall, somewhere out of town
where no animals seem to live.
A tipi, provided by a tribe with which you have an
arrangement.
A hunter’s cabin out in the woods abandoned by its
former owner.

Choose your modus operandi. Pick a Modus Operandi from your

4 Posse sheet. When you prepare to execute a run of your preferred


modus, you get +1d to any gather information rolls and a free addi-
tional downtime activity to contribute to that run.
4.1. POSSE CREATION 75

Choose a special ability. They’re in the column in the middle of

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.

Assign Posse Upgrades. Your Posse has two upgrades pre-selected.

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:

One Faction helped you get the upgrade.


Take +1 status with them. Or spend 1 Coin for +2 status instead.
One Faction was harmed or affronted when you got the upgrade.
Take -2 status with them. Or spend 1 Coin for -1 status instead.

Choose a favorite contact. Mark the one who is a close friend,

7 long-time ally, or partner. Record the Faction status changes related


to your contact:

One Faction is friendly with your contact:


Take +1 status with them.
One Faction is unfriendly with your contact:
Take -1 status with them.
At your option, increase the intensity of the Factions’ relationship
with your contact and take +2 and -2 status, instead.

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

Common Special Abilities for every Posse


Every Posse may choose the following Posse Special Abilities:

PATRON When you advance your Tier, it costs half the Coin it normally
would. Who is your patron? Why do they help you?

VETERAN Choose a special ability from another Posse. May be chosen as


often as you like, even as your first Special Ability.
78 CHAPTER 4. FORMING A POSSE
4.2. HELLSTONE SCAVENGERS 79

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.

'Some of those so-called "mines" are nothing but glorified


holes in the ground. Dig, dig, dig, that's all they know. Day or
night makes no difference to them.
It's darkness and fire down there, far too deep for tears. It's
death and Hellstone, fight and doom, that's what they do.'

STARTING UPGRADES POSSE UPGRADES


TRAINING: GUTS Scavenger Rigging 2 free load for
RAIL CONNECTION tools or weapons. For example, you
could carry crafting tools and a pistol
X
MODUS OPERANDI for zero load.
SCAVENGE Search for and Elite Scouts All of your cohorts with
collect anything valuable from a spe- the Scouts type get +1d to quality
cific dangerous location. rolls for Scout-related actions.
MINING Manage your mines, ex- Elite Movers All of your cohorts
ploit them and expand them for more with the Movers type get +1d to qual-
yield. ity rolls for Mover-related actions.
SUPPLY A significant trade to ac- Fine Carriages A superior crafted
quire assets to keep your mines and carriage of fine quality (+1d to qual-
business running. ity rolls), including horses.
SALE A significant trade with a spe- Steady Each PC gets + 1 Grit box.
cial buyer or product.
80 CHAPTER 4. FORMING A POSSE

HELLSTONE SCAVENGERS SPECIAL ABILITIES


HEIGH-HO Each PC may add +1 action rating to Attune, Disable, or Prowl
(up to a max rating of 3).

TRANSPORTER When you execute a Travel Plan to start your run or 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.

UNDUE HELLISH CONFIDENCE No one can beat your Posse as long


you have Hellstone around (at least it feels this way). Once per run you may
regain 1 Grit if you make a Mutation Roll.

X
CONTACTS
Bill ’Scar’ Morgan, a judge.

’Railroad’ Gilliam, a marshal.

Sweet Dave, a piano player.

Grover McIntyre, a hardware store owner.

Ling Lee, a collector.

Old Man Bruford, a gin mill owner.


4.2. HELLSTONE SCAVENGERS 81

HELLSTONE SCAVENGERS ACHIEVEMENTS

The following Achievements are available for Hellstone Scavengers. 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.

Light THE GREAT LAW OF PEACE


+1d for healing rolls –or– +1d Consort on site
THE GATE
Safe passage to and from the Burning Beyond –or–
+1d on Travel plans
ETERNAL FLAME
+1d resisting supernatural effects –or–
+1d on Delving too Deep
THE MARK OF BEYOND
+1 Hellstone or Coin on Payout –or–
Cancel ‘Volatile’ on artifacts
Dark THE BLACK LAKE
Monsters as additional Cohort type –or–
+1 Hellstone on Payout
HELLISH INVENTOR
+1d on Acquire Assets –or–
Additional Acquire Asset during Downtime
THE WYRM
+1 scale for Thugs and Scrawlers cohorts –or–
Additional Increase Doom during Downtime
HELL‘S OWN LIGHT
-1 Grit for bonding artifacts on site –or– +1 Rep per Run
Neutral THE MAP
+1d on Loot –or– +1 effect on all ’Find/Scout’ objectives
THE CORNERSTONE
+1d Engagement on Beyond plans –or–
-1 Doom for 1 Coin per Run
SPIRIT WELL
+1d to gather information on the supernatural –or–
+1d Attune on site

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.'

STARTING UPGRADES POSSE UPGRADES


TRAINING: PROWESS Outlaw Rigging 2 free load for
COHORT: THUGS weapons or armor. For example, you
could carry armor and a pistol for zero
X load.
MODUS OPERANDI Elite Thugs All of your cohorts with
the Thugs type get +1d to quality
INTIMIDATION Instill fear in the rolls for Thug-related actions.
hearts of your victims to reach the Elite Movers All of your cohorts
goal. with the Movers type get +1d to qual-
ity rolls for Mover-related actions.
SUPERIORITY Show them that no
Mobile Hideout The hideout can be
one will ever seriously be able to
moved with reasonable effort. Per-
touch you.
haps the hideout is built into a train
SWIFTNESS Be that fast, no one or consists of easily collapsible mate-
will know you were there until it’s rials.
too late. Ruthless Each PC gets + 1 Grit Box.
SPECTACLE Play for the audience This costs three upgrades to unlock,
and deliver a Hell of a show. not just one.
Attitude is everything.
84 CHAPTER 4. FORMING A POSSE

OUTLAWS SPECIAL ABILITIES


DEADLY SERIOUS Each PC may add +1 action rating to Command, Sling,
or Brawl (up to a max rating of 3).

BLOOD BROTHERS When you fight alongside your cohorts in combat,


they get +1d for teamwork rolls (setup and group actions). All of your cohorts
get the Thugs type for free (if they’re already Thugs, add another type).

STRAIGHTFORWARD When you execute an assault plan, take +1d to the


Engagement roll.

FIENDS Fear is as good as respect. You may count each active Rider as if it
was a claim.

FORGED IN THE FIRE Each PC has been toughened by cruel experience.


You get +1d to resistance rolls.

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

Bill ’Scar’ Morgan, a judge.

’The Cheat’ Murray, an arms dealer.

’Silent’ Bob, a blacksmith.

Moe, a saloon owner.

Sam Malone, a smuggler.

Old Man Bruford, a gin mill owner.


4.3. OUTLAWS 85

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.

Light HANGING TREE


+1 Resistance vs. supernatural –or– -2 Doom per Run
LOADED DICE
+1 Quality for Rooks –or– +1 Coins per Run
THE THRONE OF SKULLS
+1 Scale for Thugs and Movers –or–
+1 Quality for Bookworms
LAST DEALS OF DEAD MEN
+1d resisting supernatural effects –or–
+1d on Delving too Deep
Dark VENGEFUL GHOSTS
Ghosts as additional Cohort type –or– +1 Doom per Run
THE MORGUE
Additional Acquire Asset during Downtime –or–
+1 Hellstone per Run
THE BEAST
Potency vs. spirits and ghosts –or– +1d Command on site
BRINGER OF PAIN
+1d Engagement for Assault Plans or Intimidation –or–
-1 Grit for bonding artifacts
Neutral RAIL CONNECTION
+1d on Travel Plan –or– +1 effect on Acquire Asset
FREE MAN FUNERAL
‘Get out of jail free’ card –or– Horses for your cohorts
A DROP OF HELL
+1d for healing rolls –or– -1 Doom for 1 Coin per Run

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.'

STARTING UPGRADES POSSE UPGRADES


TRAINING: WIT Bounty Rigging 2 free load for
HIDEOUT: VAULT weapons or documents. For example,
you could carry a pistol and documents
X for zero load.
Elite Rooks All of your cohorts with
MODUS OPERANDI the Rook type get +1d to quality rolls
for Rook-related actions.
VIOLENCE Hurt an opponent and Elite Scouts All of your cohorts with
don’t be quiet about it. the Scout type get +1d to quality rolls
NEGOTIATION Conduct tough for Scout-related actions.
negotiations, make a good deal ’Get out of jail free’ card Use it get
and don’t let them fool you. out of jail if you want to. What does
CONNECTION Use a social con- this look like? Who’s gonna get back at
nection to get want you want. you?
TRAP Place a trap and wait. Let Hardened Each PC gets + 1 Grit Box.
them come to you. Patience wins This costs three upgrades to unlock,
the game. not just one.
88 CHAPTER 4. FORMING A POSSE

BOUNTY HUNTERS SPECIAL ABILITIES


BLOODHOUNDS Each PC may add +1 action rating to Command, Sling,
or Hunt (up to a max rating of 3).

