New Frontiers

by TCArknight

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New Frontiers
(Edge of the Frontier for Genesys)
Version 0.7

Credits

New Frontiers is based on the work done by Jon Green in his Edge of the Frontier conversion of the Star Wars RPG by Fantasy Flight Games.

With his permission, this work can be considered Edge of the Frontier version 2.0. Much of the information contained herein comes from the original document. The system information has however been changed to conform to the Genesys CRB system.

Edge of the Frontier credits

Written and Designed by Jon Green 2017

Edited by Andy Kotch

Additional Editing and Design by C. Steven Ross

Playtesters: Katie Barta, Wes Barta, Anthony Brown, Tony Byrne, Ben Hinshaw, Richard Hollingworth, Brandon Schrecengost, Jos Vickers, Mira Yankova

Star Wars: Edge of the Empire is copyright 2016 by Fantasy Flight Publishing. Star Wars is a registered trademark of Lucasfilm Ltd. Neither Fantasy Flight Publishing nor Lucasfilm Ltd is associated with this product or the contents therein.

Edge of the Frontier is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License

All artwork used in this document is public domain or licensed for reuse under the Creative Commons license

New Frontiers credits

Written and Designed by Thomas Clegg 2018

Genesys is copyright 2017 and Realms of Terrinoth is copyright 2018 by Fantasy Flight Games. Genesys and Realms of Terrinoth are registered trademarks of Fantasy Flight Games. Fantasy Flight Games is not associated with this product or the contents therein.

Any use of trademarks or copyright material in this document should not be viewed as a challenge to those trademarks/copyrights, and are used without authorization, endorsement, or specific permission. Under no circumstances will any of this material be made available for profit or compensation in any form.

All artwork used in this document is public domain or licensed for reuse under the Creative Commons license

Table Of Contents

Introduction
  • OverviewX
  • Why The Old West?X
  • Characters

    Character Creation

  • Step 2: CultureX
  • Step 3: CareerX
  • Skills

  • General SkillsX
  • Knowledge SkillsX
  • Talents

  • Tier 1X
  • Tier 2X
  • Tier 3X
  • Tier 4X
  • Tier 5X
  • Guns and Gear

  • Melee WeaponsX
  • Small ArmsX
  • LongarmsX
  • Heavy WeaponsX
  • Other WeaponsX
  • Horses and Wagons

  • Horse CharacteristicsX
  • WagonsX
  • Clothing and Gear

  • ClothingX
  • First Aid and MedicineX
  • Exploration and CampingX
  • SaloonX
  • Career EquipmentX
  • Gamemasters

    Rules of the Old West

  • Shooting From HorsebackX
  • ShowdownsX
  • Adversaries

  • Armed ForcesX
  • CorporateX
  • Law EnforcementX
  • Native AmericansX
  • OutlawsX
  • CreaturesX
  • Part 1 - Overview

    What is New Frontiers?

    New Frontiers is a role-playing game designed to encourage play in the exaggerated “Wild West” of late 19th century America; a time of guns and horses, gold rushes and trains, cowboys and Indians. A time when names like “Billy the Kid”, “Calamity Jane”, and “Wyatt Earp” set imaginations running wild with tales of sharpshooters and bank robbers.

    How do I play the game?

    New Frontiers is based on the Genesys roleplaying game by Fantasy Flight Games. It uses the same game terms and many similar skills and resolution mechanics. In order to play Edge of the Frontier, you will need to own and be familiar with the EotE game, as this document will make references to it. You can learn more about that game and purchase it at the Fantasy Flight Games website.

    What is in this document?

    This document has rules based on the tools provided in the Genesys Core Rulebook. There are new Archetypes and Careers specific to the setting, as well as an overview of all the skills used in New Frontiers with a description of new skills unique to the game. Next, there is a listing of weapons, horses, and other gear specific to New Frontiers. Finally, there are overviews of special combat situations like firing from horseback or entering into a showdown. For players, a character sheet to print or photocopy is at the end. For GMs running New Frontiers, please see the Adversaries section for a list of potential foes and opposition that the player characters may face.

    How can I become more familiar with the genre?

    Some popular examples of the Wild West genre that Edge of the Frontier emulates are:

    Film:

    “The Good, the Bad, and the Ugly” (1966) dir. Sergio Leone
    “Once Upon a Time in the West” (1968) dir. Sergio Leone
    “Unforgiven” (1992) dir. Clint Eastwood
    “The Magnificent Seven” (1960) dir. John Sturges
    “3:10 to Yuma” (2007) dir. James Mangold
    “Back to the Future part III” (1990) dir. Robert Zemeckis
    “There Will Be Blood” (2007) dir. Paul Anderson

    Videogame:

    “Red Dead Redemption” – Rockstar Games

    Literature:

    “True Grit” - Charles Portis
    “Blood Meridian” – Cormac McCarthy
    “The Ox-Bow Incident” – Tilburg Clark

    Television:

    “Maverick” (1957)
    “Bonanza” (1959)
    “Firefly” (2002)
    “Deadwood” (2004)
    “Hell on Wheels” (2011)

    Why the Old West

    Themes of the Old West

    From high fantasy to gritty sci-fi, the RPG market has dozens of settings and genres to choose from and explore. Inevitably, this gives rise to the question: what might the Western offer that others don’t? Below is a small sample of the moods, feuds and enticements your characters could encounter among the wild plains of Edge of the Frontier. These, alongside abundant bales of hay, the cold steel of a revolver, and a comforting Texas drawl, are what makes playing a Western different and unique.

    Prejudice in New Frontiers

    In the romanticized American West, the inspired setting for New Frontiers, prejudice and bigotry were very real things. Immigrants were often discriminated against, and many on the frontier and in the government treated Native Americans, African Americans and the Chinese as a lower class of humans. Similarly, women were also treated as second-class citizens, despite a mask of manners and propriety that culture ordained to be used when men interacted with women.

