42 0 12MB
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, Deadlands 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 unmotivated 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 comfortable 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 especially 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
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INTRODUCTION 1.1 Doom is Coming to Mudwater 1.2 The Weird West Setting . . . . 1.3 Player Characters . . . . . . . 1.4 Posses . . . . . . . . . . . . . .
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RULES 2.1 Grit & Stigma . . . . . . . . 2.2 Actions . . . . . . . . . . . . 2.3 Attributes . . . . . . . . . . . 2.4 Ablass . . . . . . . . . . . . . 2.5 Achievements . . . . . . . . 2.6 Doom & the Four Riders . . 2.7 End Game . . . . . . . . . . 2.8 Plans . . . . . . . . . . . . . 2.9 PC’s Heritage . . . . . . . . . 2.10 PC’s Background . . . . . . . 2.11 Gang / Cohorts Types . . . . 2.12 Feud Instead of War . . . . . 2.13 No Heavy Armor but Dodge 2.14 Location Quality Rating . . . 2.15 Same Old With New Names .
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PLAYER CHARACTERS 3.1 Character Creation 3.2 Standard Items . . . 3.3 The Fist . . . . . . . 3.4 The Shot . . . . . . 3.5 The Law . . . . . . 3.6 The Gamble . . . .
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3.7 3.8 3.9 3.10 3.11 3.12 3.13 4
The Scout . . . . . The Outlaw . . . . The Thunderheart . The Speaker . . . . The Plan . . . . . . The Gentle Touch . The Wrench & Saw
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FORMING A POSSE 4.1 Posse Creation . . . . 4.2 Hellstone Scavengers 4.3 Outlaws . . . . . . . 4.4 Bounty Hunters . . . 4.5 Tribe . . . . . . . . .
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73 74 79 83 87 91
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WORLD BUILDING
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HELLSTONE 6.1 Hellstone as Currency . . 6.2 Hellstone as Raw Material 6.3 ... as Nuisance or Worse . 6.4 Hellstone Claims . . . . . 6.5 Special Types of Hellstone
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THE BURNING BEYOND 7.1 Demons, Spirits & Ghosts . . . . . . . . . . . . . . . . . . 7.2 The Revenant . . . . . . . . . . . . . . . . . . . . . . . . 7.3 Mutations . . . . . . . . . . . . . . . . . . . . . . . . . .
107 108 109 111
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EQUIPMENT & ARTIFACTS 8.1 Forging Equipment & Artifacts . . . . . . . . . . . . . . . 8.2 Sample Artifacts . . . . . . . . . . . . . . . . . . . . . . .
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PAYOUT & DOWNTIME
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10 UNDERWORLD RUNS 10.1 Tier & Theme . . . 10.2 Objectives . . . . . 10.3 Stages . . . . . . . . 10.4 Monsters . . . . . . 10.5 Boss Fights . . . . . 10.6 Delving Too Deep . 10.7 Loot . . . . . . . .
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11 SETTING 11.1 A Little Bit of History . . . . . . . . . . . . . . . . . . . . 11.2 Factions . . . . . . . . . . . . . . . . . . . . . . . . . . . 11.3 Unsettled Faction Game . . . . . . . . . . . . . . . . . . .
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12 GM MATERIAL 12.1 GM Principles . . . . . . . . . . . . . . . . . . . . . . . . 12.2 Starting Situations . . . . . . . . . . . . . . . . . . . . . . 12.3 Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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A TABLES A.1 Travel & People . . . . . . . . A.2 Locations & Town . . . . . . . A.3 Demons & Mutations . . . . . A.4 Weird Stuff . . . . . . . . . . . A.5 Run Generators . . . . . . . . A.6 Underworld & Monsters . . . A.7 Miscellaneous . . . . . . . . . A.8 Language & Names References A.9 Online Resources . . . . . . .
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'Get ready, Mateo. Doom is coming to dinner.' N MARSHAL McCAIN
INTRODUCTION Chapter 1
Doom is Coming to Mudwater
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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.
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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.
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CHAPTER 1. INTRODUCTION
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ellstone turned out to be way more valuable than any other resource 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.
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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?
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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.
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1.2. THE WEIRD WEST SETTING
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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, underground 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
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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 Downtime 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.
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Stigma Scarred
Corrupted
Visions
Glory Hound
Voices
Cursed
Hunted
Shamed
Numb
Your scars may be hidden or in plain sight, somewhere on your body or soul. They left a mark to deep to ignore. Maybe you were innocent once but now you’re slowly turning to what some call evil. Something is eating your soul, piece by piece. You’re seeing things. You’re lost in experiencing scenes that takes place in the past or (a possible) future, real or imagined. 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. They talk to you and they don’t stop. They want something, they want you to do something, they won’t stop ‘til they get it. No luck for you anymore, something big and bad is happening to you. Fate is on your trail and it will hunt you down. Someone or something is on your trail. It comes closer every day. The danger is everywhere. Do you feel it breathing down your neck? 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. 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
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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; communicate with ghosts or undead; understand the Beyond. Brawl with someone, cry havoc or wrestle with an opponent in close combat; 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 distance; 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 information 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.
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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 supernatural threats.
Ablass
'As soon as the gold in the casket rings the rescued soul to Heaven springs' Johann Tetzel
N
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
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Achievements On the Posse sheet you’ll find slots for Neutral, 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 because 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 jealous, afraid or scared of them, already making plans to change that. Or the Posse may be admired or acknowledged as worthy by others, gaining unexpected 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.
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2.6. DOOM & THE FOUR RIDERS
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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 because 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 location should be used for the final showdown coming from the fiction. If not, consider using the location with the highest Supernatural Quality.
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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 inherent 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.
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Doom can be lowered during downtime. Explain how you attempt to fight against the darkness / for the light and roll a corresponding action.
1-3 4/5 6 CRIT
Result increase Doom by 1 and explain why this had happened reduce Doom by 1 reduce Doom by 2 reduce Doom by 4
If you don’t want to lower but to increase Doom, do it as described above with corresponding results.
1-3 4/5 6 CRIT
Result reduce Doom by 1 and explain why this had happened increase Doom by 1 increase Doom by 2 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
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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 Achievements 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 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.
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Determine outcome of the war with this Fortune Roll: Roll 1d+(number of Achievements of the chosen side) and check the result. Narrate the final scene accordingly.
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Result 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. You’ve won the war but suffered heavy losses. Every PC may roll for a position in the new world order (see next step). 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...
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CHAPTER 2. RULES
If you won the war every PC may determine their new position in 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:
3
1-3 4/5 6
Result Minor role Minor demon in Hell, vanilla inhabitant of Heaven. Standard role Demon with some clout, inhabitant of Heaven with some influence. 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
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Plans Almost all Blades in the Dark plans are unchanged with the following exceptions. 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 included. 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.
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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
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Gang / Cohorts Types The following Gang Types for Cohorts are used: Bookworms Rooks Movers Scouts Thugs Crawlers
Scholars, tinkerers, occultists, and chemists. Con artists and socialites. Carriage drivers and Hellstone scavengers. Scouts and hunters. Killers, brawlers, and roustabouts. 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.
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CHAPTER 2. RULES
Location Quality Rating In A Fistful of Darkness the PCs influence the changes of Mudwater and other Locations strongly. Every Location has four Location Quality Ratings which are Wealth, Law & Order, Outlaw & Chaos and Supernatural, 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 coincidence that a change just happened. This reflects that the boomtown and scenery is changing faster than anyone can hope to control (see see Payout 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
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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.
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CHAPTER 2. RULES
'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.
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CHAPTER 3. PLAYER CHARACTERS
Character Creation
1 2 3 4
Choose a playbook. Your playbook represents your character’s reputation in Mudwater and beyond, your special abilities & items, and how you advance.
5 6
Choose a special ability. They’re in the gray column in the middle 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.
7
Choose your vice. Pick your preferred type of Vice (see next page), detail it with a short description and indicate the name and location of your Vice Purveyor.
Choose a heritage. Detail your choice with a note about your family life. For example, African: Escaped slaves from plantation, now hardworking farmers somewhere in the north.
Choose a background. Detail your choice with your specific upbringing. For example, Ranch: Stable hand, cowboy.
Assign four action dots. No action may begin with a rating higher 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 close friend and a rival. 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).
3.1. CHARACTER CREATION
23
Record your name, alias, look and quote. Choose a name, an alias (if you use one), and jot down a few words to describe your look. Examples are provided below. Maybe you want to pick a typical quote.