A WALKING ROGUES’ GALLERY When your Posse has the chance to


mull it over you will recognize any outlaw / lawman you’ve seen either in
person or in a likeness. You know if there is a bounty on their head and its
value.

LIFE LINE You bring ‘em in alive. You may choose that your target is only
incapacitated instead of dead. There’s always a little bit of life left in them.

AN EYE FOR IT You may read artifacts or Hellstone weapons to find out
what they do and how they are dangerous. With that you always get good
details.

REALLY USEFUL Sometimes friends are as good as territory. You may


count up to three +3 Faction statuses you hold as if they are claims.

LUCKY FELLOWS When you roll Rider Events, roll twice and keep the one
you want. When you reduce Doom on the Posse, take +1d.

X
CONTACTS

Bill ’Scar’ Morgan, a judge.

’Railroad’ Gilliam, a marshal.

’Silent’ Bob, a blacksmith.

Moe, a saloon owner.

Madam Zona, a fortune teller.

Xiang, an occultist.
4.4. BOUNTY HUNTERS 89

BOUNTY HUNTERS ACHIEVEMENTS


The following Achievements are available for Bounty Hunters. 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.

Light HOLY WEAPON


Potency vs. demons/undead –or– -2 Doom per Run
SAFE PASSAGE
+1d Engagement for Travel or Stealth plans –or–
+1 effect on all ’Escape/Explore’ objectives
WASTED BULLET
-2 Doom per Run if a life was spared –or–
+1d for Reduce Doom
UNDERTAKER
Additional Acquire Asset during Downtime –or–
+1 Coin per Run
Dark UNHOLY WEAPON
Potency vs. spirits –or– +1d for healing rolls
DEATH’S SERVANT
+1 Rep if killing was involved –or–
+2 Hellstone for Assault plans or Violence
BITING SHADOWS
+1 Quality for Scouts –or– +1 Doom per Run
THE TANGLED WEB
+1 Quality for Bookworms and Movers –or–
+2 Hellstone for Stealth plans or Trap
Neutral THE WILD HUNT
+1 Effect for Tracking/Hunting –or–
Spirits as additional Cohort type
SECRET STASH
+1d to acquire Asset –or– +1d resisting supernatural effects
MUDDY INFORMANTS
+1d to gather information in Mudwater –or–
Free Acquire Asset during Downtime

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!'

STARTING UPGRADES POSSE UPGRADES


TRAINING: WIT Tribe Rigging 2 free load for
HIDEOUT: QUARTERS weapons or implements.
Elite Scouts All of your cohorts with
X the Scout type get +1d to quality rolls
MODUS OPERANDI for Scout-related actions.
SHOW OF FORCE Make an exam- Elite Movers All of your cohorts
ple of an enemy to dominate. with the Mover type get +1d to qual-
ity rolls for Mover-related actions.
SWIFTNESS Be that fast, no one
Gateway to the Burning Beyond
will know you were there until it’s
Use it wisely. How does it look like?
too late.
What or who is the gatekeeper? Do you
SOCIAL Talk, council, convince, ne- have to pay a price to use it?
gotiate to reach your goal. Hardened Each PC gets + 1 Grit Box.
SACRIFICE Give up or destroy This costs three upgrades to unlock,
something valuable in honor of not just one.
your ancestors, totem or spirits.
92 CHAPTER 4. FORMING A POSSE

TRIBE SPECIAL ABILITIES


WATCHERS Each PC may add +1 action rating to Attune, Hunt, or Survey
(up to a max rating of 3).
INTO THE BURNING BEYOND The spirits showed you the shifting paths
into the Burning Beyond and back. You may attune to visit places of the Be-
yond if you respect the inhabitants and bring appropriate offerings. You
don’t have to leave the way you came.
HORSEBACK IS HOME You get +1d while on horseback. You speak the
language of horses. You may ask them to gather information with +1 effect.
You lose 3 Grit when your horse dies.
ONE WITH THE LAND You may command the spirits of the land or ask
kindly for their help or advice. You may ignore one consequence if the spirits
chose to provide cover. Or you may gain +1d if they chose to help you on
your path.
ONE WITH THE PEOPLE When you have a downtime in your people’s
territory, your tribe has one additional downtime action and gains +1d to
Acquire Asset. Describe how this can be.
STALKERS OF DEMONS You were taught to sense the weakness of demons
using taboo magic. If you successfully attune to a demon the GM will tell
you its weakness and how it may be destroyed. On a CRIT you may learn its
true name. Which taboo must be broken?
THEY’RE WITH US You carry a symbol of your people / land; describe
it and the grim bounding ritual. As long as you carry it, your Tribe gets
+1d against Delving too Deep and +1d resistance against creatures from the
Burning Beyond or other spirits as well as against dread or despair. If you
lose the symbol or it is destroyed, all get 3 level harm ’disheartened’. May
only be healed by restoring the symbol somehow.
X
CONTACTS

’the Cheat’ Murray, an arms dealer.


Hawk, a feral spirit.
Kills Many, the threshold.
Free Cloud Raining, a medicine man.
Seeker, a guide.
’Coin’ Slate, a merchant.
4.5. TRIBE 93

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.

Light THE SONG OF BUFFALO


-1 Doom per Run –or– +2 Coin on runs vs. Demons
ANCESTOR SPIRITS
Spirits as additional Cohort type –or–
+1 effect on Overcome Bosses
SHADOW OF THE MOON
Cancel ‘Exploit Hellstone’ during Payout –or–
Resist Mutation
TAMING THE THUNDERBIRD
+1d engagement for outdoor runs –or– +1 scale for cohorts
Dark THE SEA OF BONES
+1d for Craft Artifacts LTPs –or– +1d Attune on site
THE BONDING
Monsters as additional Cohort type –or–
+1 Hellstone on Payout
VISIONS OF END TIME
+1d on End Game –or– +1d on Command or Sway on site
THE BROKEN STORM
+1d Attune on Site –or– +2 Hellstone during Payout
Neutral THE DANCE OF COYOTE
+1d on Loot –or– +2 Coin on runs vs. ‘civilization’
THE ORACLE
+1d engagement –or– +1 effect on Gathering Information
GUARDIAN
+1d resisting supernatural effects –or–
+1d on Delving too Deep

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.

Note the locations on the Posse’s Faction sheet.

It’s ok if this is only a rough sketch based on hearsay or rumors. If you


want to change it later, that’s ok, too. Ask some questions that add details,
take notes (index cards work great for this).
What is this place (town, settlement, mysterious place, etc.)? What do folks
know about it? Does its name have significant meaning? Which rumors are known
about this place? Have some of you been here before? Which Faction of Mudwater
does (or doesn’t) carry weight here? Or is all this a dark secret?

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

Nutbush, Tombbend, Drygulch, Fort Hubert, Ghostcliff, Wolfwater, Ford


Henry, Silver City, Little Creek, Cross Road(s), Red Rock, Dead Wood,
Black Creek, Bitter Water, Ghost Howl, The Sad Rise, Itching Back,
Greed City, Silent Cross, Big Rock, Skeleton Gulch, Dead Men’s Edge,
Overville, Gold Stream, Stagecoach Pass, Pride Hill, Deep Scar, Skull
Canyon, St. David, Willcox, Redington, Snowy Mountains, Richfield,
Mouth o‘ Hell, Mexican Hat, St. George, Sleeping Wetlands, Dead Hill,
Crocodile River, The Mirrored Waters, Jade River, The Hungry Peaks,
Arrowhead Creek, Cursed Run, Buzzard’s River, The Lonely Labyrinth,
Stryxolt Stream, Silent Stream, Empty Skull Mountain, Dragonfly Creek,
Clarq Hill, Great Salt Lake, Kirk’s Rock, Whistling Rock, The Long Drop,
Fairbank, Diamond Peak, Hangman’s Crossing, St. Andrews, Two Crows,
Tom Ugly, The Scarlet Mountains, The Forbidden Pinnacle, Dead Rocks,
Brochterbeck, Dragon Flats, The Fractured Highlands, Third Trumpet,
Wormwood, Ring of Fire, Sea of Souls, Howling Plateau, Dancing Devil,
Red Sage, Friesdorf, Useless Loop, Deadman’s Creek, Black Stump Hotel,
Foul Swamp, Burning Plain, Creeping Stones, Enchantment Rock, The
Wall, Hanging Rock, Golden Bridge.

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

 Is Steampunk- / Hellstone technology already advanced and common enough


that every PC (and important NPCs) owns a piece of this technology? Are
supernatural artifacts equally common? If yes, the following Special Abil-
ity may be introduced into the game as Veteran Ability or as an additional
Starting Ability (choice of the group)
Special Ability

BRAVE NEW WORLD: You own a special piece of Steampunk


/ Hellfire equipment or a demonic / supernatural artifact.
Why do you have it? What debt comes with it?
Create it, according to the Crafting rules.

 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

3 The city starts with the following Qualities (maximum value of 4)


Wealth
Law & Order


Outlaw & Chaos 
Supernatural 
The group may adjust the Qualities by taking +1 to one and -1 to another at
the same time (or +2/-2 if you want to go extreme). Repeat if needed.