    When you play New Frontiers, you may wish to embrace these prejudices and fight against them (like Annie Oakley did, or the titular character in the film “Django Unchained”); or you may instead ignore them and treat everyone as equals. Make sure you discuss this with your group so that everyone is comfortable and knows what style of game is to be played, and try to make sure in-game bigotry does not spill over and impact the real world.

    Civilization vs. the Wild

    As the railroad snaked its way across the Frontier, towns slowly began to spring up, dark fences encircled the farmland, and storefronts began lining roads crowded with stagecoaches and wagons. Where the lands once shook under the might of hundreds of thousands of buffalo, they now lay covered in barbed wire, oil derricks, and herds of cattle. As the United States pushed further into the West under the banner of Manifest Destiny, what was previously wild and untamed was soon extinguished under people’s tireless attempts to lay claim on the land. This was often personified by the frequent clashes between the US army and the Native American tribes who had either lived on the land for generations, or who had been forced to relocate there by a previous “agreement” with the government. On the Frontier, however, the natural world was often more hostile than any creature living on it. Settlers living on the Great Plains could see a drought in spring, a tornado in summer, wildfires in fall, and a blizzard in the winter; as if the land itself did not want to be tamed.

    Frontier Justice

    On the Frontier, Law and Order did not always reflect what was written by the legislators. Banditos, rustlers, and murderers would often plague a settlement or a county, often better armed and organized than the local law enforcement. This gave rise to companies hiring private security like Pinkertons, Judges giving warrants to Bounty Hunters, or Lawmen organizing posses in an effort to curtail the worst of the criminal element. Using deadly force to protect your livelihood from predators was an expected and necessary part of life in the West.

    Honor

    In the Old West, men and women took their honor seriously. Calling someone a coward was enough to be challenged to a Showdown - an often fatal face-off in an American twist of the Code Duello. Similarly, one was considered within their right to dispense justice to someone who besmirched their honor or the honor of a loved one. This gave rise to a culture of revenge, retribution, and feuds passed down from generation to generation as the honorless were shunned and scorned from the rest of Western society.

    Pursuit of Wealth

    Settlers left for the Frontier for many reasons. Some had nowhere else to go, some needed a fresh start, but many left in pursuit of wealth. There were Prospectors combing the mountains hoping to strike it rich and start the next Gold Rush, putting life and limb (literally) on the line searching for wealth. Ranchers would set out, looking for unclaimed land to develop and use for grazing. And, like vultures, the Conmen and Thieves journeyed West, looking to see what coin they could exploit from all those who had already found wealth.

    Part 2 - Character Creation

    Who Are You?

    To create a character in New Frontiers, you will follow the basic outline set in Chapter 2 of the Genesys Core Rulebook. However, there are a few updated steps explained briefly here, and expanded upon further in this document

    Step 1: Background

    No changes to this step.

    Step 2: Select Character Culture
    (Where do you hail from?)

    The Frontier is a vast, expansive place. Some parts are barren desert and prairie, other parts rich farmland and vibrant towns. But no matter where you go, folks from all over have spread out across the West and claimed it as their home. All of these people have different backgrounds and cultures that set them apart from each other, and each player will need to determine what their character’s Culture is. This will determine starting characteristics, as well as special abilities, starting XP, and the Wound and Strain thresholds. Once a culture is selected, it can never be changed. This replaces the “Select a character Archetype or Species” section of the Genesys Core Rulebook.

    In New Frontiers (like in Edge of the Frontier), those living in the West come from all over the world. Each Culture has its own quirks and idiosyncrasies. Below are seven different Cultures and places you may be from, The Border, the City, the Farm, Overseas, the Range, the Reservation, and Texas.

    The Border

    Throughout history, the western frontier has belonged to Spain, France, Mexico, Texas, the Confederacy, and finally the United States. Volatile governments, an unforgiving climate, bandits, and brigands have left the folks living down on the border a tough, willful people who stick out through thick and thin. Despite the hardships and relentless environment, they tend to be good natured, quick to laugh, and have a deep sense of connection to family and friends. However, endless revolutions, wars, and the hardships of life have left many wary of strangers. If you want someone with you who withstands whatever hardship comes their way and keeps pressing on, look no further than the nearest pueblo.

    2 1 2 2 3 2
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    • Wound Threshold: 10 + Brawn
    • Strain Threshold: 10 + Willpower
    • Starting Experience: 100
    • Starting Skills: Someone from the Border starts with one rank in in either Survival or Resilience during character creation. They obtain this rank before spending experience points, and may not increase either above rank 2 during character creation.
    • Lucky: Once per scene, your character may reroll any single die die roll. They must take the results of the second roll even if it is worse.

    The City

    Originally from the Northeast or some other major metropolitan area, where people prefer cobblestone to dirt roads and massive skyscrapers rather than the wide open spaces, “City slickers” head for the Frontier for all sorts of reasons. Some wanted to escape the pollution and industry that was ever expanding, some are out to seek their fame and fortune, and others are simply trying to start a brand new life. City folk benefit by hailing from an area with the finest universities, newspapers and industry, but often find themselves a bit unprepared for the harshness of life on the frontier. Still, if you want resourcefulness, then there are few better than people from the city. Just be prepared to get called “Yankee” (or if you’re talking to a Southerner, “damnyankee”).

    1 2 3 2 2 2
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    • Wound Threshold: 9 + Brawn
    • Strain Threshold: 10 + Willpower
    • Starting Experience: 100
    • Starting Skills: Someone from the City starts with one rank in in either Deception or Negtiation during character creation. They obtain this rank before spending experience points, and may not increase either above rank 2 during character creation.
    • Educated: Gain 1 rank in any two knowledge skills.
    • Industry: Start with an additional $200 in gear and equipment.