8 Vices
Faith Gambling Luxury Obligation Pleasure Stupor Weird
You’re dedicated to an unseen power, spiritual being, totem, god, ancestor, etc. You crave games of chance, playing poker or dice, betting on events like horse races, cockfights, etc. Expensive and/or ostentatious displays of opulence. You’re devoted to a family, a group of people, a cause, a charity, etc. Gratification from lovers, food, drink, drugs, art, theater, etc. You seek oblivion in the abuse of drugs, drink to excess, getting beaten to a pulp in saloon fights, etc. You experiment with Hellstone or other strange essences, consort with spirits, ghosts or demons, observe 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 / Necktie, 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.
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CHAPTER 3. PLAYER CHARACTERS
Names 1 MALE Black Sun, Gray Tailed Deer, Eagle Hunter / of the Sun, Falling / Golden / Young Eagle, Red Thunder, Bear Making Dust, Bear Walking into Shade, Four Bears, Curved Bear Claw, Growling / Charging / Sitting / Yellow Bear, Walks like a Bear, Big Medicine, Bird with Big Beak, Blackbird, Talking Bird, Cloud Feather, Silent Crow, East Wind, Feather, Fierce Wildcat, First Born Son, Long Tail of the Fox, Bull / Spring Frog, Good Hunter of the Forest, Good Path, Grandfather, Guardian of the People, Attacking Hawk, He Is Speaking / Is Strong / Keeps Watch / Laughs / Makes Noise / Sits at Home, Holy One, Black Hoof / Horse, Joined Together by Water, Kills Many, Lightning Has Struck, Little Child / Goose / One / Mouse, Lives in the Woods / Alone / Below, Mischief Maker, Half Moon, Morning Star, Mountain Lion, Never Silent, Of the Earth / Mysterious Voice, Old One, One That Walks on Four Claws / Brings / Follows Orders, Open Door, Red Boy / Leaf / Tomahawk / Wind, Restless One, Rippling Water, Roars Bravely in the Face of Danger, Sacred Voice, Short Rainbow, Snake, Soaring Falcon, Son of Pain, Sparrow, Speaks a Lot, Deer / Screech Owl / Fire Spirit, Warrior Spirit Who Sings, Star Blanket, Steady Walker, Stone, Strong Voice / Wind, Talks too Much / While Walking, Tasty Fish, The Caller, The Night Has Passed, Throne for the Clouds, Walks without Sound, White Knife / Owl, Wild Beast / Condor / Goose, Wise One Above, Gray / Dark / White / High
Backed / Howling / Little Wolf, Worthy of Trust, Yellow Rabbit. Aaron, Abraham, Ambrose, Archibald, Arnold, Augustus, Amon, Barney, Barnabas, Bartholomew, Benedict, Bernard, Buford, Byron, Charles, Clement, Clinton, Christopher, Clarence, Cole, David, Dick, Edmund, Edward, Edwin, Eldon, Elijah, Ezekiel, Ezra, Francis, Franklin, Frederick, Fred, Garrett, Gideon, Gilbert, Gus, Hank, Harland, Harrison, Harold, Harvey, Henry, Hiram, Horace, Horatio, Isaiah, Isaac, Jacob, James, Jasper, Jack, Jefferson, Jedidiah, Jesse, Joel, Jonathan, Joseph, Joshua, Lafayette, Lawrence, Leander, Lester, Lewis, Levi, Lucas, Lucius, Luke, Luther, Matthew, Marcellus, Maxwell, Meriwether, Morgan, Morris, Nathaniel, Ned, Newton, Nimrod, Octavius, Oscar, Owen, Paul, Patrick, Perry, Pleasant, Randolph, Raymond, Reuben, Richard, Roderick, Rudolph, Rufus, Samuel, Seth, Silas, Simon, Solomon, Stanley, Stephen, Thaddeus, Theodore, Timothy, Ulysses, Uriah, Victor, Walter, Warren, Washington, Wilbur, Wilfred, William, Zachariah, Zebulon, Zedock. Alejandro, Alonzo, Antonio, Carlos, Daniel, Emilio, Fernando, Francisco, Heraclio, Jesús, Joaquin, José, Juan, Julio, Manuel, Mateo, Miguel, Pancho, Rodrigo, Santiago, Tiburcio. Aang, An, Bao, Bo, Cai, Cheng, De, Dong, Feng, Gang, Guo, Ha, Hu, Hui, Jian, Jie, Jun, Kang, Kim, Li, Liang, Long, Lu, Meng, Mian, Ning, Peng, Phuong, Qiang, Shi, Song, Tam, Tao, Tian, Thien, Tuan, Wei, Yan.
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 FEMALE Badger Going Over the Hill, Beautiful Clouds Arising / Snow, Bird (Woman), Bluebird (Eye), Born Under New Moon, Butterfly, Chases Butterfly, Chief, Child of Importance, Clear / Leaping / Rippling / Forest Water, Corn Mother, Coyote Chasing Deer, Crow Mother Spirit, Crow, Crown of Fire / Feather / Flower, Dancing Bear / Girl / Hare, Dawn, Day Star, Deer, Dove, Dressed in Furs, Elder Sister, Elk, Eternal Blossom, Fairy, Fire Briskly Burning, First to Dance, Firstborn Daughter, Flute Girl, Golden Eagle / Flower / Arrow, (Great) Grandmother, Green / Little Leaf, High Mountain Holy Star, Honey Lips, Hummingbird Darting, Independent, Jingle Like Little Bells, Kit Fox, Lady of the Water, Little One, Magic Power, Magical Dancer, Moon, Mother, Mountain, My Home, Mystic, New Moon, Night, Overflowing Spring, Owl, Peace, Playful One, Pleasant Voice, Plucks Flowers, Power of the / Return Moon, Prairie Dog, Prairie / Pretty Flower, Precious Thing, Pretty / Spider Woman, Prophetess, Rain Falling, Rainbow Lady, Rose, She Meets the Enemy, Shelter, Silver, Singing Voice, Small Duck, Snake Flower / Maiden, Snowbird, Speaker, Spirit, Spring, Squirrel, Star Dancing, Stream, Strong Deer, Sunset, Sunshine, The Flower That Arrived, Thunder, Time of Waiting, Twin, Valley of Flowers, Violet (Flower), Visible Sun, Warmth of the Sun, Warrior Mother Spirit, Water Moon, Wears Red, White Buffalo / Flower / Stone, Wild Dove, Willow Tree, Wind, Wise, Witch, Wolf, Woman (of the North / Wind), Yellow Bird / Leaf, Young Beaver. Abigale / Abby, Ada, Adella, Agnes, Allie, Almira / Almyra, Alva, America, Amelia, Ann, Arrah, Beatrice, Becky, Bernice, Charity, Charlotte, Chastity, Claire, Con-
25 stance, Cynthia, Dorothy/Dot, Edith, Edna, Edwina, Ella, Eleanor, Ellie, Elizabeth, Elvira, Emma, Esther, Ethel, Ettie, Eudora, Eva, Fidelia, Frances, Fanny, Flora, Florence, Geneve/ Genevieve, Georgia, Gertrude / Gertie, Gladys, Grace, Hannah, Hattie, Helen, Helene, Henrietta / Hettie, Hester, Hope, Hortence, Isabell / Isabella, Jane, Jennie, Josephine, Judith, Julia, Juliet, Katherine / Kate, Laura, Leah, Lenora, Letitia, Lila, Lilly, Lorena, Lorraine, Lottie, Louise / Louisa, Lucy, Lulu, Lydia, Mahulda, Margaret, Maria, Mary, Mary Elizabeth, Mary Frances, Martha, Matilda / Mattie, Maude, Maxine / Maxie, Mercy, Mildred, Minerva, Missouri, Molly, Myrtle, Nancy, Natalie, Nellie / Nelly, Nettie, Nora, Orpha, Patsy, Parthena, Peggy, Permelia, Phoebe, Philomena, Polly, Preshea, Rachel, Rebecca, Rhoda / Rhody, Rowena, Rufina, Ruth, Samantha, Sally, Sarah, Sarah Ann, Sarah Elizabeth, Savannah, Selina, Sophronia, Stella, Theodosia, Victoria, Virginia / Vinny, Vivian, Winnifred / Winnie, Zona, Zylphia. Adriana, Alejandra, Alicia, Ana María, Araceli, Ariela, Camila, Carmen, Catalina, Elizabeth, Esme, Estrella, Francisca, Gabriela, Gloria, Guadalupe, Iliana, Inez, Jacinta, Josefina, Juana, Katia, Lalia, Lareina, Leticia, Luz, Margarita, María, Marisol, Martha, Mireya, Patricia, Regina, Rosa, Rosa María, Sarita, Silvia, Socorro, Sofia, Teresa, Valentina, Valeria, Verónica, Victoria, Ximena, Yolanda. Ai, An, Bao, Bi, Cai, Chan, Chen, Chenguang, Cui, Dai, Daiyu, Dan, Fang, Feng, Guang, Hong, Hua, Huan, Hui, Jiao, Jing, Ju, Juan, Lan, Lian, Liling, Ling, Mei Hua, Mei Lien, Mei Zhen, Mei, Qi, Qing, Shuang, Song, Xiu, Ya, Yanmei, Yu, Yuan, Yun, Zhenzhen.