Now, have a look at the Town Facilities Table:


Name two common Facilities that Mudwater does not have and explain
why. Then name two uncommon Facilities that Mudwater has and explain
why (’dark secret’ or ’we play to find out’ may be a valid answer).
98 CHAPTER 5. WORLD BUILDING
'We deal in Hellstone and lead of finest quality'
N 'COIN' SLATE

HELLSTONE
Chapter 6

H ellstone corrupts body, spirit and soul. It brings evil and


makes you filthy rich if you live to see it. The demand has gone
through the roof, no other commodity has this unearthly profit. You
could trade gold for a lifetime or Hellstone for a year and receive the
same earnings. Some want it for the money, some want it for the tech-
nology, and some want it for the supernatural weird stuff.

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.

See on the right an example taken from


the PC’s character sheet: The first slot is
marked as Coin, the second one is marked
as Hellstone. The fully filled box represents the double value of Hellstone in
a single slot. One slot may not be mixed, its either Coin or Hellstone. You
can only store as much Coin or Hellstone as you have slots on your sheet.
Every time you want to spend Coin you may choose to use Hellstone
instead and when you do this you generate Doom for your Posse (this includes
putting Hellstone as Coin into your Ablass). Make a note that the ’Exploited
Hellstone to achieve an aim’ modifier is applied during the next Payout.
You could consider converting a big chunk of Hellstone in one step using a
merchant or other trustworthy contact. The amount of additional Doom is
decreased; but your risk of complicity is increased because a big Hellstone
transaction will always be noticed somehow. Note that after this transaction
you will need double the number of currency slots to store the Coins or you
may spend them all at once to avoid this overflow.
6.2. HELLSTONE AS RAW MATERIAL 101

Hellstone as Raw Material


'Learn to listen ... to the voice of the stone. Create what it tells you!'
N Ignaz Toodlebrock

Another application of Hellstone is the construction and improvement


of weapons or other gear. Hellstone is not only a high level energy source
but may have other currently unknown effects. It makes new and previ-
ously unthinkable inventions possible and brings a new era within reach of
humanity.
Mundane gear must be converted for this or newly built from scratch.
Special workshops and skills are needed to be successful in this new field
of endeavor. Master of the craft are extreme rare (mortality rate is way up),
therefore crackerjacks tend to be expensive or absolute beginners. You have
been warned.
Use the rules for Artifact Creation (see Artifacts on page 113) to use
Hellstone as raw material to build new gear, devices or objects.

X
... as Nuisance or Worse 'I'm an experienced specialist, he said. Trust me, he said.'
N Typical Boot Hill Mumbling

Unprotected or continued contact with Hellstone or demonic material


may cause a Mutation. Cases of minor and major physical or mental changes
of human beings, animals or plants are known and feared. Some doctors
started to work on a cure or relief, other are trying to create something useful
out of it. Mad scientists galore!
A bigger collection of Hellstone may
cause unintended reactions, like sponta-
neous ignition, fire or explosions. Spirits,
ghosts and demons as well as gangs and out-
laws may find those collections attractive,
although for totally different reasons. Safe
storage is one of the main skills of Hellstone specialists and there are tools
and means to achieve it in buildings and transportations. Protection against
earthly threats is up to the Posse itself.
102 CHAPTER 6. HELLSTONE

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.

Tier Mine crew and gear for fictional positioning and


context
0 0-2 unskilled people, crappy gear, if any
1 3-6 moderate skilled people, adequate equipment
2 12 skilled people with 1 expert, good equipment &
some specialized equipment
3 20 skilled people with experts, very good equipment &
sufficient specialized equipment
4 40 skilled people with lots of experts, all the equipment
you can dream of in good shape
6.4. HELLSTONE CLAIMS 103

HOW TO HOLD ONE N If you managed to get one, you’ll have to


defend it again and again. Whether something happens is decided during
Payout by means of a Fortune Roll (see below).
HOW TO GET PAID N Mines are unreliable because many things can
go wrong in this high risk business. The amount of Hellstone the mine yields
is therefore not constant. The Payout is not a fixed amount of Hellstone but
the result of a Fortune Roll.
Roll for each mine and determine the individual outcome separately.
More mines, more trouble.

Roll (Tier) for each mine during Payout


1-3 0 Hellstone and no trouble - or -
1 Hellstone and a Mine Trouble Event (Posse’s choice)
4/5 1 Hellstone
6 2 Hellstone
CRIT 3 Hellstone and Mine Trouble Event, too.
Deal with the problem in some way or ignore it and lose
(Tier+1) Rep.

1d6 Mine Trouble Event


1 Defend against / cope with nature (storm, flooding, swarm
of insects/animals, cave-in of a tunnel, ...)
2 Attack or sabotage from another Faction
3 Infrastructure Problems (machine malfunctions, mutation,
explosion from improper Hellstone handling, choking from
gas, ...)
4 Human problems (mutiny of the crew, strike, mutation, sick-
ness, sabotage, ...)
5 Driving away ghosts, spirits, demons, critters, monsters,
animals, intruders
6 Defend against / cope with supernatural stuff (curse, sick-
ness, phenomenon, artifact, ...)

Note, that to convert such mined Hellstone to Coin it must be converted


as usual and therefore generates Doom.
104 CHAPTER 6. HELLSTONE

Special Types of Hellstone


'That is some fine Hellstone you've got there. May I have a look?'
N Anonymous Demon

Fine Hellstone is Hellstone that has


been treated properly (some say wisely)
during mining, processing, and storage
etc. So it doesn’t fall under the ’Ex-
ploited Hellstone’ rule and does not gen-
erate Doom when sold (well, maybe
even then depending on the buyer
of the goods and what they do with
it).

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

THE BURNING BEYOND

T his is a magic place. Living on the edge of the unknown makes


people open for the new, the strange, and the extraordinary. This
will often spawn abnormal ideas and methods. Life is so hard that you
have to fight every day and your willpower is the most powerful weapon
in this struggle. Sacrifice is a way of life here, because everything
you’ve built ‘til today could be gone tomorrow. Death is waiting for
you just around the corner, so some people mix in their hate to get
through the day, to make their world simpler: Us versus them, the good
versus the bad, white versus black, yellow, red. Your faith versus my faith.

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

Demons, Spirits & Ghosts


Demons are the mighty creatures of the Burning Beyond. They materi-
alized with the appearance of Hellstone and are encountered in the mines
below earth but also in the wilderness. Some say that the demons came first
and that Hellstone was a reaction to their appearance. If this is true is open
to speculation. As they both appeared nearly simultaneously there may be a
connection between these phenomenons. If the demons have a certain goal
or if they are controlled by some higher power is equally unknown. Christian
priests were quick to proselytize that demons are from Hell itself, a point of
view bolstered by the fact that they are vulnerable only to special weapons or
objects. It is fiercely debated whether the demon’s vulnerability is simply to
the holy symbol itself, or the channeling of the wielder’s faith and willpower.
Spirits are the essence of an ancestor, or a particular aspect of nature,
manifesting in the wild, at sites of power or even in the bulwarks of civiliza-
tion. The shamans teach us that those spirits were never gone and never far
away: they are bond to the land and to the people. With Hellstone they seem
to gain power, some of them quite a lot of it.
Ghosts are present, too. Most people just stay dead when you kill them,
but some of them just don’t want to start their afterlife just yet. They have
something they just can’t let go of. If someone dies under extreme, dramatic,
cruel, arcane, magic or emotional circumstances; there is a solid chance that
he or she will stay behind as a ghost. Revenants are a special form of ghost,
because they still possess their (now dead) body. They are the nightmare of
every mundane killer.
7.2. THE REVENANT 109

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).

How to Convert to The Revenant


 Keep your dots and add the two new ones (Hunt and Attune) from the
Revenant playbook.

 Talk with the GM about which Special Abilities can be transferred


from the original Playbook and which are lost.

 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 are no longer affected by Mutation. You may be affected in usual


or unusual ways by artifacts or magic.

 Change your Grit to Passion. It symbolizes the connection between


you and the world of the living. It’s the last connection which makes
you still human. If you lose your last Passion you gain Decay and
a part of your humanity. You no longer have a Vice or a Purveyor;
instead you gain a Link to the World of the Living which lets you
regain Passion if needed.

 You don’t have Ablass, you’re not going into the next world.
110 CHAPTER 7. THE BURNING BEYOND

THE REVENANT SPECIAL ABILITIES


ONE STEP BEYOND
You are affected by spirit bane charms (lose 2 Passion to overcome the repul-
sion). Whenever you would lose Grit, lose Passion instead. When you would
take Stigma, take Decay instead.

ANGEL OF VENGEANCE
You may expend your special armor to terrify or impress an enemy, or to
push yourself when you Attune to the Burning Beyond.

TOUCHED BY THE BURNING BEYOND


You can push yourself to do one of the following: Talk in tongues - terrorize a
group of people - captured the attention of a ghost or demon.

HELLFIRE TORCH
Your body burns with a non-consuming flame and it looks like you & your
stuff is on fire. Take +1d or improved position in situations where being on
fire is helpful.

UNHOLY MOUNT
Your horse or animal companion is equally frightening as you are. It has
potency when tracking or fighting the supernatural. For 1 Passion it has a
temporary mind-link with you.