    The Farm

    Scattered across the Midwest and the West, the most common type found on the Frontier are from a farm. This doesn’t just mean those who grow crops. These are also the laborers, the wranglers, and the cowpokes that make up the spirit and the backbone of the West. A lifetime of manual labor has left many of them a bit sturdier than those from back east, but folks from the farm come in all shapes and sizes, good and bad, men and women, young and old. They hail from all over and can end up be anything from a blacksmith, to a bounty hunter, to a barkeep. If you want to play a typical man or woman living on the Edge of the Frontier, choose someone from the Farm.

    3 2 2 2 1 2
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    • Wound Threshold: 12 + Brawn
    • Strain Threshold: 9 + Willpower
    • Starting Experience: 100
    • Starting Skills: Someone from the Farm starts with one rank in in either Animal Handling or Athletics during character creation. They obtain this rank before spending experience points, and may not increase either above rank 2 during character creation.
    • Weather the Storm: Gain Resilience as a class skill, and subtract 10 from any Critical Injury results inflicted on you

    Overseas

    Farmers from Ireland, Chinese brought over to work on the railroad, political refugees from Eastern Europe; the list goes on and on. Nearly everyone, excluding Native Americans, was an immigrant at one point, and now the country has more than ever before, with many of them headed to the West. Often at odds with their fellow frontiersmen because of different cultures, traditions, and language; most immigrants have had to make a life out of nothing but hard work. Of course, sometimes that work isn’t entirely voluntary and more than one person from Overseas will find themselves taken advantage of. Though a bit standoffish at first, many from Overseas are eager to make new connections and settle into the new land they’ve found themselves in. Someone from Overseas is an excellent addition to any group because you never know what skills and knowledge they may have brought with them from wherever they originally hail.

    2 2 2 2 2 2
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    • Wound Threshold: 10 + Brawn
    • Strain Threshold: 10 + Willpower
    • Starting Experience: 110
    • Diverse Culture: Start with one rank in any two non-Career skills of your choice.

    The Range

    From Montana to Mexico, folks that grew up on the Range come in all sorts. Some ride from town to town bronco-busting, others live their lives on the trail alongside the herd, others settle down on a ranch or farmstead. Could be a freed slave out making a new life for himself, a farmer’s daughter watching the family herd, or a Native American walking that line between ancient tradition and the new civilization clashing on the Frontier. Most folks born on the trail haven’t had abundance of book learning, but they know how to manage a rope and a horse. They often have a stubborn streak a mile wide, but they know how to handle themselves no matter what they are facing.

    2 3 1 2 2 2
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    • Wound Threshold: 11 + Brawn
    • Strain Threshold: 11 + Willpower
    • Starting Experience: 90
    • Starting Skills: Someone from Overseas starts with one rank in in either Riding or Roping during character creation. They obtain this rank before spending experience points, and may not increase either above rank 2 during character creation.
    • Manners: Remove 1 Setback die from any Charm, Coercion, or Deception test
    • Home on the Range: Knowledge (Frontier) and Survival are always considered career skills

    The Reservation

    There are two types you’ll find from the Reservation. Most are the original inhabitants of the West, ancient tribes existed here centuries before the Colonists and Europeans ever set eyes on the Frontier. But you’ll also find those who get sick of civilization and moved out with a people who understand the land and what it means. Some don’t give a damn about other people, and headed out into the wilderness on their own. But those who leave the Reservation to find their own way do so for many reasons; some to take revenge on peoples and governments who abused and mistreated them, some for curiosity’s sake, and some because they have nowhere else to go and the government has told them to leave. They may be called “injun”, “wild man”, “crazy hermit” or a myriad of other insults. If you’re lucky you may find some loyal companions among the cowboys and settlers on the Frontier; and if they’re very lucky they’ll earn a companion who knows the land in a way they never could.

    2 2 2 3 2 1
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    • Wound Threshold: 10 + Brawn
    • Strain Threshold: 12 + Willpower
    • Starting Experience: 100
    • Starting Skills: Someone from the Reservation starts with one rank in either Animal Handling or Stealth during character creation. They obtain this rank before spending experience points, and may not increase either above rank 2 during character creation.
    • Ways of the Land: Riding, Melee, and Medicine are always considered career skills
    • __Resourcefulness: Once per encounter may remove up to 2 Setback dice from a skill check

    Texas

    From the (self-proclaimed) greatest state in the Union, Texans tend to be loud and friendly. However, they have a sense of pride wider than the Rio Grande, and it tends to get them in trouble more often than not. Most folks from Texas are direct. Insult a man from Texas, and he won’t sneak around and plot his revenge when you least expect it, he’ll punch you right in the face then and there, even if the odds are stacked against him. They’re loyal companions, nearly fearless, and a much better ally than enemy in a Showdown.

    2 2 2 1 2 3
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    • Wound Threshold: 11 + Brawn
    • Strain Threshold: 11 + Willpower
    • Starting Experience: 100
    • Starting Skills: Someone from Texas starts with one rank in in either Charm or Riding during character creation. They obtain this rank before spending experience points, and may not increase either above rank 2 during character creation.
    • Fearless: Remove up to 2 Setback dice from Fear checks.

    Step 3: Choose Career

    This functions identically to the Genesys Core Rulebook, however the Careers presented in this document replace all the character Careers in the core rulebook.

    Bandito

    Rustling livestock, holding up stage coaches, hijacking trains… the life of a Bandito is never a dull one, and is often the Outlaw who crosses paths with the law more than any other. The Bandito is the one newspapers back East print terrifying stories of, and whom settlers on the Frontier keep their shotguns loaded for. To aid them in their life of crime, the career skills for a Bandito are: Cool, Knowledge (Underworld), Ranged (Light), Riding, Roping, Skullduggery, Stealth, and Streetwise.