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CHAPTER 3. PLAYER CHARACTERS
FAMILY NAMES Allen, Abernathy, Ashton, Brodie, Brown, Bruford, Bullock, Burns, Caulfield, Clinton, Cochran, Crook, Crawford, Dove, Drake, Emerson, Earp, Farnum, Fields, Flores, Folsen, García, Garret, González, Goodfellow, Haig, Harper, Hayes, Hearst, Hernández, Hitchcock, Jones, Lee, Lewis, Lincoln, Li, López, Lovell, Lozanda, Malcolm, Martínez, McAllister, McCall, McCree, McDonald, Merrick, Morgan, Morrison, O’Hara, Pérez, Palmer, Pi, Qian, Qiguan, Ramírez, Riggs, Rodríguez, Rutherford, Sánchez, Simmons, Smith, Snider, Standish, Stubbs, Sun, Tibbot, Tolliver, Turner, Utter, Vásquez, Wallace, Walton, Wesley, Wheeler, Williams, Wong, Xiang, Zhao, Zhu.
NICK NAMES Blue Eyes, Grimm, the Cheat, Nightmare, Bug Eyed, Mad Hat, Angel, Crazy, Brute, Numbers, Four Fingers, Three Toed, Luck, Mumbler, Silent, Grinning, Razor, Pickpocket, Dingbat, Nine Lives, Cheater, Night Rider, Mercy, Trapper, Dusty, Feather, Big Gun, Bull, Ghost, the Kid, Blood, Ringo, Hawkeyes, Crimson, One Eye, the Thinker, Lawless, Shureshot, Trigger Finger, Bane, Courage, Coyote, Whip, Lasso, Whiplash, Rider, Ambush, Bloodlust, Coward, Spider, Gold Tooth, Second Life, Dynamite, Scar, the Jester, Songbird, Doc, Railroad, Money, Happy, Raven, Wolf, Gamble, Bad, Black, Blue, Red, Wild.
Standard Items A Pistol [weapons] A sixshooter, a Smith & Wesson revolver, a Colt Dragoon 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.
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CHAPTER 3. PLAYER CHARACTERS
3.3. THE FIST
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The Fist Like a cobra, ready to strike Play The Fist if you want to address challenges with force or physical expression.
'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 coming, just try to stay out of her way. Way out.'
STARTING ACTIONS SLING
PROWL
BRAWL
X BUILD PATHS If you want some guidance which Special Abilities you should pick, use one of these paths as inspiration. SPIRITUAL FIGHTER Everybody’s Kung Fu Fighting Badass Kata St. Anger TOWER OF STRENGTH Is That All You Got? Health Is Better Than Wealth Where Does That Come From?
CONTACTS Jim-Bob Thornton, a rancher. Perhaps someone who gave you a second chance or a wealthy and important person in Mudwater? Jane, a saloon girl. Perhaps a good source for the latest gossip and other information gossip or someone who needed your help? Octavius Slone, a doctor. Perhaps a friend who’s used to patch you up or someone trying to discover the secret of your fighting power? Master Lee. Maybe your former master? On which terms did you part ways? Sergeant Meyers, Fort Hubert. Is this the friend you fought with side by side or a sworn enemy or both?
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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).
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3.3. THE FIST
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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 blindfold somebody.
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CHAPTER 3. PLAYER CHARACTERS
3.4. THE SHOT
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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 SLING
SWAY
X BUILD PATHS If you want some guidance which Special Abilities you should pick, use one of these paths as inspiration. GUNSLINGER Fancy Dead Eye Eastwood Ligthning Nerves of Steel THE GREAT SHOWMAN Smoke & Mirrors Stunning Performance Fancy Dead Eye
CONTACTS Arthur Fog, a fake native or showman. Perhaps an old colleague from a former show or a disgrace to the profession in your eyes? Ralph ’Bad Egg’ Horn, gun smith. Maybe a vendor for your tools of trade, friendly or not. Do you still owe him money? Sam ’Lucky Eye’ Freeman, a cowboy. Perhaps a fierce rival or an old friend who grounds your playfulness? Black Hoof, a native chief or hunter. Perhaps a useful native friend or sworn enemy. The Great Lo Scalzo. A great performer or something completely different. Which part did they play in your former life?
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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 barrage 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).
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3.4. THE SHOT
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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 example). 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 quickness / 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 appliances 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?
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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 expand 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
HUNT
BRAWL
Levi ’Ambush’ Boyle, a ranger. Perhaps an useful ally or former deputy?
COMMAND
X
BUILD PATHS If you want some guidance which Special Abilities you should pick, use one of these paths as inspiration. A RIGHTEOUS MAN I Am the Law What Your Country Can Do for You Moral Compass LIKE A ROCK This Ain’t No Pique-Nique S’only a Flesh Wound A Story to Tell
Gladis ’Blood’ Wells, bounty hunter. Maybe a useful tool to bring them to justice or killer with no conscience? Karl ’No Teeth’ McCann, a killer. Perhaps your nemesis you never were able to bring in or a helping hand for the hard cases? Carlos Vasquez, an outlaw boss. Perhaps a useful source of information or sworn enemy? Hunter, a vengeful spirit. You’re both hunting, but you do it for justice and not for revenge. Is that a problem for you?
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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 occupy 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. Multiple 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?
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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 audacity .
'Thinking too much about the risk is a sure way to lose something: A friend, a hand, money or your future. Pay close attention, 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 arrive, complaining 'what took you so long?'
STARTING ACTIONS SLING
CONSORT
SWAY
X
BUILD PATHS If you want some guidance which Special Abilities you should pick, use one of these paths as inspiration. FOUR-FLUSHER All Eyes on ... Me! Saloon Swagger Gamblers Gift CARD SHARP Cutting Cards Heart of the Cards Miss Fortune
CONTACTS Zane Cooper, a croupier. Maybe a trusted partner in crime or someone seriously spoiling your business? Mrs. Millie, a madam. Perhaps a priceless source of valuable information or an ex with an unsettled score? ’Dandy Jim’ Buckley, a con artist. Perhaps a former business partner or someone who’s often a step ahead of you? Sly Eddison, a cardsharp. One day you two will settle about which one of you is better. Owen O’Neill, a moonshiner. A good source of the good stuff ... well, mostly at least.
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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?
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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 HUNT
PROWL
X BUILD PATHS If you want some guidance which Special Abilities you should pick, use one of these paths as inspiration. HUNTER Darker Than the Shadows Silent Hunter You’re My Game SURVIVOR Survivor Like a Brother Listen to the Land
CONTACTS Sherman Townsend, store owner. Maybe an invaluable source of supplies, or someone who wouldn’t sell you a tinker’s damn? He Who Talks, a free spirit. Perhaps someone who knows unspeakable secrets. Does that make them a friend or does he know the skeletons in your closet? Small Fox Hunting, a tribesman. Knowing the paths and reading the signs can be a great burden. Perhaps someone you can trust? ’Bullettooth’ Jackson, a ranger. White folks are plump and clumsy when they’re out of town. This one is different and he has a mission. What does it mean to you? ’Trouble’, a pain in the neck. Always in the way, always in the wrong moment, in the wrong place. Why do you care?
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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 sustenance. 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 communicate with you up to a certain extend. May provide Potency for quicknessor 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 telescope / spyglass, firestarter, a compass, a saw, a mirror, a rope.
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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 hardware store, to the bank with his new gun and the new black neckerchief. 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 getting so damn civilized.'
STARTING ACTIONS SURVEY
SLING
BRAWL
X
BUILD PATHS If you want some guidance which Special Abilities you should pick, use one of these paths as inspiration. DESPERADO One of Those Days Now! Now! Now! Some Fine Reputation HIGH RISK RUFFIAN Didn’t Saw That Coming Daredevil Blaze of Glory
CONTACTS Polly Gains, a dealer. Trading means money, money means trouble. What kind of trouble do you have with her? Father Mathew, a priest. Maybe some kind of foster father from your youth or rather your guilty conscience? ’The Kid’, a bounty hunter. Perhaps a member of a gang you used to ride with or someone who’s after your bounty? a Friend you still owe money. How come she didn’t shoot you right away? How much money is it? Adolphus Vasquez, a railroad worker. Maybe a friend with an honest soul or someone who still has a score to settle with you? Rufus Johnson, a coachman. Perhaps a trusted driver who’s helped you a lot. Or someone you constantly get in the way of?