LIKE JOHAN
For 1 Passion you’re able to dissipate your body and all your stuff to become
a cloud of vapor. This cloud may resemble your living body and clothes if
you wish. You move about by floating and may fly swiftly without tiring. You
may slowly flow through small openings. For +1 additional Passion you chill
the area around you and are terrifying for the living to behold.

SUPERIORITY
Lose 1 Passion to sense beyond human limits. ’Hear’ a subject’s true thoughts
or feelings, see in pitch darkness, sense the presence of invisible things, intuit
the location of a hidden object.
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:

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

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

When the clock is filled, roll on the Muta-


tion table (see next page) or choose one.
A Mutation permanently consumes a level 1
harm box and cannot be recovered normally
during downtime. Multiple Mutations con-
sume multiple harm boxes according to stan-
dard rules.
Mutations may cause negative (or some-
times positive) reactions from your fellow
humans and may aid or hinder physical and
social interactions (’less effect’ / ’improved
effect’ from harm).
Struggling from mutations gives the PCs an
additional Trigger to gain xp.
112 CHAPTER 7. THE BURNING BEYOND

MUTATIONS roll 2d as often as needed


1 2 3 4 5 6
1 Mouth thirsty/hungry grown over fangs no teeth stink demonic smile
2 Tentacles one/more fingers arm feet leg tail tongue
3 Eyes no iris/colour grown over third cyclops huge tiny
4 Skin jet black green glowing rock slippery full body
5 Extremity tail with mouth barbed tail tail with face extra arm extra leg extra hand
6 Misc. horns/antlers poison albinism/ fused with animal flesh eater
glands allergies item features
'God made man, but the six shooter made them equal'
N UNKNOWN SOURCE

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

3. GM asks: ’What rare, strange, or adverse aspect of this artifact has


kept it in obscurity, out of common usage?’ Player answers.

4. Player asks: ’What drawbacks does this item have?’ GM answers by


choosing one or more from the drawbacks list.

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.

Rare. This artifact requires a rare item or material to function.

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.

Volatile. The artifact produces a dangerous or troublesome side-effect for


the user, specified by the GM (for examples see sample artifacts, next
page). A side-effect is a consequence, and may be resisted.

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 Xygga Ryga Manual: Unknown origin. A detailed catalog of demons,


their powers, their weaknesses and stats. Grants +1 effect level for Read
while gathering information about demons. Gathering information this
way is always an action roll and never (only) a fortune roll. Complex (2-3
stages depending on demon’s renown), Tainted.

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.

Amulet of Qor’tak: The amulet is a remnant of a long-forgotten culture


that practiced magic. Blood magic, as people whisper. May be used as ar-
mor versus arcane or occult damage once per run. Origin arcane, Quality
2, roll for Mutation with its Q2 for every usage.

Hellhood Claw: A claw of a legendary beast. Free assist on hunting mon-


sters and undead once per run. Origin spiritual, Quality 2, Unreliable,
Volatile (8-clock ’Attention of the Hellhood brood’).
'They went into the darkness for the hope of coming back.'
N RED HORSE

PAYOUT & DOWNTIME


Chapter 9

Use the following procedure for Payout and Downtime activities:

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 Coin Minor loot; a fistful of Hellstone


4 Coin Small loot
6 Coin Standard loot
8 Coin Serious loot
10 Coin Impressive loot
If you own a Hellstone Claim and operate a mine there, you have a chance
of further earnings. Do the fortune roll as described under Hellstone Claims.
Mine Trouble is in addition to possible Rider Events (see below).

MUTATIONS: If there were any events which may cause Mutations,

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

DOOM: The Posse advances or averts Doom by their actions and

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

LOCATION QUALITY RATINGS: Make a fortune roll with at least

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’).

RIDER EVENTS: Roll (number of Achievements)d6. If the Posse

5 don’t have an Achievement roll 0d (2 dice, lowest result). Read the


result from the Table of Rider Events (see below) according to number
of active Riders.
119

DOWNTIME:

6 Rules for Downtime Actions are unchanged.


The following Downtime Actions are available:

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.

Long Term Project: As per standard rules.

Recover: Treatment to tick healing clock as per standard rules.


Mutation cannot be recovered this way. How you recover it, if you even
can, is something you must discover through play.

Reduce or Increase Doom: Say how and roll your Action.


Reduce 1-3: +1 Doom; 4/5: -1 Doom; 6: -2 Doom; CRIT: -4 Doom
Increase 1-3: -1 Doom; 4/5: +1 Doom; 6: +2 Doom; CRIT: +4 Doom

Train: Mark 1 xp in attribute or playbook once per track and downtime.

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:

Attract Trouble Select or roll an additional Rider Event.

Tempted by the Dark Side +2 Doom.

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.

1-3: Ruckus - or - Stalked 4/5: Rivals - or - Turncoat 6: Revenge - or -


Show of Force

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.

1-3: Stalked - or - Missing 4/5: Cursed - or - Attack 6: Demonic Notice - or -


Visions

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.

1-3: Riot / Lynch Mob - or - 4/5: Sudden Death - or - 6: Ultimate Instrument - or -


Beasts Nature Rising Rider(s)

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 & Theme


A typical underworld setting is a mine or a natural cave or grotto. The run
has a Tier as a Quality for rolls and as a measure for the threat and challenges.
The GM should set the Tier according to what is reasonable from the fiction.
The minimum Tier of a underworld run is 1.

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).

Often it’s helpful to give the underworld run a


Theme. This Theme can drive the mood, the action,
complications and the type of monsters the PCs en-
counter. Note, that the GM should not reveal the
Theme too early, because it may be an interesting
twist or a good opportunity for the players to gather
information before the run.

Use the following table to choose a Theme or roll


1d6:

THEME Danger from ...


Nature Blocking rocks, steep cliffs, slippery waterfalls,
collapsing walls or tunnels, etc.
Demons Demons and creatures of Hell
Ghosts Ghosts and undead creatures
Spirits Spirits and animals
Dimension Rift Alien dimensional things from the ’Twilight
Zone’
Mixed Mixed stuff, possibly mixed with humans like
bandits etc.
10.2. OBJECTIVES 125

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

Type Objective Description


Examples
Attack Attack a specific person, group, being, supernatural
effect or artifact.
Attack a mining crew to get the Hellstone Claim for
yourself.
Capture Capture a specific person or being, control a
supernatural effect.
Bring back the traitor McCarthy, Seal a gate or Hell pit to
use it for yourself, capture an exotic pet.
Defend Defend or hold back something/-one against
something/-one.
Defend your Hellstone claim against outlaw attacks, make
you last stand and hope for reinforcements, defend the
world outside from a horde of thawed monsters.
Destroy Destroy specific item, being, construction or banish a
supernatural effect.
Destroy a gate or bridge, Destroy the Hell pit, collapse a
tunnel, blow a mine, destroy the kidnapping demon, destroy
the cursed idol. Manhunt.
Escape You’re in and you want out.
Collapsing tunnel, water ingress, one demon too many.
Waking up somewhere with missing memories. Captured by
bad people.
Escort / Bring someone or something to a specific place.
Deliver The preacher must read this psalm at the Hell pit to close it.
Explore Explore what’s to find in a specific area or what has
happened here recently. Find the fascinating and
threatening bits.
Find new tunnels in the mine. Find all monsters in the mine
(but don’t kill them). Find specific or all supernatural effects
in the area. Why are all those miners dead?
Find Find specific item, person, being, supernatural effect or
place.
The classic search party for the preacher’s daughter or
Thornton’s boy. Find THE book. Find the last search party.
Find the cursed idol.
cont...
10.3. STAGES 127

Type Objective Description


Examples
Prevent Prevent specific event.
Seal a gate or Hell pit before it is used, stop the ritual before
is completed. Chase the bad/other guys before they escape.
Rescue Rescue someone, something and bring it back to safety.
Bring back the preacher’s daughter or Thornton’s boy, bring
back THE book.
Scavenge Find something of value no matter what or specific.
As much Hellstone as possible, collect herb, ingredients for
the ritual. Win the treasure and get out alive.
Scout Find out what’s important about this place for you, your
client or someone else. Survey and get away unseen.
Is this just a cave or a Hellstone claim? Why do all southern
refugees gather here every Sunday?
Sweep Clear all specific items, persons, beings, supernatural
effect from the area.
Drive out all devil rats to establish your Hellstone claim.
Bring eternal piece to all Hungry Dead. Unhex this place.
Test-Drive Test or try something in specific area.
Test this new Hellstone handling device. Will this item
really hold back the Hungry Dead?
Traverse Find a way through the area and get there alive.
Find a way through this mountain in a storm ... a Burning
Beyond storm … raining shards as sharp as battleaxes.
Combined first A the B; A and B; A or B; A xor B
Search first, then Capture. Rescue X and bring back Y.

Every Objective is represented by one or more clocks depending on its


difficulty. Clocks are ticked by appropriate PC’s actions in appropriate Stages
(see next section). If a clock is filled, the objective is achieved.
IMPORTANT Fiction first and fiction rules. An underworld run is not
a sequence of rolls to fill some clocks. The clocks are a dashboard to show
everybody what’s going up (or down?).