    Most Banditos focus on skills that let them hit hard and fast, then get away. Some focus on sneaking up on their enemies; others prefer to use dynamite. Either way, the life of a Bandito is about quick, hard hits, followed by fast getaways before the local Lawman can respond or retaliate.

    Unlike other Outlaws, Banditos often don’t rely on a low profile or keeping their head down. Many become well known throughout the Frontier either as infamous robbers and murderers, or as brave vigilantes standing up to corrupt lawmen and greedy corporations. Many Banditos garner the good will (or fear) of a particular town so they always have a safe place to retreat back to after a heist. Banditos also rarely work alone and have learned the value of making allies.

    Barfighter

    Maybe he cheated at poker, made a snide comment about your mother, or just looked at you wrong. In the end it does matter, sometimes a fella just needs to get punched in the face. A Barfighter is the rough and tumble scrappy fighter who you want by you in a scrape when things get rough but you aren’t quite ready to pull out the shotgun. The career skills for a Barfighter are:

    Athletics, Brawl, Coercion, Gambling, Melee, Resilience, Streetwise and Vigilance.

    Rather than a shogun or a rifle, a Barfighter’s best weapons are fists, broken bottles, or maybe even a barstool. To reflect this, most Barfighters focus on skills like Brawl, Melee, Resilience, and Streetwise. Some keep a pistol handy just in case things get a bit too rough, but most Barfighters like to stay up close and personal.

    Some Barfighters are trained in the art of fighting, or have learned some skills just in case a friendly game of cards turns ugly. Others have learned through broken noses and stitches. However they learned their skills, a Barfighter is a one-person wrecking ball, and can be a valuable asset no matter what sort of scrape you find yourself in. Some have taken these skills and turned it into a commodity as a professional bodyguard or bouncer, but for others it’s just a skill to fall back on when they find themselves in a rough spot.

    Barkeep

    Before a town builds a school or a courthouse, you can be sure they’ll be putting up a saloon. It’s where people go in their downtime to drink, whore, gamble, and hopefully forget about life on the Frontier for a bit. At the heart of the saloon is Barkeep. The career skills for a Barkeep are:

    Charm, Coercion, Discipline, Knowledge (Civilization), Knowledge (Frontier), Negotiation, Perception, and Streetwise.

    A Barkeep’s primary skill focus should help them deal with the people who frequent their establishment. They know how to listen to a man sharing troubles over a bottle of whiskey, spot a dangerous Gunslinger walking through the doors, and keep an eye on a cardshark hustling the poker table. Some Barkeeps learn how to patch up people who get banged up in a barfight, while others keep a shotgun behind the bar to discourage such “misunderstandings”.

    Barkeeps come in all forms and fashion, from high-born to low, male and female. Some provide shelter for roaming Banditos, some collude with Lawmen to keep the peace in the town, while others serve as a front to less than savory Thieves and Conmen. Regardless, if you want someone who can spot trouble a mile away, and suss out a situation before it develops, you want a Barkeep as a friend.

    Blacksmith

    When the wagon is broken, your gun has rusted, or you just need someone who can fix damn near anything, you turn to your local Blacksmith. On the Frontier, Blacksmiths are the geniuses who invent and create – they can shoe a horse or repair a steam engine. The career skills for a Blacksmith are

    Animal Handling, Coordination, Knowledge (Frontier), Mechanics, Melee, Perception, Streetwise and Vigilance

    A Blacksmith’s primary skill is almost always Mechanics. They focus on learning how things work, how to fix them when they’re broken, and how to improve upon them. They usually have a good eye for detail and command a lot of respect in any town or village on the Frontier.

    Some Blacksmiths do everything they do for a love of the craft, some because of the respect – and money – they receive from people, and still others become Blacksmith simply because they love the challenge it represents. Because of this, most blacksmiths are firmly on the side of the law, though you’ll occasionally find one who simply wants to figure out a way to modify a train engine to rip the door off of a safe.

    Bounty Hunter

    A Bounty Hunter is a free-roaming agent, able to travel across the West seeking wanted men and women the government has deemed dangerous enough to offer a reward. They choose a target, they pursue it, and they bring it to justice. For some, justice may mean getting hauled to prison, for others it’s a bullet. In the end, all a Bounty Hunter cares about is getting their target. The career skills for a Bounty Hunter are:

    Discipline, Knowledge (Underworld), Perception, Ranged (Heavy), Riding, Stealth, Streetwise, and Vigilance.

    Most Bounty Hunters focus on skills that allow them to track and find their targets no matter if they are hiding in back alley saloons or are holed up in a cave in the wilderness. They’re the planners who analyze their target, then hit them hard.

    The Bounty Hunter’s best friend is the “Wanted: Dead or Alive” poster. This gives the Bounty Hunter a target, a reward, a physical description or portrait of the target, and a list of the target’s crimes. From there, it’s up to the Bounty Hunter how best to proceed.

    Conman

    Need a stake in a forgotten mineshaft overflowing with gold? How about an old Indian remedy to cure baldness? Or do you just want to make a wager on a simple game of chance? For all this and more, there’s a Conman willing to sell it to you. When it comes to tricks, swindles, and schemes, there’s no one better at it than a slick Conman. The career skills for a Conman are:

    Charm, Coercion, Coordination, Deception, Knowledge (Underworld), Perception, Skullduggery, and Streetwise.

    Most Conmen focus on skills that will allow them to be charming and appear trustworthy to everyone around, all while setting up their target up for a fall. The best Conmen are those who stay cool under pressure, keep tabs on all the lies and trickery, and still keep up their smile -and occasionally fall back on a pistol when things really go wrong. Some Conmen rely on charm and sex appeal to confuse their targets. More than one Cowboy has fallen for a pretty face and tight corset, only to find himself caught up in a scheme that drains his wallet dry.