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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 convention, 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).
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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?
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CHAPTER 3. PLAYER CHARACTERS
3.9. THE THUNDERHEART
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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
SURVEY
PROWL
The Petrified Tree. What does the tree mean to you, your people or your tribe?
ATTUNE
X
BUILD PATHS If you want some guidance which Special Abilities you should pick, use one of these paths as inspiration. CHOSEN Guided by the Totem Totem’s Vessel Totem Sense BORN FIGHTER A Devil With a Blade Gruesome Warpaint Protector of the People
Maxwell, a scout. This one’s different from the other palefaces. Does that make him a friend or is he too dangerous? Black Hoof, a native chief/hunter. Perhaps an honorable elder or your rival on important issues? Red Horse, a medicine man. Maybe he sees something in you and your future. What does it mean? Hunter, a spirit of the land. Perhaps a spiritual leader and mentor or a Wendigo blocking your path?
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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 telescope / 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?
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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 sacrifice.
'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 READ
ATTUNE
CONSORT
X
BUILD PATHS If you want some guidance which Special Abilities you should pick, use one of these paths as inspiration. SPIRITUAL LEADER Walk Through the Valley Shepherd Premonition ZEALOT Walk Through the Valley A Dog’s Nose Curandero
CONTACTS Nathaniel, an atoned sinner. Did it help him to reveal the sin to you, or does he fear your judgement? Patience, a lawyer. Faith and justice. Two sides of the same coin or is it the antithesis? Cyrus, a gunslinger. Perhaps someone who saw the darkness just like you. Can you guide him toward the light? Mistress Bethia, an entertainer. Faith and entertainment have absolutely nothing to do with each other, right? Speaks with the Wind. Perhaps a respected fellow believer or a fierce blasphemous rival?
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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, magnificent 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 garment.
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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 negotiation.
'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 READ
CONSORT
X BUILD PATHS If you want some guidance which Special Abilities you should pick, use one of these paths as inspiration. PEOPLE’S LEADER God Save Me From Friends Runs in the Family Old Friends Everywhere CUNNING PLANNER Foresight Planning is Everything Weaving the Web
CONTACTS John P. Little, a cattle baron. Maybe a long-time friend or someone from your family who trusts you or someone you have already ripped off. ’The Dutch’, an executor. Once on the trail, nothing can stop him. Is that good or bad for you? Pepper, a lucky charm. What brings you luck when all your plans have failed? Captain Hodgens, Fort Hubert. A good connection to the military or someone who leaves no stone unturned to find you? Horatio Freeman, a sheriff. It’s not always easy to be law-abiding. Your relationship reflects this very clearly. Sylvester Stubbs, an official. Maybe a good connection for doing business in the dark. How long can you pay the bribe? Or do you know their secret?
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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 engagement 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 attractive. How does it look like? What is it origin? Does it need a sacrifice?
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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 commit 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 READ
CONSORT
X
BUILD PATHS If you want some guidance which Special Abilities you should pick, use one of these paths as inspiration. HOPE Influential Fandango In Good Hands SUPPORTER Snakeoil Miracles Little Vultures Quick-Witted
CONTACTS Mitch Cochran, an entrepreneur. Perhaps a friend you’d like to help gain a foothold in Mudwater or someone who’s going over dead bodies for a profit? Janet Irsinghausen, a scholar. Perhaps a source of knowledge in this dark world, or a leader of a nefarious group? Mr. Rosenberg, a commissioner. Perhaps someone who envies you for your influence or an old friend with common goals? Joe Sawyer, a farmer. Maybe a former patient who means more to you or he found out something incriminating about you? Ron Maddox, a surgeon. Perhaps a buddy from the same background or a botcher who screwed up the treatment?
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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 dangerous 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 hardboiled outlaws, animals or monsters. An Old Favor [-] A debt to claim. How did you get it? Who may be hurt when you use it?
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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 behind 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 CRAFT
DISABLE
X BUILD PATHS If you want some guidance which Special Abilities you should pick, use one of these paths as inspiration. MAD SCIENCE Mad Scientist Blood, Sweat & Gears Right Time, Right Tool SPIRITMANCER Spiritmancer Listening to Their Voices Speaking Their Tongue
CONTACTS Ignaz Toodlebrock, an inventor. Perhaps a long-time partner who shares your passion? Or a fierce competitor so derivative that he never has a creative idea on his own? A voice in your head. It tells you good things, it tells you bad things. What does it want? A favorite tool named __________. What’s its name? Do you know what it’s for? Does it have a specific purpose? Was it given to you or did you create it yourself? Why is it your favorite among all your other tools? Virex, a failed experiment. What were you trying to achieve? What was the failure in your eyes? Dakota, your fiancé. Did you break up? Who wanted to break up and why?
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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 working 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 features, 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 meaningful 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).
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3.13. THE WRENCH & SAW
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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 Hellstonepowered) 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?
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'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 accordingly. A lot of the story driving moments will come from the Posse, the group of PCs and its inner workings: Where will there be inner conflicts and cohesion? 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..
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Posse Creation Choose a Posse Type. The Posse Type determines the group’s purpose, 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).
1 2 3
Choose an initial reputation. Choose how other Factions see you: Ambitious - Brutal - Daring - Honorable - Professional - Savvy - Subtle - Strange.
Choose your hideout. Describe your hideout and how you deal 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 Posse sheet. When you prepare to execute a run of your preferred modus, you get +1d to any gather information rolls and a free additional downtime activity to contribute to that run.
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4.1. POSSE CREATION
5 6
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Choose a special ability. They’re in the column in the middle of 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. 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.
7
Choose a favorite contact. Mark the one who is a close friend, 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 cartance 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 Hellstone storage facilities. This does Cohort A cohort is a gang or a sinnot give you extra capacities but gle expert NPC who works for makes the storing of Hellstone a your Posse. safe proposition. Escape Tunnel Your hideout has a hidden tunnel, its exit some dis-
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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 imdiscovered, use two downtime acproves the defences to include artivities 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 these measures are ever put to the Mastery Your Posse has access to test, to see how well they thwart an master level training. You may adintruder. vance your PCs’ action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3).
Training If you have a Training upgrade, you earn 2 xp (instead of 1) when you train a given xp track Quality Each upgrade improves the during downtime (Wits, Prowess, quality rating of all the PCs’ items Guts, or Playbook xp). This upof that type, beyond the quality esgrade essentially helps you adtablished by the Posse’s Tier and vance quickly. fine items. You can improve the quality of Documents, Gear, Imple- Vault Your hideout has a secure ments, Supplies, Weapons, Tools, vault, increasing your storage caHellstone 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 caQuality upgrade for weapons (+1), pacity to 16. Note that for safe storyou could contend equally with a age of Hellstone you have to get the Tier II gunfighter. ’Hellstone Storage’ upgrade as well. A separate part of your vault can Quarters Your hideout includes livbe used as a holding cell. ing quarters for the Posse. Without 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 liRail Connection Your hideout is accessible via a special rail track. If your hideout is also hidden this applies to your rail track as well.
brary of books, documents, and maps. You may accomplish longterm projects with these assets without leaving your hideout.
4.1. POSSE CREATION
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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.
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4.2. HELLSTONE SCAVENGERS
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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 Hellstone or an artifact, execute a successful scavenge operation or keep trespassers 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 TRAINING: GUTS RAIL CONNECTION
X
MODUS OPERANDI SCAVENGE Search for and collect anything valuable from a specific dangerous location. MINING Manage your mines, exploit them and expand them for more yield. SUPPLY A significant trade to acquire assets to keep your mines and business running. SALE A significant trade with a special buyer or product.
POSSE UPGRADES Scavenger Rigging 2 free load for tools or weapons. For example, you could carry crafting tools and a pistol for zero load. Elite Scouts All of your cohorts with the Scouts type get +1d to quality rolls for Scout-related actions. Elite Movers All of your cohorts with the Movers type get +1d to quality rolls for Mover-related actions. Fine Carriages A superior crafted carriage of fine quality (+1d to quality rolls), including horses. Steady Each PC gets + 1 Grit box.
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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 Hellstone 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 success 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
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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).