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

Continued: Assume an Engagement roll result of 1-3: (Desperate Position)


The group starts the Opening Stage with a group of Shadow Bats flying
out of the mine; the group is spotted and attacked by the Bats without an
opportunity to take cover. A new Objective ’Overcome Shadow Bats’ is
added. The Posse may choose to fight them or find something else, like
making a lot of noise to drive them away. Maybe they do a flashback to have
deeper knowledge about this weakness?
10.3. STAGES 129

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

Multiple complications may increase the size of the group of monsters


or add a new type of monster. Adjust the Objective’s clock size or add a new
clock. Note, that not all monsters must form a united front against the PCs
and may have different goals of their own.
Every monster may have a number of Special Abilities (see Table).
Groups of monsters usually have the same Ability or one single member
of the group has it. Every monster may have a Vulnerability (see Table).
PCs gain Potency if they are able to exploit this Vulnerability. If you add a
Vulnerability consider to add another Special Ability as well.
PCs overcome monsters according to Blades in the Darkness rules. Com-
plications from those Actions may add more monsters but don’t have to.
Daunting Monsters are often an Expert/Badass (the PCs first have to
Resist before they can do an action of their own).

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

These underworld places are always creepy stuff.


People without Grit won’t even enter them. PCs may lose some Grit
when Delving too Deep into the Darkness. Every PC – especially those far
away from the next light source – should make a Fortune Roll with Guts
from time to time (GM’s call) or as a complication during the Run.

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

A Little Bit of History

M udwater used to be a sleepy hollow somewhere in the west


… and then they found Hellstone. One moment Mudwater
was a failed gold mining town, ready for a land transfer into the
territory of the native tribes. In the next moment the value of Hellstone
became evident and everything changed overnight: The town and its
surroundings were declared restricted area and negotiations with
the native tribes were promised. Since then the government stalled
the talks, playing for more time and made it obvious that giving the
land back to the natives was no longer an option. Citizens, who just
asked themselves how they should live in tribe territory were faced
with a totally different challenge now: Hellstone brought demons and
monsters and the chance of wealth beyond imagination.

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

H ellstone brought back methods, which were regarded as


purely superstition before and they are working now! Being
strong in the tradition of their ancestors, the tribes and their shamans
embrace that development to protect their land and they clearly have a
head start. Supernatural artifacts are showing results, too (or is it only the
faith and willpower of their wielders?) and a host of occultists, charlatans,
seekers and dark cults are coming to town.

M any battles with the native tribes weakened the govern-


ment’s military, their lines of supply and the strong arm of the
law. For this, more outlaws and soldiers of fortune are finding their way
to Mudwater, complete with smugglers providing illegal equipment and
other contraband.

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?

World Building / First Session


Some aspects of the setting are created during the first session in cooperation
between players and GM. Key in this session is: What is cool for us, what do
we want to see on screen? Do as much world building as is fun for you and
your table. If the Posse is eager to start their first run, keep it to a minimum
and fill the gaps in later sessions. See chapter World Building on page 95 for
steps and details.

Factions
'If I owned Mudwater and Hell, I would rent out Mudwater and live in Hell.'
N BARNABAS STANDISH

Note that in A Fistful of Darkness there is no real distinction between


Institution and Underworld Factions, because it is assumed that everybody
takes the law into its own hands from time to time & everybody has its share
of skeletons in the basement.
11.2. FACTIONS 135

P THE 8th CAVALRY


Securing supply (8; +/- Doom) Backlash vs. Thunder Raven (10; +2 Doom)

Busy fighting native war parties lately and trying to


cover lots of coach and train lines to prevent attacks.
Not easy for them to come to Mudwater because the
tribes are paying serious attention especially if the
troop is bigger than a few soldiers. Eager to put those
natives into their place. Rumors about getting new sup-
plies from the Capital City, including better weapons & some kind
of other ’support’. What is certain is that - thanks to good pay for the
officers - they work mainly for ’economic interests’, at least as long
as the money’s right.

P THE BLACK RIDER


Find memento (10; -2 Doom) (Repeat) Take revenge (6; +1 Doom)

Supposedly an undead law man reverted from Hell


to take revenge. Who did him wrong is not known.
What it was about or other goals or motives are also
unknown. Often accompanied by a native shaman and
it’s not always clear whether the Black Rider himself
or the shaman is the driving force in this vendetta.

P EAST-WEST RAIL
Rise in Tier (8; +1 Doom) Establish stable Hellstone route (8; +1 Doom)

Smaller and more aggressive rail company in Mudwater.


Sometimes it seems that it’s more important to them
to sabotage Northern Rail & Transport than to make
progress with their own tracks. Also fighting for the
exclusive gov’ment contract. Headed by Ruth McCoy,
dealing in contraband and illegal Hellstone.
136 CHAPTER 11. SETTING

P EXPLORER’S SOCIETY
Build the doomsday clock (10; +/- Doom) (Repeat) Discover artifact (6; +/- Doom)

Wild mixture of east coast professors / scholars and


adventurers claiming to explore the mines and caves
to find out more about Hellstone and the event which
made Hellstone happen. Also known to sell found ar-
tifacts on the black market. Buying and hoarding Hell-
stone for an unknown purpose.

P FELLS & WARGO


Strike back on Pony Express (6; +1 Doom) Build Hellstone carriage (10; +2 Doom)

Similar to the Pony Express, all carriages of Fells & Wargo


are licensed for deliveries into native territory and Mud-
water. Currently a fierce competition with the Express
results into several carriages ambushed, missing or lost.
People say that the Thunder Raven Tribe is responsible
for those incidents with the Pony Express as beneficiary.
Led by Seth Tibbot, who considers himself a friendly person, an
opinion shared by only a few others. Pays good money for solid leads
that connect to the Thunder Ravens.

P FINE ENERGY ENTERPRISE


Rise in Tier (8; +1 Doom) Find Hellstone refinery (6; +1 Doom)

Headed by John Cusack, brother to Philomena Standish,


’the Enterprise’ is the second largest Hellstone buyer in
Mudwater. Trying to provide what they think is clean
energy for new technology. Is very curious about I&MG’s
plan about a Hellstone refinery and more than willing to
pay good money for that kind of information. Investing
in new claims, sabotage and anything that could bring an advantage.
Cusack’s sick of being just the little brother and he’s got something
to prove.
11.2. FACTIONS 137

P FIRST CHURCH OF SAINT MICHAEL


Uncover the zealot’s secret (8; +1 Doom) (Repeat) Preach for salvation (4; -1 Doom)

Father Ike used to be the will of the Lord until the


Inquisition showed up. Has still some clout with the
people but his hold is weakened. A notorious drunk
he first doesn’t seem to care but lately his sermons
tend to focus on false prophets and religious zealots on
their way to Hell. Especially those calling themselves
’Michael’. Some say he listens to the voices of angels who tell him
what to do and who urge him on. You got to love his energy!

P FIRST DIAMOND TRUST


Rob the Union (8; +1 Doom) Jail break Sam Peabody (6; -1 Doom)

Playing the second fiddle, ’The Trust’ is taking the back


seat in financing the secondary businesses like dia-
monds or gold mines. It’s only a matter of time before
director Arthur Peabody draws on his shady past and
some unconventional methods to disturb the family
ties between the city and his competition.

P THE GOOD HEALTH ASSOCIATION


(Repeat) Conduct ritual (6; +1 Doom) Catch a demon (8; +1 Doom)

Inconspicuous private organization with a solid mem-


bership among the prestigious citizens of the city.
Public goal is the advancement of the common good:
Hardly any event happens in the city without approval
of Good Health. Only the inner circle (calling itself the
’Knights of Solomon’) knows the real goal, but no one’s
talking and membership of the inner circle is highly exclusive. Some
rumors about secret places and rituals in the wild, purpose unknown.
Investing into new, weird and unconventional research.
138 CHAPTER 11. SETTING

P THE HOUSE OF ROSES


Use secrets to protect whores (8; -1 Doom) Take over a Wong’s facility (6; +1 Doom)

Aunt Polly owns the best whorehouse in town. Young,


old, boys, girls? You name it, she has it and plenty of it,
more than you need. She does not only trade in sinful
pleasures of the flesh but has a solid side business of
dealing in secrets. Many of them are revealed, traded,
whitewashed and ’forgotten’ in Polly’s house, for a rea-
sonable ’fee’ of course. Lately, she prevented a hostile and bloody
takeover attempt executed by the Wong family. After some struggle
both sides agreed on a peaceful cooperation … for now.

P THE INQUISITION
(Repeat) Protect the worthy (6; -1 Doom) Summon Arael (10; +2 Doom)

They claim to be sent by His Holiness the Pope himself for


the salvation of the true believers. And they have a fancy
official certificate to prove it. Only the Head Inquisitor
’Michael’ is known by face and name, all other Inquisitors
are always hooded. Is there a terrible secret hidden beneath
those hoods? How many of them are there? Relationships to
town officials, local church and nearly everybody else in Mudwater
are tense. Michael may pay bounties for killed demons as long as
you can prove the kill somehow.