    Conmen tend to move from town to town, usually staying one step ahead of their reputation. It’s rare for a Conman to be able to pull the same trick on the same folks more than once, but the best Conmen are the ones who can rob a target blind of the target’s own free will, and the target doesn’t even realize he or she’s been hoodwinked. Some Conmen will target anyone they see as an easy mark, but others try to take advantage of only those they know who can afford it. After all, it’s more fun to swindle a miserly old banker than a starving widow.

    Cowboy

    The symbol of the West, the Cowboy is the horse-riding, cattle-roping, poker-playing heart of the Frontier. Some Cowboys herd cattle across miles of open plains, traveling hundreds of miles across the country and away from anything resembling civilization, while others may scour the prairie looking for herds of wild mustang to break. Of course, out there in the wild, anything can happen, so most Cowboys like to be prepared. The career skills for a Cowboy are:

    Animal Handling, Driving, Knowledge (Frontier), Perception, Riding, Roping and Survival.

    Most Cowboys are excellent riders, competent at shooting, quick with a lasso, and experienced at surviving on their own out in the middle of nowhere. Cowboys tend to be hardworking but easy going. Because of their mobile lifestyle, many cowboys will have a vast network of contacts and acquaintances stretching across the Frontier

    Doc

    Bullet wounds, concussions from getting bucked off a bronco, measles... the Frontier is a deadly and dangerous place. But when you find yourself injured, the person you’ll want to turn to is the town Doc. The career skills for a Doc are:

    Cool, Knowledge (Education), Knowledge (Frontier), Medicine, Negotiation, Perception, Streetwise and Vigilance.

    A Doc’s primary skill and talents tend to revolve around Medicine. Most Docs tend to be well educated and can bring a wealth of knowledge to a situation if they focus on it, while other Docs focus on the monetary demands they can make on those desperate to get themselves patched up.

    Most of those who become a Doc do so out of a desire to heal and save lives. They’ve ventured out to the Frontier simply because that’s where the need is the greatest. Other Docs have realized that holding the power of life and death can make you a very influential and wealthy person in a community and are a bit more selective about who they choose to help or not. Still, whether for care or for coin, when you’ve been hit by a stray bullet there’s no one better than a Doc to get you back on your feet.

    Gunslinger

    It doesn’t matter if it’s a showdown at high noon, a shotgun hidden under the poker table, or a rifle peeking out the window of an old fort; if a Gunslinger is near, you don’t want to be the one in the crosshairs. The career skills for a Gunslinger are:

    Cool, Discipline, Perception, Ranged (Light), Riding, Resilience, Streetwise and Vigilance.

    The primary skills for a Gunslinger tend to be a weapon (either focusing on one, or being an expert with many), as well as Cool, Perception and Discipline to make sure they know when to use that weapon.

    Gunslingers make their living with their wits and their iron. Some are renowned quickdraws or world famous sharpshooters; others are walking instruments of violence. Like most on the Frontier, Gunslingers find themselves on both sides of the law, helping people or hurting them. Whichever path a Gunslinger chooses, they can be certain that their skills will always be in high demand.

    Judge

    Judges tend to be educated folk, and unfortunately find themselves and their services require more than just a gavel in their hand. Judges work closely with other Lawmen, particularly Peacekeepers, but also with the residents of the towns and counties scattered across the frontier. The career skills for a Judge are:

    Coercion, Cool, Discipline, Knowledge (Education), Leadership, Perception, Streetwise, and Vigilance.

    Most Judges focus on understanding the people around them and the laws and regulations in charge of the Frontier but are often great leaders of their community. If you need a new schoolhouse raised or a posse organized, get the Judge in charge of things to make it happen.

    A Judge works with the local government to enforce the law, set bounties, and decide who is going to the hangman’s noose. Unfortunately, this makes them a favored target of Outlaws, and more than one Judge has had to pick up a shotgun to make sure a Bandito knew who fought for justice. Of course, some Judges are more than happy to take a few wads of cash from local Barkeeps and Gunslingers to “overlook minor indiscretions.” On the frontier, a Judge can be a stalwart defender of the law or an accomplice to banditry and chicanery.

    Peacekeeper

    A Peacekeeper could be anyone from the town sheriff, a deputy for the U.S. Marshal, or even a soldier sent out from back east. Their job is to enforce laws, protect the town and people, and keep the light of civilization flickering on the Frontier. Luckily, they’ve got the training to do so. The career skills for a Peacekeeper are

    Athletics, Discipline, Knowledge (Frontier), Ranged (Light), Ranged (Heavy), Riding, Streetwise, and Vigilance.

    A Peacekeeper needs to be a bit of a jack of all trades to be the best at their job, but most are deadly in combat. They’re often the natural leaders that folks look to when things are getting tough, and usually are up to date on the banditry and criminal activities in their area.

    A Peacekeeper’s badge is the symbol of the law that they’re sworn to protect, earning them the ire of Outlaws and the respect of the people. However, it also puts them in a position to decide which laws apply and how they can use their station for their own benefit. All Peacekeepers have someone they answer to, from the local town mayor all the way up to the state governor. Peacekeeping isn’t an easy job, and some feel that it puts a target on your back for all passing Outlaws. Others relish the challenge or see it as their obligation to the other men and women of the Frontier.

    Preacher

    Religion plays a vital role on the Frontier. From the pious who go to church every Sunday, to the scoundrel who simply asks the local priest for last rites, to the Native American tribe that believe in the Shaman’s rain dance. The career skill for a Preacher are:

    Charm, Cool, Coercion, Discipline, Knowledge (Education), Knowledge (Frontier), Leadership, Perception.