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4.3. OUTLAWS
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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 incident 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 TRAINING: PROWESS COHORT: THUGS
X MODUS OPERANDI INTIMIDATION Instill fear in the hearts of your victims to reach the goal. SUPERIORITY Show them that no one will ever seriously be able to touch you. SWIFTNESS Be that fast, no one will know you were there until it’s too late. SPECTACLE Play for the audience and deliver a Hell of a show. Attitude is everything.
POSSE UPGRADES Outlaw Rigging 2 free load for weapons or armor. For example, you could carry armor and a pistol for zero load. Elite Thugs All of your cohorts with the Thugs type get +1d to quality rolls for Thug-related actions. Elite Movers All of your cohorts with the Movers type get +1d to quality rolls for Mover-related actions. Mobile Hideout The hideout can be moved with reasonable effort. Perhaps the hideout is built into a train or consists of easily collapsible materials. Ruthless Each PC gets + 1 Grit Box. This costs three upgrades to unlock, not just one.
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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.
CONTACTS
X
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
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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).
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4.4. BOUNTY HUNTERS
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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 TRAINING: WIT HIDEOUT: VAULT
X MODUS OPERANDI VIOLENCE Hurt an opponent and don’t be quiet about it. NEGOTIATION Conduct tough negotiations, make a good deal and don’t let them fool you. CONNECTION Use a social connection to get want you want. TRAP Place a trap and wait. Let them come to you. Patience wins the game.
POSSE UPGRADES Bounty Rigging 2 free load for weapons or documents. For example, you could carry a pistol and documents for zero load. Elite Rooks All of your cohorts with the Rook type get +1d to quality rolls for Rook-related actions. Elite Scouts All of your cohorts with the Scout type get +1d to quality rolls for Scout-related actions. ’Get out of jail free’ card Use it get out of jail if you want to. What does this look like? Who’s gonna get back at you? Hardened Each PC gets + 1 Grit Box. This costs three upgrades to unlock, not just one.
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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.
CONTACTS
X
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
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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).
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4.5. TRIBE
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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 Hellstone 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 ancient, 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 TRAINING: WIT HIDEOUT: QUARTERS
X
MODUS OPERANDI
SHOW OF FORCE Make an example of an enemy to dominate. SWIFTNESS Be that fast, no one will know you were there until it’s too late. SOCIAL Talk, council, convince, negotiate to reach your goal. SACRIFICE Give up or destroy something valuable in honor of your ancestors, totem or spirits.
POSSE UPGRADES Tribe Rigging 2 free load for weapons or implements. Elite Scouts All of your cohorts with the Scout type get +1d to quality rolls for Scout-related actions. Elite Movers All of your cohorts with the Mover type get +1d to quality rolls for Mover-related actions. Gateway to the Burning Beyond Use it wisely. How does it look like? What or who is the gatekeeper? Do you have to pay a price to use it? Hardened Each PC gets + 1 Grit Box. This costs three upgrades to unlock, not just one.
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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 Beyond 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. CONTACTS
X
’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
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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).
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'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 ones and place them somewhere on the map. Start with the youngest player (not character) and take turns with everyone at the table (including the GM). At the end of each turn decide if you have enough locations or if you want to start another round.
1
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
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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.
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X
Questions Use some of the following Guiding Questions as guideline 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?
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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 Ability 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 common 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 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.
3
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).
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'We deal in Hellstone and lead of finest quality' N 'COIN' SLATE
HELLSTONE Chapter 6
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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 technology, and some want it for the supernatural weird stuff.
S
X
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.
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X
ellstone was always here, deep within the earth. But until recently 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?
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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
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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 previously 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 spontaneous ignition, fire or explosions. Spirits, ghosts and demons as well as gangs and outlaws 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.
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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 Tieradvancement 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 0 1 2 3 4
Mine crew and gear for fictional positioning and context 0-2 unskilled people, crappy gear, if any 3-6 moderate skilled people, adequate equipment 12 skilled people with 1 expert, good equipment & some specialized equipment 20 skilled people with experts, very good equipment & sufficient specialized equipment 40 skilled people with lots of experts, all the equipment you can dream of in good shape
6.4. HELLSTONE CLAIMS
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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.
1-3 4/5 6 CRIT
1d6 1 2 3
4 5 6
Roll (Tier) for each mine during Payout 0 Hellstone and no trouble - or 1 Hellstone and a Mine Trouble Event (Posse’s choice) 1 Hellstone 2 Hellstone 3 Hellstone and Mine Trouble Event, too. Deal with the problem in some way or ignore it and lose (Tier+1) Rep. Mine Trouble Event Defend against / cope with nature (storm, flooding, swarm of insects/animals, cave-in of a tunnel, ...) Attack or sabotage from another Faction Infrastructure Problems (machine malfunctions, mutation, explosion from improper Hellstone handling, choking from gas, ...) Human problems (mutiny of the crew, strike, mutation, sickness, sabotage, ...) Driving away ghosts, spirits, demons, critters, monsters, animals, intruders Defend against / cope with supernatural stuff (curse, sickness, phenomenon, artifact, ...)
Note, that to convert such mined Hellstone to Coin it must be converted as usual and therefore generates Doom.
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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 ’Exploited Hellstone’ rule and does not generate 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 enhances 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 technology 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
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'For I have returned to show you the way' N HEAD INQUISITOR MICHAEL
Chapter 7
THE BURNING BEYOND
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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.
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Demons, Spirits & Ghosts Demons are the mighty creatures of the Burning Beyond. They materialized 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 civilization. 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
The Revenant 'Give your soul for revenge, no rest for the wicked.'
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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.
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THE REVENANT SPECIAL ABILITIES ONE STEP BEYOND You are affected by spirit bane charms (lose 2 Passion to overcome the repulsion). 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
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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.
1-3 4/5 6 CRIT
Result Nothing happened. Lucky you. +1 tick on Mutation Clock +2 ticks on Mutation Clock +4 ticks on Mutation Clock When the clock is filled, roll on the Mutation 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 consume multiple harm boxes according to standard rules. Mutations may cause negative (or sometimes 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.
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MUTATIONS 1 1 Mouth thirsty/hungry 2 Tentacles one/more fingers 3 Eyes no iris/colour 4 Skin jet black 5 Extremity tail with mouth 6 Misc. horns/antlers
roll 2d as often as needed 2 grown over arm grown over green barbed tail poison glands
3 fangs feet third glowing tail with face albinism/ allergies
4 no teeth leg cyclops rock extra arm fused with item
5 stink tail huge slippery extra leg animal features
6 demonic smile tongue tiny full body extra hand flesh eater
'God made man, but the six shooter made them equal' N UNKNOWN SOURCE
EQUIPMENT & ARTIFACTS Chapter 8
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).
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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 possible 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
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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 position 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 (Hellstone), Rare (special refined version of Hellstone), Tainted, Volatile (may cause Mutation if not handled properly; fill clock for demonic intentions for every Grit regained).
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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 complex 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 future 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 armor 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 monsters 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 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:
1
2 Coin 4 Coin 6 Coin 8 Coin 10 Coin
Minor loot; a fistful of Hellstone Small loot Standard loot Serious loot 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).
2
MUTATIONS: If there were any events which may cause Mutations, 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
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DOOM: The Posse advances or averts Doom by their actions and 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 +1 +2 +1 +1
Brought ’civilization’ or ’order’ at the expense of other people; Hatred of ’them’ was involved Killing of people was involved; increase to +2 if innocent people were killed Exploited Hellstone to achieve an aim if having a Feud with a Faction (Status -3) per active Rider
LOCATION QUALITY RATINGS: Make a fortune roll with at least 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 prediction as title may be a good idea (’Something awful is rising in Black Creek’).
4
RIDER EVENTS: Roll (number of Achievements)d6. If the Posse 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.
5
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6
DOWNTIME: 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.
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RIDER EVENTS
No Rider
Normal infighting between Factions in Mudwater.
1-3: Ruckus - or - Stalked
4/5: Rivals - or - Turncoat
The White Horse Crowned rider with a bow to hunt and conquer. First appears in the middle of a wild forest.
6: Revenge - or Show of Force
Omens, visions and missing single persons or small groups. Beasts screeching in the wilderness. Small white flames in the night. 6: Demonic Notice - or Visions
1-3: Stalked - or - Missing
4/5: Cursed - or - Attack
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
The Black Horse
4/5: Thing from Beyond - or - 6: Riot / Lynch Mob - or Hate Act Sleepers 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 Thing from the Depth
The Pale Horse Death is granted fourth part of the 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 Beasts
4/5: Riot / Lynch Mob - or Living Shadows
6: Trapped in the Burning Beyond - or - Rider(s)
Nothing growing anymore, people dying without obvious cause and coming back as undead; beast attacks.