P IRONWARE & METAL GOODS


Rise in Tier (10; +2 Doom) Build Hellstone refinery (10; +2 Doom)

The top dog of licensed Hellstone mining companies in


Mudwater. Grew really quick thanks to the new trade
and ruthless methods. Some rumors about staff mem-
bers being corrupt and big chunks of Hellstone slipping
through the cracks. Managed by Philomena Standish,
the wife of bank director Barnabas Standish.
11.2. FACTIONS 139

P LORD DORIAN LOCKWOOD-TATE


(Repeat) Educate common people (6; -1 Doom) Find the undead’s lair (8; -1 Doom)

An English Earl (so it is said) being in the country for


wealth and to bring fine arts to the people. That’s what
he would say if asked. Rumors have it that he had to
leave England with his butler Alfred in a hurry after he
hammered a stake into the heart of an alleged vampire /
fellow English man. Splendid. May be wealthy, but this is
hard to say. Had a run-in recently with the Good Health Association
about that Shakespeare performance at Bell Saloon.

P MINER’S UNION
Rise in Tier (8; -1 Doom) (Repeat) Recruit members (6; +/- Doom)

Some desperate souls trying to give the hard working


and risk taking men and women in the mines what
they deserve. Maybe desperate enough to take some
unconventional actions. Headed by Gus Cochran and
sister Rachel, trying to make up his mind about his
Lordship. Waiting for support from the Capital City.

P THE MOTHER OF BONES


Bind humans to the cause (6; +2 Doom) (Repeat) Bear offspring (8; +2 Doom)

A mysterious creature from the Burning Beyond. Her


goal seems to be merging of spirits and demons. For
what purpose is unknown. Also unknown is what the
Mother actually is. Is she a demon who was driven out
of Hell? Is she a spirit that no longer finds acceptance
among her kind? Is she already such a merged being
now trying to preserve her species? It is evident that she needs allies
to survive in the physical world. Without allies she is not yet able to
give birth to her offspring. What does she has to offer? Who would get
involved with her? Who would call her ’Mother’?
140 CHAPTER 11. SETTING

P MR. WONG’S FAMILY BUSINESS


Rise in Tier (6; +/- Doom) Take over the House of Roses (10; +1 Doom)

Not only the classic Chinese laundry but other ’busi-


ness’ as well. At least three generations of Wongs doing
their duty in this family business. Head of the family is
Wong Cheng, age well beyond 80, who came with his
three sons Lu, Ha and Tuan and their wives into the
country. They were offered no mercy on their path and
therefore they tend to show none either. Rumors about mysterious
ways like sticking needles into bodies and other blood magic were
heard. Fact is that competitors tend to disappear when they get too
cocky. Having an eye on the House of Roses.

P NEW HORIZON CREDIT UNION


Protect the Rose from harm (6; -1 Doom) Start expedition for the Book (8; +1 Doom)

Biggest bank in Mudwater with breathtaking profits


through financing Hellstone mines and other daring
and high risk enterprises. Director Barnabas P. Stan-
dish is father-in-law to Mayor Walter Smith and hus-
band to Philomena Standish. Standish is often seen at
the House of Roses for ’business activities’.

P NORTHERN RAIL & TRANSPORT


(Repeat) Complete next section (8; +1 Doom) Securing contract (10; +1 Doom)

The bigger rail company trying to make progress with


their railroad connection. Owner Jefferson Caulfield
and his brother Franklin are fighting for the exclusive
gov’ment contract and quick to complain at Fort Hu-
bert if their trains or workers are attacked.
Lately the 8th Cavalry has been slow to respond when
these calls for help come in. Malicious gossip has it that this may
have something to do with the new East-West connection.
11.2. FACTIONS 141

P THE PONY EXPRESS


Build anti-mutation device (8; +1 Doom) Rise in Tier (10; +/- Doom)

’The Express’ is licensed for deliveries into the native


territory and Mudwater. Lately under much pressure
from competitor Fells & Wargo, because a single rider
can only transport a small amount of Hellstone at a
time. They are usually much faster, if the rider doesn’t
vanish or dies from mutation or other cause.

P THE RATTLESNAKE GANG


Rise in Tier (8; +1 Doom) Conduct ritual for Rufus (8; +2 Doom)

The inner circle of the gang consists of family Burns,


headed by Edwina Burns since her husband Rufus died
approximately a year ago. Edwina is convinced that
her husband will be back, not only soon but also alive.
That may explain why she’s always in company of a
coffin in which the mortal remains of Rufus should
rest. Primary mean of the gang to earn money are robberies, but
recently also individual acquisitions of strange materials. The latter
seem to be for personal use.

P THE SHADOW VALLEY GANG


Find the carved skull (8; +1 Doom) (Repeat) Refresh the bonding (6; +1 Doom)

Outlaw posse with hideout somewhere in the Shadow


Valley. Rumored to be headed by a group of sisters of
unknown origin. The posse is a tight-knit gang com-
mitted to absolute secrecy. The fact that a caught mem-
ber who tried to brag died from spontaneous combus-
tion strengthened the rumor that the gang is also a
dark cult. Searching for artifacts lately. The only known contacts
in town are Hector Martínez and his sister Alva. They haven’t been
seen in Mudwater for quite some time.
142 CHAPTER 11. SETTING

P SOUTHERN REFUGEES
Establish respected leader (12; -1 Doom) Rise in Tier (8; -1 Doom)

Lots of families trying to have a better life here than


down in the South. Fat chance with those all those
demons and town folks eying them suspiciously. Very
religious and superstitious. Often divided about what’s
right and wrong, with much debating and solo efforts
by single persons or families.

P THE THUNDER RAVEN TRIBE


(Repeat) Feed the raven (10; -1 Doom) (Repeat) Destroy mine (8; -1 Doom)

One of the bigger local native tribes said to have


the strongest and most advanced Hellstone-powered
medicine. Guided by a powerful raven totem, they make
great advancements and skillfully combine ancient ritu-
als with their new Hellstone energy. They like to attack
under the cover of nightly darkness, often supported by
thunderstorm and spirits of nature.
Gray eminence behind Chief Good Hunter is the shaman The Old
One. Friends since childhood days, nowadays they do not always
share the same opinion about what is the right way for the tribe.

P THE TWINS
(Repeat) Feeding obligation (6; +2 Doom) Destroy the crown (10; +4 Doom)

Horatio and Ulysses Jones escaped from state prison only


recently and are newcomers in town. Despite their short
presence in Mudwater they already built some real clout
due to their very aggressive methods. Rumors about
them being a gang with ’unholy obligation & payback in
Hell’ are surely exaggerated.

Add Native Tribes (from Session One) with Tier I to II


11.3. UNSETTLED FACTION GAME 143

Unsettled Faction Game


What you can do with this game is to accelerate the volatile situation by
introducing new Factions on a regular basis. This brings a new momentum
to the game which is fun to explore further and keeps the Faction game fresh.
For Mudwater as a boomtown it is fairly normal that new people and Factions
are coming to town: Immigrants, gangs, explorers, adventurers, soldiers of
fortune, cults, businessmen, etc. They all have a good reason to enter the
scene and make the life of the PCs miserable and magnificent. The usual
newcomer Faction has Tier 0 or 1 when they arrive in Mudwater, but some
Factions may have 2 or even 3 when they start, due to elaborated preparations
or established connections to money or other Mudwater Factions.
The GM can use the following table for rolls or just pick one which fits
into the story. Choose one of Mudwater’s Quality ratings for the number of
dice.

New Faction Fortune Roll (1-4)d


1-3 No new Faction
4/5 1 new Faction arriving in Mudwater
6 1-3 new Factions arriving

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

Here are some examples of Factions:


The White Rose: One of Aunt Polly’s girls, trying to stand on her own feet.
Her shack is painfully close to one of Mr. Wong’s facilities.

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?

The Men-in-Black: Detectives from a government agency no one had ever


heard of. Looking for something or someone. The Army is not amused.
144 CHAPTER 11. SETTING

’Slow Dan’ Irving: A gang of Hellstone smugglers with secret access to rail-
road tracks and a powerful client to cover them.

Newspaper ’Mudwater Review’ is coming back to town. It left because a


down-and-out city does not need advertising to attract people. With Hell-
stone, it’s not in need either, but there are stories to tell and people willing
to pay for it.

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.

Duke Taylor’s Moonlight Circus: Freak show, circus, hypnotist, tumblers,


and more. Rumors of many mutants among the showmen. Just here to enter-
tain or are they searching for something in particular?

The Shadow Demon Horde: Rumours about flying demons attacking at


night and kidnapping people. Maybe that or just ordinary vampires.

The Quiet Boulder Children: A group of children and youngsters appar-


ently living self-reliant and independent a few miles out of Mudwater. Who
is their leader? What do they want here?

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:

Surround the Posse with wild/old west imagery and action


Tumbleweed, vultures, dust devils, frontier towns, ghost towns, boom towns,
mines, harsh but beautiful nature, canyons, sunsets, shooting irons, saloons,
cowboys, natives, gunslingers, outlaws, sheriffs, shootouts, stagecoaches, cov-
ered wagons, railroads, the frontier, etc.