    The primary skill for most Preachers tends to be Knowledge (Lore). After that, some Preachers focus on skills like Leadership and Charm to make themselves great speakers. Often one Preacher will be in charge of an entire region rather than one church, so many are forced to travel from settlement to settlement. Because of this, some Preachers carry a pistol for protection and hunting. Others pick up a gun because they literally interpret the command to, “protect thine flock.”

    Not all with the Preacher class are necessarily Christian pastors; it can also include nuns, Native American priests, monks that immigrated from overseas, or any religious group. Still, almost all serve and believe in a higher power than themselves and feel that they have a duty to share knowledge of that higher power with those living on the Frontier.

    Prospector

    Prospectors are the dreamers of the Frontier. You’ll find them panning for gold, scouring the mountains for veins of silver, blasting apart the rocks to mine deeper and further. The dream of riches is what keeps most Prospectors forever pushing the boundaries of the Frontier and tromping across the mountains with a pack mule and a pickaxe. The career skills for a Prospector are:

    Animal Handling, Cool, Driving, Knowledge (Frontier), Mechanics, Melee, Perception, and Survival.

    A good prospector is the type who is creative and doesn’t let a problem get in the way. They can fix a mine cart, patch up a busted leg, and deal with pesky claim jumpers. They specialize in knowing the frontier, finding their way through terrain no one else would risk, and understanding that when all else fails: use dynamite.

    The greatest strength and weakness of a Prospector is a craving for wealth. It means they’ll take risks and chances no one else will, but it can also drive a desperate prospector to take drastic actions to try and beat competitors to a claim. Still, most are decent folk and have a wealth of knowledge and experience few others ever will.

    Salesman

    On the Frontier, outside of a general store, just about anything that folks need to get has to come from a Salesman. Everything from new rifles to silk undershirts from Paris; if there’s a market for it, you can bet that the traveling Salesman will have it. The career skills for a Salesmen are:

    Charm, Coercion, Deception, Driving, Knowledge (Education), Knowledge (Frontier), Negotiation, and Perception.

    Most Salesmen focus on skills related to Negotiation and Coercion, to find and sell the best equipment and doodads they can. The less than honest types prefer Deception and Charm, counting on their charisma and a fast horse to get them out of dodge before folks realized that they’ve been overcharged.

    Salesmen live and die by their reputation. Those with a reputation of being honest and dependable will have honest and dependable people flock to them. Those who carry the reputation of a man or woman who can – and will – buy or sell anything will attract folks who are looking for that type of person. Still, many Salesmen are a welcome sight on the Frontier, and often can make inroads that many other people would never have access to.

    Scout

    Some people like to look at the Frontier from the safety of a train car. Others know that to truly learn the land, you need to get out there, journey into the canyons, climb the mountains, and wade the streams. The Scout is the one for the job if you need someone who can scope out the land, tell you what’s what, and not get killed in the process. The career skills for a Scout are:

    Athletics, Knowledge (Frontier), Medicine, Perception, Ranged (Heavy), Riding, Survival and Vigilance.

    A good Scout is one who focuses on learning the land, spotting trouble before it spots him, and avoiding it–or taking it out from a distance. Scouts excel at finding the safest places to camp, surveying the terrain, and keeping themselves and their allies safe when they’re out in the wild. Scouts often work for local governments or corporations looking for expansion opportunities.

    Many Scouts will also work as guides, and can get you anywhere you need to go. Some do this for a love of the land, others for profit, and still others for their own private reasons. In any case, underestimating a Scout is dangerous. Any man or woman who makes it their job to spot trouble before it sneaks up on them is a fearsome opponent indeed.

    Teacher

    From small one-room schoolhouse teachers to traveling professors from Harvard and Yale, the Teacher is the scholar and provider of knowledge on the Frontier. Teachers tend to be the people to look to whenever booklearning is needed. The career skills for a Teacher are:

    Coercion, Cool, Knowledge (Civilization), Knowledge (Education), Knowledge (Frontier), Leadership, Negotiation, and Perception.

    Teachers tend to focus on the various knowledge skills, though many also develop a keen eye and a knack for leadership out of necessity in the classroom. Others focus not only on dispensing information to others, but also on gathering more information for their own purposes, and often spend time honing skills to extract information from both the educated and the laymen.

    Most Teachers stay within the bounds of the law, but some try to expand their knowledge (and their pocketbooks) by any means necessary. More than one academic has learned that their education can provide a handsome profit when working alongside a group of bank robbers or scam artists.

    Thief

    Slipping into armored cars unseen, cracking bank safes in the dead of night, or even busting an ally out of an unsuspecting sheriff’s jail cell, the Thief is the expert at getting into places where others don’t want them to be. The career skills for a Thief are:

    Coordination, Deception, Knowledge (Underworld), Melee, Skullduggery, Stealth, Streetwise and Vigilance.

    The best Thieves are the ones who can slip in and out without getting seen, so Stealth is a key trait. Often, they avoid using guns or dynamite or anything so loud and prefer using a knife or some other melee weapon with a bit of subtlety. And of course, the best Thief is one who is alert and on guard against any nearby witnesses or Lawmen.

    A Thief typically does not share the brazenness of a Bandito, or the crowd-facing ways of a Conman. They prefer discretion and subterfuge. Like other Outlaws, Thieves find themselves often on the wrong side of the law, but many have their own moral or ethical code that they follow. Some do it simply for the challenge and the thrill of the theft; others do it to stymie forces they see as intruding on a people or place.

    Veteran

    Whether the American Civil War, the Mexican-American War, dozens of skirmishes with Native American tribes, or even as far back as the Texas War of Independence, there are never a shortage of former soldiers out to make a new life for themselves on the Frontier. The career skills for a Veterans are:

    Athletics, Discipline, Gunnery, Melee, Perception, Ranged (Heavy), Riding, and Resilience.