4/5: Sudden Death - or Nature Rising
6: Ultimate Instrument - or 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 occurrence. 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. Visibility 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 Achievements, 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.
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'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 1 2 3 4 5 6
Challenge Walking the dog Risky, but straightforward Hard Very Hard Daunting Unbelievable 123
*yawn* Daily business A challenge A REAL challenge You want what? *speechless*
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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 encounter. 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 Nature Demons Ghosts Spirits Dimension Rift Mixed
Danger from ... Blocking rocks, steep cliffs, slippery waterfalls, collapsing walls or tunnels, etc. Demons and creatures of Hell Ghosts and undead creatures Spirits and animals Alien dimensional things from the ’Twilight Zone’ Mixed stuff, possibly mixed with humans like bandits etc.
10.2. OBJECTIVES
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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 Mapping 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 Type Attack
Capture
Defend
Destroy
Escape
Escort / Deliver Explore
Find
CHAPTER 10. UNDERWORLD RUNS Objective Description Examples Attack a specific person, group, being, supernatural effect or artifact. Attack a mining crew to get the Hellstone Claim for yourself. 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 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 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. 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. Bring someone or something to a specific place. The preacher must read this psalm at the Hell pit to close it. 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 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 Type Prevent
Rescue
Scavenge
Scout
Sweep
Test-Drive
Traverse
Combined
127 Objective Description Examples 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 someone, something and bring it back to safety. Bring back the preacher’s daughter or Thornton’s boy, bring back THE book. 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. 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? 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 or try something in specific area. Test this new Hellstone handling device. Will this item really hold back the Hungry Dead? 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. 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
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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 Unknown/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 specific. 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 situations. 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.
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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 Minor Standard Serious
Group Size Add single monster Add a group of monsters Add a big group of monsters or add a single Daunting Monster
Add a new Objective ’Overcome ’ 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 1-3 4/5 6 CRIT Daunting Single monster Group Big Group
Monster’s Objective Clock 4-clock 6-clock 8-clock 8-clock and add another roll +1 Effect Level -1 Effect Level — +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
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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. Complications 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 Underworld Run is to overcome a specific monster, make this monster 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 supported by a group of other monsters. 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?
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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.
1-3 4/5 6 CRIT
Result YIKES! You lose 1 Grit You braced yourself. No effect You powered through. +1d on next Delving too Deep check. 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 1-3 4/5 6 CRIT
Loot nothing / minor hint / mundane or damaged equipment useful hint / equipment / 1 Hellstone / key / map lost formula / design or ancient lore (weakness of a monster, portal location, legendary weapon location) 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.
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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 government’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
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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 supplies 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.
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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 artifacts on the black market. Buying and hoarding Hellstone 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 Mudwater. 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
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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 diamonds 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 membership 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.
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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 reasonable ’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 members being corrupt and big chunks of Hellstone slipping through the cracks. Managed by Philomena Standish, the wife of bank director Barnabas Standish.
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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’?
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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 ’business’ 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. Standish is father-in-law to Mayor Walter Smith and husband 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 Hubert 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.
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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 committed to absolute secrecy. The fact that a caught member who tried to brag died from spontaneous combustion 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.
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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 rituals 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
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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.
1-3 4/5 6
New Faction Fortune Roll (1-4)d No new Faction 1 new Faction arriving in Mudwater 1-3 new Factions arriving
1 2 3 4 5 6
Type of Faction 1d refugees / greenhorns business / bank rail road / transportation outlaws / gang / bounty hunters law / military / tribe 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.
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’Slow Dan’ Irving: A gang of Hellstone smugglers with secret access to railroad 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 Hellstone, 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 unknown 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 mercenaries, 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 entertain 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 apparently 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 technology. 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, covered wagons, railroads, the frontier, etc.
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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, antimonster 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.
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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, mutations 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 increases, their moods and their eccentricity become more extreme, more inhuman. Social rules and boundaries dissolve as the End is nigh. Groups disintegrate 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
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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?
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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 Faction 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?
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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 equipment 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.
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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 mysteries will it uncover? What will be buried forever?
12.2. STARTING SITUATIONS
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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 railroading. 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
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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).
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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 getting 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: hallucination). 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 passing 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 Hellstone 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? (Complication). Which of your items is missing after the blackout (Complication)? (S)he ordered something, delivery due in a few days (Provide Opportunities; Tick a clock).
12.3. SCENES
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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).
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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
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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 carriage 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 wander 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). Attack! (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).
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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).
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CHAPTER 12. GM MATERIAL
Chapter A
TABLES Travel & People TRAVEL HAZARDS 1 2 3 4 5 6
choose or roll 1d or 2d
1 - Nature/Unexpected Terrain landslide, mudslide, steep rise/slope severe weather, storm, hard rain, Toad Strangler fire, prairie fire, heavy smoke, choking dust canyon, bridge destroyed/about to collapse snowslide, avalanche, earthquake, rockfall flood, raging river, quicksand
2 - Monsters & Animals creature(s), cougar, wolf(-pack) black- or grizzly bear