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

Make the people memorable and weird, too


Give them names and a clan, group, family, Faction. Let them think ’us’ versus
’them’. Let some of them be loners, too.
Give them at least one trait. Add personal eccentricity, like sleeping in
coffins, wearing masks, living underground, speaking with the dead, being
superstition, not talking to strangers directly, bone decorations, shying the
sun or water, walking backwards, monster pets, voodoo dolls, decorative
skin stripes.
Consider mutations like lizard skin, a third eye, tentacles, tails, strange
colors, scales, gills, horns, pointed teeth.
Again: It’s weird for the players, not necessarily for the PCs (well, muta-
tions may be depending on your world building).

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.

For Hellstone Scavengers —


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 managed to meet one of
the surviving miners in the ’Golden Eagle’ Saloon.
 Who is the survivor?
Which relationship do you have to him/her?
 Which rumors did you hear about the incident?
 Ironware & Metal Goods don’t have a crew to investigate the
incident right now. Why?
Who at Ironware & Metal Goods is responsible for that mine?
 The mine has Hellstone and a rumor of something else.
Did you know? What is this rumor about?
 There are other rumors about missing people nearby the mine.
Did you hear something about that? If yes, what exactly?
Is some relative or one of your contacts missing? Which one?
 Are there other Factions interested in this particular mine?

Other Opportunities (or use a Run Generator link):


 A scientist has invented a machine that should make it extremely
easy to locate Hellstone. All that’s missing is a test run in one of
the mines. It’s not clear what side effects the machine will cause.
 A researcher is sure to have located an artifact in the mountain.
He needs someone to take him there and back... alive... with the
discovery intact. Who’s also interested in this artifact?
 Monsters have kidnapped some settlers and abducted them into
a cave. Why? Why now? Can you save them? Why would you do
that? Which of them do you know personally?
148 CHAPTER 12. GM MATERIAL

For Bounty Hunters —


You’re hunting for Stan McCarthy and heard a rumor about him hiding
in one of the smaller mines, the ’Lost Lemon Mine’. That’s the one with
which the Ironware & Metal Goods Company had serious problems
lately. The bigger part of the mining crew was killed in an incident and
only two of them managed to escape back to Mudwater. What happened
in the mine is unknown, but Stan is still in there. You managed to meet
one of the surviving miners in the ’Golden Eagle’ Saloon.

 Who is the survivor?


Which relationship do you have to him/her?

 Which rumors did you hear about the incident?


 There are other rumors about missing people nearby the mine.
Did you hear something about that? If yes, what exactly?
Is some relative or some of your contacts missing? Which one?

 Which other bounty hunter tried to fetch Stan and has vanished
since then?

 Which crimes did McCarthy commit?

Other Opportunities (or use a Run Generator link):

 Help the Marshal to capture the famous outlaw Three Fingers


Emerson for a huge bounty. But you have to bring him in alive
and he won’t be alone.

 Guard four crates on their way from Mudwater to Fort Hubert


and make sure they arrive there complete and intact. Meet those
soldiers halfway but do not let them take over control.

 Strange artifacts were recovered from a mine. They’re held at


a hidden location for analysis by the Inquisition. Another Fac-
tion pays good money for them and even a bonus if it happens
unnoticed and cannot be traced back to them.

 Blessed coins placed in the mouths of the faithful dead allow


ghosts to return as a Revenant. Someone is forming a gang of
them. Who is doing this? How?
12.2. STARTING SITUATIONS 149

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

 Sounds like a good opportunity to get your hands on some equip-


ment or Hellstone, eh?

 Who else wants it?


 Who is the survivor from the incident?
Which relationship do you have to him/her?

 Which rumors did you hear about the incident?


 There are other rumors about missing people nearby the mine.
Did you hear something about that? If yes, what exactly?
Is some relative or some of your contacts missing? Which one?

Other Opportunities (or use a Run Generator link):

 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.

 Negotiations with the natives are to be resumed, which is not well


received by mine owners in Mudwater.
Stop the negotiator and blame it on the natives.

 A mine owner has hired a small private army to guard their estate
for some reason. Must be something worth defending in there...

 Ex-soldiers have stolen weapons, and are robbing the coaches of


Fells & Wargo. You can put those weapons to better use...

 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?

Other Opportunities (or use a Run Generator link):


 A new group is making really smart, savvy moves. Rumor is, that
they’re guided by the Mother of Bones. What is their goal?
 A trio of impressive ghosts/spirits arrive at your tribes hideout
and announce themselves as the true elders. What do they want?
 The big pow wow is taking place and you have a major role to
play. Your people are counting on you. What kind of role is that?
What important decisions are to be made? Which Faction has an
interest that the agreement fails?
 The anointed champion of a rival tribe challenges your chosen
one to deadly combat. What is the cause and why must the fight
take place? What rituals must be performed in advance?
 There’s a Beyond storm coming. What will it reveal, what myster-
ies will it uncover? What will be buried forever?
12.2. STARTING SITUATIONS 151
152 CHAPTER 12. GM MATERIAL

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.

P BURIAL PLACE OF 4 BROTHERS


'Give us vengeance or give as death.'

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

P THE POKER TOURNAMENT


'Oh, that's a good hand you got there. Will be difficult to beat that. But, what
is that? Is that an ace I have here? Amazing, isn't it?'

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

P THE CURSED SETTLEMENT


'Your future holds nothing but fire and ash'

A witch or a group of witches have cursed an isolated settlement.


The settlers haven’t been seen since then. The first search party that
was supposed to find out what happened didn’t come back.

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

P THE ANCIENT RUIN


'I seek not beyond death'

An ancient ruin from a different and strange culture was found in


a desolated area or deep down in a Hellstone mine or a landslide
opened a new cave below a ghost town.

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).

P THE CHAINED HANGING TREE


'Don’t be afraid. Come closer. Dead men don’t lie.'

It’s surrounded by four stones engraved with many runes. Four


chains are tied to the stones and to the oak as if it would fly away or
escape if not bound to earth. Only with one of the right maps this
tree can be found. Only if the last map is burned the hanged are free
to continue their way into the next world. What brought you here?
And are you willing to burn your map to get it?

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

P WALKING THE GHOST LANDS


'You hear nothing because you don't know what to listen for.'

A vision quest, a wrong step too close to a crossroad or some strange


Hellstone device brought you here. It’s the place where a strong mind
and guts is more important than a steeled body. Many come back
radically changed, some were never seen again.

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).

P THE HEADLESS JUDGE EL MUERTO


'I’m the hand of justice. Prepare to be judged.'

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

P NIGHT OF THE DEAD


'What was left was a craving for blood and bone, for warmth and a home.
They are coming. They are coming for us all.'

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

P THE HANGING OF TREVOR STUBBS


'Howl the scream of birth and triumph! Hear comes the Black Fire! Sing a
song of the Burning Beyond!'

It started as just the usual entertainment on a Saturday night. They


escorted him from the sheriff’s office to the gallows. A few last words
and then the dance in the air. Many spectators, some with drinks
or something to eat to enjoy the spectacle. Mothers covered their
children’s eyes. But what happened next was extraordinary and many
talked about it for months.

Asked for last words, the man babbles something of maggots in


the flesh of time, grains of sand in the cloak of eternity, food for the
black fire (Telegraph Danger; Tick a clock). The trap door is activated
but the body does not seem to drop. The crowd falls silent all of a
sudden. (Telegraph Danger; Tick a clock). Ectoplasma is flowing
first through his eyes, then through the opened mouth (Tick a clock).
The body grows and enlarges to grotesque proportions. It splits
vertically with a shredding sound and a demon crawls out of the
man’s flesh (Complication; New Threat). A horrible shriek rings out
from the demon’s throat (Harm: Terrorized). The crowd freezes or
flees, tramples over everything
whether it’s a fellow human being
or demonic threat (Complication;
Harm: Crushed bones). But what
is that? The person from whose
body the demon emerged is still
alive if barely. Left to gravity,
he hangs there and
desperately fights against
suffocation (Complication;
Provide Opportunity).
12.3. SCENES 159

P THE ASHEN RIDER’S HEART


'My precious!'

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.