    Most Veterans keep up their skill at firearms, and it’s rare you’ll find anyone better at handling a cannon or a Gatling gun than a Veteran. Veterans tend to have an eye for potential trouble, so Discipline and Vigilance are often skills a Veteran keeps honed.

    For former soldiers, some try to leave their old lives behind, but many capitalize on the skills they learned in the army. Often this is guard duty, working part time for local militia, or when the sheriff forms a posse. Because of their past, many Veterans have a strict code about what jobs they will or won’t take. Still, if you want someone cool and collected in a fight who knows how to handle themselves, look no further than a Veteran

    Wrangler

    Some folks like horses, some folks rely on them, but few folks know them quite like a Wrangler does. From livery workers to professional bronco busters, the Wrangler takes the connection between man and animal to a deeper level than most others know is possible. The career skills for a Wrangler are:

    Animal Handling, Athletics, Discipline, Driving, Knowledge (Frontier), Negotiation, Riding, and Roping.

    A wrangler’s core skills should focus on animals. Wranglers tend to be the best at riding, calming animals down, and driving coaches and wagons. Basically, if there’s a beast involved, a wrangler is your guaranteed bet at making sure everything goes smoothly.

    Some wranglers learn their trade in an apprenticeship, but many simply discover they have a knack for reading an animal better than they do a person. Typically, wranglers will work with just about any type of person, alongside the Lawmen and the Outlaws, the Pioneers and the Tradesmen. Many take jobs as they come, and more than one Wrangler has signed up as a professional driver or messenger for large corporations, the state government, or even outlaw bands.

    Step 4: Invest Experience Points

    No change to this step with the exception of only the Skills and Talents in this document are available for selection.

    Step 5: Determine Derived Attributes

    No changes to this step

    Step 6: Determine Character Motivation

    No changes to this step

    Step 7: Choose Gear, Appearance and Personality

    No changes to this step other than just the gear available in this document is available for purchase.


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    Skills

    To understand more about skills, skill ranks, and skill tests, please refer to the Genesys Core Rulebook, Chapter 3 (pg 52). This section will expand on the skills unique to Edge of the Frontier, and explain how those skills are important to characters living on the Frontier. A full list of skills used in Edge of the Frontier is listed below, an (^) indicates those skills that are unique to this game and are detailed further on in this document.

    New Frontiers Skills

    SkillSkill
    Animal Handling^
    Mechanics
    Athletics
    Medicine
    Brawl
    Melee
    Charm
    Negotiation
    Coercion
    Operating
    Cool
    Perception
    Deception
    Ranged (Heavy)
    Discipline
    Ranged (Light)
    Driving
    Resilience
    Gambling^
    Riding
    Gunnery
    Roping^
    Knowledge (Civilization)^
    Skulduggery
    Knowledge (Education)^
    Stealth
    Knowledge (Frontier)^
    Streetwise
    Knowledge (Nature)^
    Survival
    Knowledge (Underworld)^
    Vigilance
    Leadership

    General Skills

    Animal Handling (Presence)

    Out in the wild, there are all sorts of creatures and critters across the hills and prairies and canyons. Some people just have a way of reading and handling those animals that most folks don’t. More than just the horses and cattle (though that is where many excellent animal handlers learn and ply their trade), these are the people who know how to grab a rattlesnake without getting bit, calm a bear after coming too close to her cubs, or get a skunk to walk on by without spraying. Even more useful is the man or woman who can calm a bucking bronco or stop a stampede.

    Characters can use Animal Handling to:

    • Attempt to calm or subdue an aggressive or hostile creature.
    • Try and subdue an animal that has panicked or is out of control.
    • At the GM’s discretion, try to tame a wild animal for use as a beast of burden or a companion in battle (such as a wild dog).
    • Gain a Boost die to their Riding test for every success on an Animal Handling test when competing in rodeos with events like bull riding.

    Any additional Successes received when using Animal Handling may be spent to increase the information learned about the creature in question. A triumph on an Animal Handling test typically represents an animal completely changing their attitude towards you (viewing you as friendly or non-threatening where they were previously neutral or hostile). Similarly, a Failure on an Animal Handling test typically opens you up to harm, such as getting bucked off of a panicked horse or getting attacked by a wolf.

    Gambling (Cunning)

    Blackjack, Texas Hold ‘em, Five Card Draw, Liar’s Dice… gambling on the Frontier isn’t just a pastime or hobby, it can be a full profession. No matter who tells you that, “it’s all luck” make no mistake– there is skill involved.

    Gambling tests are always opposed by the Gambling skill of your opponent, though the GM may allow you to receive Boosts to your Gambling test by making Cool, Deception, or Discipline tests. Success on a Gambling test typically means that you win whatever wager you made against your opponent, with advantages (even on a failure) giving you an insight into that Gambler’s strengths and tells. A Triumph indicates that your opponent has incorrectly read you, and has increased his or her wager significantly.

    The GM may spend threat generated on a Gambling test to provide you with false information about your opponent, and despair can be spent to cause you to overconfidently wager more than your hand was worth.

    Roping (Agility)

    More than just a useful tool for lashing things together, rope and the skill of Roping is an entire talent unto its own on the Frontier. Whether that’s lassoing a wild mustang, hogtieing a wayward criminal, or even just taking place in the rope trick competitions at local rodeos and fairs; roping can be an essential skill on the Frontier.

    To rope a creature, the character must make a Roping check opposed by the target’s Agility for a living creature, or an average check for a stationary object. For a target at Medium range, add one additional difficulty die. Roping checks cannot usually be made against targets at Long range (GM discretion applies). A roped creature can escape as an action if the rope is not held by another character. A creature with a bladed melee weapon (such as a knife or a tomahawk) can escape as a maneuver if the rope is not being held, or can make a melee check opposed by the roping skill of a creature holding the rope.