3 - Places path blocked
circling vultures, birds cattle rustlers, (small) herd
someone’s dwelling, sickness plague church, cloister
monster party
ghost gown, sacred site
ambush, attack
mine, snow in June
4 - People
5 - Supernatural
6 - Miscellaneous
homestead, farm needs aid
(choose specific X from ’People Table’)
1 needs aid, attacked, conflict between X 2 missing, kidnapped, search party for X 3 passengers, traveller(s) with trouble 4 transport, convoy of X with trouble 5 survivor, last words, dying X 6 massacre, dead people, wrecked train
failing gravity, pulse, barrier shots/smoke in the distance distortion, dark dreams, attacked train/coach chaos voices, bleached bones, temperature drop/rise runes living hills, shadow out of cannibals, total silence time demons, spirits, undead blood moon, blood rain into the Burning Beyond, curse, endless twilight portal/gate
161
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APPENDIX A. TABLES
TRAVEL DETAILS
Encounter may be close, mid-range or far at the horizon
1-3 1-3 lizards, worms, snake, vultures, buzzards 4/5 stagecoach(s), covered wagon(s) 6 plague/disease, cadaver, bones/carcass
4/5 coyotes, wolves, dogs, animals equipment or property left behind well, shaft, chasm
6 loner, traveller, trapper
1-3 4/5 1-3 tumbleweeds, dust devils, dust beautiful sunsets/nature, large rocks/boulders 4/5 harsh but beautiful nature, railroad(-station), train drought, canyon, trees 6 former location, remains, desert, swamp, colored tree ruins
6 (unnatural) shadows or darkness thunder/lightning, rain
frontier town, boom town ghost town, mine, monster(s)
→roll Travel Hazards
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
animal features, mutation
6
voice, eating
runes/symbols, amulets, charms, trinkets equipment, weapons
shadow
A.1. TRAVEL & PEOPLE PEOPLE
163
Not restricted to a specific gender, age, or background. Add additional group/entourage, convoy or transport as needed
21 ostler/stablehand 22 errant boy 23 drifter/rolling stone
Uncommon Town local celebrity mountain man bushwhacker scout, rustler pioneer, trailblazer, outrider soldier of fortune, bounty hunter express rider telegraph operator barber
Common Outdoors cowboy/-hand/-poke farmer, homesteader bushwhacker scout, rustler pioneer, trailblazer, outrider soldier of fortune, bounty hunter ostler/stablehand pilgrim, seeker drifter/rolling stone
24 thug, brute, ruffian 25 (trail-)cook
blacksmith banker, clerk
thug, brute, ruffian (trail-)cook
26 saloon girl, dancer 31 gambler, cardsharp, poker dealer 32 messenger 33 roustabout 34 railroad station-/ salesagent 34 stagecoach driver/ -escort 36 wife, husband, widow(er), relative 41 land-/assay-agent 42 saloon-/den-keeper
native lady/gentleman, count(ess) reporter, publisher sheriff, deputy preacher, priest
11 12 13 14 15 16
Common Town cowboy/-hand/-poke farmer, homesteader bar fly, town drunk miner, prospector, 49er piano player, entertainer barkeep
43 outlaw, highwayman, bandit 44 railroad worker 45 maid, school teacher 46 child/kid (group), young adult 51 tradesman, persuader, promoter 52 conman, snake oil salesman 53 show girl, actress, performer 54 assistant/sidekick/ henchman 55 animal/beast 56 rancher, ranchowner, cattle baron 61 retired/old person 62 gunfighter wannabe 63 inquisitor, missionary 64 hustler, impostor, trickster 65 madman, maniac, nutcase, fool 66 cultist, doomsayer, prophet
native gambler, cardsharp, poker dealer reporter, publisher roustabout railroad station-/ salesagent shaman, elder, holy stagecoach driver/ woman -escort shopkeep, madame, wife, husband, businessman widow(er), relative doctor, dentist land-/assay-agent hired gun, gunslinger, hired gun, gunslinger, vigilante vigilante soldier, captain, officer, outlaw, highwayman, deserter bandit undertaker, gravedigger railroad worker brave maid, school teacher private detective, child/kid, young adult Pinkerton engineer, technician tradesman, persuader, promoter greenhorn, dude, city conman, snake oil slicker salesman buffalo-/monster buffalo-/monster hunter, trapper hunter, trapper undead, ghost, monster assistant/sidekick/ hechman chief animal/beast scientist, explorer, rancher, ranchowner, scholar/librarian cattle baron railroad baron retired/old person judge, mayor gunfighter wannabe marshal, ranger inquisitor, missionary weird, fortune teller, hustler, impostor, witch(er) trickster showman, theater madman, maniac, owner nutcase, fool demon, spirit, mutant cultist, doomsayer, prophet
Uncommon Outdoors local celebrity mountain man bar fly, town drunk miner, prospector, 49er saloon girl, piano player, dancer, entertainer wasteland elder, hermit, recluse express rider errant boy exile, outcast, left-for-dead possessed being banker, clerk, saloon-/den-Keeper curse chaser lady/gentleman, count(ess) messenger sheriff, deputy preacher, priest, hermit, recluse shaman, elder, holy woman shopkeep, madame, businessman, blacksmith doctor, dentist skinwalker, headhunter soldier, captain, officer, deserter undertaker, gravedigger brave private detective, Pinkerton engineer, technician greenhorn, dude, city slicker show girl/-man, actress, performer marshal, ranger chief scientist, explorer, scholar/librarian railroad baron judge, mayor cannibal/man-eater weird, fortune teller, witch(er) undead, ghost, monster demon, spirit, mutant
164
APPENDIX A. TABLES
NPC DETAILS Traits 11 patient, lazy
Interests dime novels, newspapers
12 quiet, passive 13 coward, nervous
mining faith, theology, religion, bible, holy scriptures rodeo/roping famous gunfighters, legends tribal customs and practices singing, music, instruments machines, engineering, science, technology artifacts rituals, occultism, witchcraft, magic horses, riding, racing medicine, mutations drinking, eating, luxury poetry, novels collector demons spirits, totems ghosts, undead, vampires
14 raw, savage 15 impatient 16 boastful 21 angry, desperate 22 determined 23 friendly 24 fearful 25 26 31 32 33 34 35 36
ruthless charming paranoid idealist enthusiastic clueless jealous, greedy plays dumb
41 tough, strong 42 shrewd 43 gracious
52 calm 53 overconfident 54 arrogant
Hellstone beast-/monster hunting athletics, sports, endurance poker, games of chance worthy foes the Burning Beyond gossip, rumors, social events hunting, shooting railroad fashion, clothing
55 56 61 62
lovers, romance crafting, tools pets weapons
44 45 46 51
single-minded fearless impulsive vengeful
confident subtle direct, driven calculating
63 cooperative
carriages, transports
64 enigmatic
cattle, livestock, farming
65 curious 66 hotheaded
mystical sites or places manipulating people
Quirks addicted, drunk, sick, poisoned scarred right thing for the wrong reasons visions, talks to self glory hound voices, haunted cursed, doomsayer hunted, phobia shamed, wannabe numb, lost in reverie
Goals fame/become a legend enlightenment acquire item, claim position acceptance, approval destroy item, claim, Faction revenge, defeat, hate justice, recover item/position winning trophies, mastery
absolution, self-sacrifice serve Faction/ community dime novel star wealth branded love, reunite the family fake gun/weapons serve leader/person wanted, hanged serve the needy former slave freedom, rebellion strong odors uncover/reveal secret soft on the inside reach location, position dude (tourist) restore claim/power/Faction talks with ghosts power/superiority corrupted start a family loyal, devoted to build specific item or family/cause machine gambler/cheating at poker protect, secure loco, superstitious locate item/target spiritmancer hunt epic monster/beast drinks blood, eats Hellstone find/discover item/claim/truth blackmailing, is blackmailed impress person/Faction mutant take over claim/Faction controlled by artifact/ corrupt someone, ghost/spirit/demon transform death wish, illness death, find successor big mouth, racist, bigoted fulfill/escape destiny has powerful ally going home mystical tattoos/ proof innocence markings/scars honor-bound, deeply avoid, evade traditional deep voice, speaks slow, survival stutters, whispers missing body part(s) travel broke, massive debts immortality
A.2. LOCATIONS & TOWN
165
Locations & Town LOCATION & AREAS
roll 1d as often as needed
1 2 Town frontier town mining town Post / cabin, lodge, hunting Camp campsite camp Farm / homestead, small Ranch windmill Tribal native village reservation Nature cave, mine forest, prairie Features rail stop ferry point
3 big town
4 outlaw town
mine, logging camp, trading post military stockyard sawmill post, fort medium big plantation weird hunting ground desert
burial site
holy site
weird
no-go area
deadland barren Hellstone laboratory
weird
steamboat refinery pier
TOWN FACILITIES 1 1-3 graveyard/ boot hill 4/5 bath house 6 butcher
2 barber shop, toothyank whorehouse church
1-3 Chinese laundry 4/5 brewery
land claims office gambling-/ opium den theater
6
apothecary
5 6 boom town ghost town
weird
roll 2d as often as needed
N Common N 4
3 wheelwright, woodwright bank blacksmith
store, grocery, general store workhouses assay office Uncommon schoolhouse post-, telegraph office doctor’s office, pony express, sawbone stage station marshal’s office plague tents
N
N
5 hardware store, gun shop boarding house undertaker
6 saloon, hotel, dancehall livery stable sheriff & jail
newspaper
exchange
railroad office/ depot/station city hall
magistrate, courthouse mayor’s office
TOWN EVENTS 1-3 1 saloon brawl, drunkards 2 bad weather, strange weather 3 new folks arriving, stranger in town, strange coach arriving, transport, pony express rider 4 trader/deliveries/stagecoach arriving, market, salesman
4/5 thief/outlaws, gun fight, duel jailbreak, bandits attack, rescue sickness, shortage, drought, flood, fire, burning building(s), sabotage
6 natives attack or war party test of new invention/ machine local festival/holiday, rodeo, circus/show, local folklore, racing/contest(s)
mutation, weird event, undead, dead rider, post mortem exhibition Hellstone claim attacked
lynching/hanging, law court/trial, protest/riot, search party weird/occult phenomenon
5 treasure transport, artifact found 6 robbery (bank, coach, train, Hellstone incident, mine) explosion
monster or demon attack
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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, 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 1 2 3 4 5 6
1 water bones copy thorns swarm chaos
2 darkness lightning echoes blood serpent plasma
roll 2d as often as needed 3 earth lava flesh sky stars abstract
4 fog/smoke storm/wind dust/ashes skulls/bones glass/crystal snow/ice
5 fire shadows invisible machine animal child
6 metal frost/chill distortion body parts insect(s) humanoid
Demon Names: Smaller demons don’t have names. Bigger ones won’t tell.