The handwritten map that describes the way to the destination is


only vague (Complication). There should be a path that leads through
the swamp. Where is it and how can the carriage do that at this speed
(Complication)? The swamp makes it obvious that it will not return
anything it has taken (Tick a clock). The heart beats faster and louder
(Tick a clock; Telegraph Danger). The beating of the wings comes
closer and becomes louder (Tick a clock; Telegraph Danger). Of the
two lanterns that shine ahead, only one is still working and that
one flickers quite strongly (Tick a clock; Complication). Have more
demons joined the pack (Telegraph Danger)? Next to you a scream
sounds and a horse is carried into the air (Complication). A demon
has a flame weapon with him, you can feel its heat (Complication;
Opportunity). The sky opens and the mother of all storms sets in.
Lightning crashes through the night. It has the wrong colour and
brings a taste of metal (Opportunity; Complication). A great demon
lands on the carriage and tears the roof open. He screams and rages
(Complication; Harm:carriage destroyed). Before you, finally your
destination in sight. The church burns in black fire. In front of the
church, as if waiting, stands a group of skeletonized horses and riders,
spiked with arrows (Opportunity; Complication). The church bell is
ringing (Harm:deafness).
160 CHAPTER 12. GM MATERIAL
Chapter A

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

TRAVEL DETAILS Encounter may be close, mid-range or far at the horizon


1-3 4/5 6
1-3 lizards, worms, snake, vultures, coyotes, wolves, dogs, loner, traveller, trapper
buzzards animals
4/5 stagecoach(s), equipment or property left frontier town, boom town
covered wagon(s) behind
6 plague/disease, cadaver, well, shaft, chasm ghost town, mine,
bones/carcass monster(s)
1-3 4/5 6
1-3 tumbleweeds, dust devils, dust beautiful sunsets/nature, (unnatural) shadows or
large rocks/boulders darkness
4/5 harsh but beautiful nature, railroad(-station), train thunder/lightning, rain
drought, canyon, trees
6 former location, remains, desert, swamp, colored tree →roll Travel Hazards
ruins

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

2 skin, size, fused fingers teeth, jewelry animal companion, pet

3 body, body language tattoos/markings, scars heat/chill

4 face, eyes injury, disabled missing body parts

5 scalp-/facial-/body-hair runes/symbols, amulets, animal features, mutation


charms, trinkets
6 voice, eating equipment, weapons shadow
A.1. TRAVEL & PEOPLE 163

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

Locations & Town


LOCATION & AREAS roll 1d as often as needed
1 2 3 4 5 6
Town frontier town mining big town outlaw town boom town ghost town
town
Post / cabin, lodge, hunting mine, logging camp, trading post military
Camp campsite camp stockyard sawmill post, fort
Farm / homestead, small medium big plantation weird
Ranch windmill
Tribal native village reserva- hunting burial site holy site weird
tion ground
Nature cave, mine forest, desert no-go area deadland weird
prairie barren
Features rail stop ferry point steamboat refinery Hellstone weird
pier laboratory

TOWN FACILITIES roll 2d as often as needed

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

Town Facility Names


Shining Star Saloon, Bird Cage Theater, Crystal Palace Saloon, Grand Hotel, Oriental
Saloon, Painted Lady Saloon, Overlook Hotel, Gem Saloon
San Augustin Church, San Michael Abbey, San Judas Church, First Church of Ogg,
The Place of Enlightment, San Miguel Mission, Trinity Church
Dead Horse Road House, Minnie’s Haberdashery
Broad Street, Main Street, Old Street, New Street, Fifth Street, <Family Name> Street
Burton’s Mine, Dead Man’s Mine, The Deep Mine, Black Thunder Mine, Buckskin
Mine, Spring Creek Mine, Freedom Mine, Coal Creek Mine, Century Mine, Decker
Mine, Loveridge No. 22, Robinson Run No. 95, Dry Fork Mine, Federal No. 2 Mine,
Griffin Mine, Morwell Mine, Bulga Mine, Silver King Mine, Oriental Mine, Bismarck
Mine, Lost Dutchman Mine

Demons & Mutations


DEMONIC ASPECTS roll 2d as often as needed
1 2 3 4 5 6
1 water darkness earth fog/smoke fire metal
2 bones lightning lava storm/wind shadows frost/chill
3 copy echoes flesh dust/ashes invisible distortion
4 thorns blood sky skulls/bones machine body parts
5 swarm serpent stars glass/crystal animal insect(s)
6 chaos plasma abstract snow/ice child humanoid

Demon Names: Smaller demons don’t have names. Bigger ones won’t tell.

MUTATIONS roll 2d as often as needed


1 2 3 4 5 6
1 Mouth thirsty/hungry grown over fangs no teeth stink demonic smile
2 Tentacles one/more fingers arm feet leg tail tongue
3 Eyes no iris/colour grown over third cyclops huge tiny
4 Skin jet black green glowing rock slippery full body
5 Extremity tail with mouth barbed tail tail with face extra arm extra leg extra hand
6 Misc. horns/antlers poison albinism/ fused with animal flesh eater
glands allergies item features
A.4. WEIRD STUFF 167

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

Underworld & Monsters


OBJECTIVES
Attack Attack a specific person, group, being, supernatural effect or artifact.
Attack a mining crew to get the Hellstone Claim for yourself.
Capture Capture a specific person or being, control a supernatural effect.
Bring back the traitor McCarthy, Seal a gate or Hell pit to use it for yourself, capture an
exotic pet.
Defend Defend or hold back something/-one against something/-one.
Defend your Hellstone claim against outlaw attacks, make you last stand and hope for
reinforcements, defend the world outside from a horde of thawed monsters.
Destroy Destroy specific item, being, construction or banish a supernatural effect.
Destroy a gate or bridge, Destroy the Hell pit, collapse a tunnel, blow a mine, destroy the
kidnapping demon, destroy the cursed idol. Manhunt.
Escape You’re in and you want out.
Collapsing tunnel, water ingress, one demon too many. Waking up somewhere with missing
memories. Captured by bad people.
Escort / Bring someone or something to a specific place.
Deliver The preacher must read this psalm at the Hell pit to close it.
Explore Explore what’s to find in a specific area or what has happened here recently. Find the
fascinating and threating bits.
Find new tunnels in the mine. Find all monsters in the mine (but don’t kill them). Find
specific or all supernatural effects in the area. Why are all those miners dead?
Find Find specific item, person, being, supernatural effect or place.
The classic search party for the preacher’s daughter or Thornton’s boy. Find THE book. Find
the last search party. Find the cursed idol.
Prevent Prevent specific event.
Seal a gate or Hell pit before it is used, stop the ritual before is completed. Chase the
bad/other guys before they escape.
Rescue Rescue someone, something and bring it back to safety.
Bring back the preacher’s daughter or Thornton’s boy, bring back THE book.
Scavenge Find something of value no matter what or specific.
As much Hellstone as possible, collect herb, ingredients for the ritual. Win the treasure and
get out alive.
Scout Find out what’s important about this place for you, your client or someone else.
Survey and get away unseen.
Is this just a cave or a Hellstone claim? Why do all southern refugees gather here every
Sunday?
Sweep Clear all specific items, persons, beings, supernatural effect from the area.
Drive out all devil rats to establish your Hellstone claim. Bring eternal piece to all Hungry
Dead. Unhex this place.
Test- Test or try something in specific area.
Drive Test this new Hellstone handling device. Will this item really hold back the Hungry Dead?
Traverse Find a way through the area and get there alive.
Find a way through this mountain in a storm ... a Burning Beyond storm … raining shards
as sharp as battleaxes.
A.6. UNDERWORLD & MONSTERS 173

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


1 2 3 4 5 6
1 Nature claws/fangs tail/sting shell/ antlers/horns poison wings
plates
2 Demons fire/ashes acid (blood) ice flying terror anti-magic
3 Ghosts blinding silence electric strangling invisible life drain
4 Spirits paralyze duplicate absorb/ camouflage entangle reflect
suffocate
5 Dimension shapeshift exploding flying distortion terror anti-magic
Rift
6 Mixed + + + choose from above + + +

MONSTER VULNERABILTIES roll 2d as often as needed


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

Monster Names as used by the locals:


For single Monsters use ’The …’ , for groups use plural.
Example: The Black Man / Black Men; The Creepy Thing / Creepy Things

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

COMPLICATIONS & DEVIL’S BARGAINS


1/2 3/4 5/6
1/2 Harm Telegraph Trouble Cost
contempt, humiliated, cohort claw marks, scary sounds, time (tick a clock), ammo,
wounded, cut, shot, horrified, rain starts, dark clouds, material, Coin/Hellstone,
stained, maimed, mutated, getting dark, blood, stink damaged tool/equipment,
burned, blurry vision, blinded, eye, tick a clock, chalk marks, favor/oath, broken
exhausted/tired, insomnia, lantern, howling, omen promise
dehydrated/hangover, shaken
3/4 Spillover Reduced Effect Unwelcome Revelation
collateral damage, looking silly / lesser damage, not the vital cohort disabled, add.
uncool / incompetent, explosion, spot, the thing is not done or Doom, target not
fire, unstable building, loud, done but not the way you here/escaped, it’s a trap,
attract attention, add. Doom, want it to, target agrees to target armored, phobia
someone you know will suffer, only part of the request, discovered, vision of the
secret spilled, -1 Faction status, enemy goes for cover future/the past, tick a
contact get problems, vice is Faction clock, target was a
calling, hated/payback later decoy
5/6 Bad Positioning Need Equipment or New Threat
Resource
Delving too Deep, now or never specific (personal) monster, ghost, spirit,
(must change action afterwards), equipment, key, secret demon, animal, guard,
Hellstone will blow up, quake, handshake, spoken word, reinforcements, quality
separated, flooded, rain, magnetic invitation, armor weapon(s), weather, terrain,
field, confused/cannot remember attack, supernatural
A.8. LANGUAGE & NAMES REFERENCES 175

Language & Names References


Native American Names www.behindthename.com/names/usage/native-
american
Lushootseed en.wikipedia.org/wiki/Lushootseed
Pronunciation www.omniglot.com/images/writing/lushootseed.gif
Snoqualmie Culture and History www.native-languages.org/snoqualmie.htm
About Lushootseed tulaliplushootseed.com/about-dx%ca%b7l%c9%99sucid-
lushootseed

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

Cohorts, 17 Heavy Armor, 17

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

You might also like