MUTATIONS 1 1 Mouth thirsty/hungry 2 Tentacles one/more fingers 3 Eyes no iris/colour 4 Skin jet black 5 Extremity tail with mouth 6 Misc. horns/antlers
roll 2d as often as needed 2 grown over arm grown over green barbed tail poison glands
3 fangs feet third glowing tail with face albinism/ allergies
4 no teeth leg cyclops rock extra arm fused with item
5 stink tail huge slippery extra leg animal features
6 demonic smile tongue tiny full body extra hand flesh eater
A.4. WEIRD STUFF
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, future, past. Q1 animal skull(s), bone(s), hair(s), snake skin/-poison, black pine, 1-3 1 a gun/blade/weapon whiskey, wrappings, paper strips, 1-3 2 a message/letter (specific) song, bile 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, 4/5 1 a hand/a foot worm, sixshooter, rifle, weapon, 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 4/5 5 a book/scroll/writing (specific) book, a carved stone or 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 6 3 a Hellstone bribe, a secret spilled, dynamite, a 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 6 6 a heart hair or fingernails, a dead man’s 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
167
168
APPENDIX A. TABLES
Run Generators RUNS PER CREW TYPE Hellstone Scavengers Outlaw Posse Bounty Hunters Tribe
1/2 Scavenge
roll 1d according to crew type or choose one
3 Supply
Steal/Rob/Get Battle/Attack/ Destroy Hunt/Scout Battle/Attack/ Destroy Hunt/Scout Battle/Attack/ Destroy
4 Hunt/Scout
5 Defend
6 On the Run
Hunt/Scout
Defend/ Rescue Defend/ Rescue Defend/ Rescue
On the Run
Escort Supply
Scavenge Summon
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 Capture
Defend
Destroy
Escape
Escort / Deliver Explore
Find
Prevent
Rescue Scavenge
Scout
Sweep
TestDrive Traverse
Attack a specific person, group, being, supernatural effect or artifact. Attack a mining crew to get the Hellstone Claim for yourself. 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 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 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. 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. Bring someone or something to a specific place. The preacher must read this psalm at the Hell pit to close it. 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 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 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 someone, something and bring it back to safety. Bring back the preacher’s daughter or Thornton’s boy, bring back THE book. 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. 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? 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 or try something in specific area. Test this new Hellstone handling device. Will this item really hold back the Hungry Dead? 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 MONSTER SPECIAL ABILITIES 1 Nature
1 claws/fangs
2 tail/sting
2 Demons 3 Ghosts 4 Spirits
fire/ashes blinding paralyze
acid (blood) silence duplicate
5 Dimension Rift 6 Mixed
shapeshift
exploding
1 2 3 4 5 6
roll 2d or 1d according to Theme 3 4 5 6 shell/ antlers/horns poison wings plates ice flying terror anti-magic electric strangling invisible life drain absorb/ camouflage entangle reflect suffocate flying distortion terror anti-magic
+ + + choose from above + + +
MONSTER VULNERABILTIES 1 explosives ice/cold flowers acid wood whiskey
173
2 fire/heat noise holy water poison ivory magic
3 water bells holy icon bone ruby artifact
roll 2d as often as needed 4 metal cold iron mirror glass black pearl special weapon
5 silver moonlight tears spirits topaz true name
6 gold music sunlight salt weak spot 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.
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Miscellaneous FREAK ACCIDENTS OR EVENTS 1-3 1-3 Almost ordinary malfunction/equipment failure, explosion, backfire, thick smoke, fire, burning, gear stolen/destroyed, ricochet
4/5 Nature rising wind, rain, snow, animal(s), pit, cliff, grave, quicksand, bite, trees grow rapidly, awakening
4/5 Human or Mystic bloodlust, blindness, runes, mystic symbols, awakening, personal item starts to bleed
Strange Stuff hallucination(s), dream, light-shadow-darkness, doppelganger, mirror, Burning Beyond Mystic Something rising bones, undead, ghost(s), monster(s), aging, powerful creature, revenge from beyond the grave
6
Social Something something helpful is not, greed is your doom, brings memories to life, unwanted help
6 Only Human awkwardness (stumble, slippery, glitchy, fumble), rapid hair grow, mutation, spreads disease, infect, vomiting Bad Luck struck by lightning, caged, loss of body part(s)
You’re kidding, right? totem intervention, meteor, interdimesional, timeshift, flying/levitation, becoming invisible/transparent
COMPLICATIONS & DEVIL’S BARGAINS 1/2 1/2 Harm contempt, humiliated, cohort wounded, cut, shot, horrified, stained, maimed, mutated, burned, blurry vision, blinded, exhausted/tired, insomnia, dehydrated/hangover, shaken 3/4 Spillover collateral damage, looking silly / uncool / incompetent, explosion, fire, unstable building, loud, attract attention, add. Doom, someone you know will suffer, secret spilled, -1 Faction status, contact get problems, vice is calling, hated/payback later 5/6 Bad Positioning
3/4 Telegraph Trouble claw marks, scary sounds, rain starts, dark clouds, getting dark, blood, stink eye, tick a clock, chalk marks, lantern, howling, omen
5/6 Cost time (tick a clock), ammo, material, Coin/Hellstone, damaged tool/equipment, favor/oath, broken promise
Reduced Effect lesser damage, not the vital spot, the thing is not done or done but not the way you want it to, target agrees to only part of the request, enemy goes for cover
Unwelcome Revelation cohort disabled, add. Doom, target not here/escaped, it’s a trap, target armored, phobia discovered, vision of the future/the past, tick a Faction clock, target was a decoy New Threat
Need Equipment or Resource Delving too Deep, now or never specific (personal) (must change action afterwards), equipment, key, secret Hellstone will blow up, quake, handshake, spoken word, separated, flooded, rain, magnetic invitation, armor field, confused/cannot remember
monster, ghost, spirit, demon, animal, guard, reinforcements, quality weapon(s), weather, terrain, attack, supernatural
A.8. LANGUAGE & NAMES REFERENCES
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Language & Names References Native American Names www.behindthename.com/names/usage/nativeamerican 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%99sucidlushootseed
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 [email protected]. 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 monkeyecho.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.wordpress.com/portfolio/a-fistful-of-darkness-2018. Online community Looking for players, questions about the game or interested 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.
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APPENDIX A. TABLES
INDEX Ablass, 8, 13, 14, 100, 109 Achievements, 9, 13, 81, 85, 89, 93 Actions, 7 Attune, 7 Brawl, 7 Command, 7 Consort, 7 Craft, 7, 113 Disable, 7 Hunt, 7 Prowl, 7 Read, 7 Sling, 7 Survey, 7 Sway, 7 Armor, 17 Artifacts, 113 Drawbacks, 114 Origins, 113 Attributes, 8 Guts, 8, 19 Prowess, 8 Wits, 8, 19
Coin, 8, 12, 17, 100, 103 Daunting Monsters, 131 Decay, 109 Delving too Deep, 132 Demons, 108 Doom, 11, 12, 17, 73, 100, 103, 104, 114, 118 Downtime, 5, 117, 119 Downtime Actions, 119 Acquire Asset, 119 Indulge Vice, 119 Long Term Project, 119 Recover, 119 Reduce or Increase Doom, 119 End Game, 8, 9, 11, 81, 85, 89, 93 Exploration, 128 Faction Clocks, 11 Factions, 11, 134, 143 Feud, 17
Background, 16 Bounty Hunters, 4, 87 Building Mudwater, 97 Burning Beyond, 7, 15, 108
Gang Types, 17 Ghosts, 108 GM Principles, 145 Grit, 5, 109, 119 Guiding Questions, 96
Cohorts, 17
Heavy Armor, 17 177
INDEX
178 Hellstone, 7, 8, 12, 73, 100, 101, 103 Fine Hellstone, 104 Refined Hellstone, 100, 104 Hellstone Claims, 102, 117 Hellstone Scavengers, 4, 79 Heritage, 16 Into the Unknown, 128 Location Quality Ratings, 18, 118 Law & Order, 18 Outlaw & Chaos, 18 Supernatural, 11, 18 Wealth, 18 Locations, 18, 95 Long Term Project, 81, 85, 89, 93 Looks, 23 Loot, 123, 132 Mastery Advance, 22 Mine Trouble, 103, 117 Mines, 102, 103 Modus Operandi, 74 Monster Abilities, 131, 132 Monster Boss, 131 Monster Vulnerability, 131 Monsters, 123, 130, 131 Mutation, 101, 109, 111, 117 Names, 24 Newcomer Factions, 143 Objectives, 123, 125, 130 Outlaws, 4, 83 Overindulgence, 119 Passion, 109 Payout, 9, 17, 18, 100, 117 PC, 21, 73 Plans Beyond Plan, 15 Travel Plan, 15
Player Character, 3, 21, 73 Posse, 4, 8, 19, 21, 22, 73 Special Abilities, 77 Type, 73 Upgrades, 75 Progress, 128 Rep, 12, 102, 103, 117 Rider, 11, 12, 73, 118 Rider Events, 9, 117, 118 Route, 15 Run, 12, 15, 19 Scene, 152 Spirits, 108 Stages, 123, 128 Stigma, 5, 119 The Climax, 128 The Fist, 3, 29 The Gamble, 3, 41 The Gentle Touch, 3, 65 The Law, 3, 37 The Opening, 128 The Outlaw, 3, 49 The Plan, 3, 61 The Revenant, 108, 109 The Scout, 3, 45 The Shot, 3, 33 The Speaker, 3, 57 The Thunderheart, 3, 53 The Wrench & Saw, 3, 69 Theme, 124 Tier, 123 Tribe, 4, 91 Turning Point, 128 Underworld Run, 117 Vice, 5, 22, 23, 109 Vice Purveyor, 22, 109 World Building, 95