    Once a creature is roped, a character can attempt to hogtie the targeted creature. The targeted creature may make a Brawn check opposed by the character’s roping skill. For every difference in silhouette between the targeted creature and the character, add two Boost/Setback dice (example: a Texan, with a silhouette of 2, would receive two Boost dice when trying to hogtie a calf with a silhouette of 1).

    Knowledge Skills

    Knowledge (Civilization)

    Once you head east of St. Louis, the rough and tumble face of the Frontier drops away and civilized cities and towns begin to dominate the landscape. The East Coast of the United States and Western Europe are considered (from the Frontier’s perspective) the pinnacle of civilization, art and culture. However, even under that large umbrella, culture and traditions vary from state to state (and vary even more widely as you travel across the Atlantic). In the States, little love is lost across the Mason-Dixon line, and more than one European turns up their nose at “New World foolishness”.

    Still, thanks to numerous rail lines, widely published newspapers, and the telegraph, these worlds are connected in a way that the Frontier settlements can’t fathom. Large monopolistic corporations are based here, even those that do business out West. The headquarters for the Federal Government are located here, as well as most of the major trade hubs in the world.

    Characters can use Knowledge (Civilization) to:

    • Try to identify a person’s state or country of origin. Success will allow them to recognize traits of that person’s accent, dress, and mannerisms associated with their state or country.
    • Know what behaviors or mannerisms are considered rude or polite when interacting with someone from Civilization.
    • Know details about the best place to buy or sell goods, as well as which markets and corporations from civilized lands would be best to work with.

    The difficulty of a Civilization check is typically proportionate to how obscure the knowledge is for a particular location. Most folks on the Frontier are significantly more likely to know common knowledge about New York than they are about a small town in France.

    Knowledge (Education)

    Among most of the cultures of the world, achieving literacy is a crucial first step towards adulthood. In most places, most individuals achieve at least this standard long before they reach physical maturity. Once literacy is attained, an individual's education generally expands to cover additional areas of expertise.

    Typically. such an education includes at least a basic grounding in mathematics. the basic sciences. and enough understanding of engineering principles to perform baslC repairs. Many also study the basics of philosophy. polillcs. and galactic history. From there an understanding of the various dominant species and cultures across the galaxy provides a complement to a well·rounded education.

    Characters must often rely upon these essentials in order to appropriately interact with the broader galaxy. To tl1e uneducated. places beyond tl1e1r home seldom make sense. Basic cultural variances may become overwhelming challenges.

    • Any time a character needs to interact with a governmental entity. an Education check may be made to identify the best way to proceed
    • If a character needs to employ basic scientific knowledge m an analysis. his understanding or this field 1s represented by his Education skill

    Education also represents a default Knowledge skill Any time a question comes up that doesn't obviously fall under one of the other Knowledge skills. an Educalion check may be used to determine the character's understanding or a particular sub1ect matter

    Knowledge (Frontier)

    The Frontier is made up of people from all walks of life; some out to strike it rich, others to start a new settlement to practice a specific religion, others are the original inhabitants trying to keep invaders away. These are just a few of the many types of settlement on the Frontier, representing an incredibly diverse mix of cultures, political and religious systems, and environments.

    Because the range of cultures and traditions are so varied, knowing details about one specific area of the Frontier does not necessarily translate to a different area, regardless of physical proximity. However, there are a few common threads that connect them all, and those that regularly travel across the West many quickly learn about the various quirks and traditions of the various settlements.

    Characters can use Knowledge (Frontier) to:

    • Attempt to identify the most appropriate and closest options when looking for particular resources, such as gold, buffalo, tequila, or services on the Frontier.

    • Determine the best location for selling a particular good, including knowledge of demand and legality of that good.

    • Identify any specific social actions that would be considered rude or polite when dealing with someone from a particular area of the Frontier.

    The difficulty of a Frontier check is based upon the obscurity of the settlement in question, and may become modified by the complexity of the knowledge the character is trying to gain.

    Knowledge (Nature)

    To many folks, even those who make their living off the land, plants or animals fall in broad simplistic categories like “edible or toxic” and “dangerous or safe,” but there are those who have taken the time to study and research. Their knowledge about the natural world, both from a scientific and practical standpoint, is an invaluable resource. This skill represents the knowledge of animals, plants, ecosystems, and the environment of the natural world far from the fences and roads of a city.

    Some gain this knowledge via intense study via books and research; others learn through experimentation and observation.

    Characters can use Knowledge (Nature) to:

    • Identify, help, or harm a creature from the wild, or recognize traits about the creature that could be beneficial in tactics against or for that creature.
    • Recognize how the potential impact of drastic action taken against the environment can be predicted or possibly mitigated. This includes recognizing when dynamite may cause a cave-in or landslide, or what the impact from damming (or undamming) a river will be.
    • Attempt to make a concoction that will help ease pain or break a fever or induce nausea and sickness, whether in the wild or with access to the proper materials. The difficulty of the nature check to create such a tincture will be set by the GM, based on the available materials and potency of the effect. Typically, such a creation will provide a Boost die to a Medicine check or Strain to the target.
    Knowledge (Underworld)

    In some places. criminal elements control the government through less-than-legal machinations. In others. the crime families function as the only effective ruling Force. In more traditionally governed areas. seedier elements are dependent upon secrecy and deception as the core elements of their practices Before a character can even begin to establish contacts among a world's criminal elements. he must first understand which of these organizational structures are in play.

    Once a character deciphers how he might establish a contact. he must next find out with whom he needs to speak. Different groups or individuals might control different parts of the criminal trade. A contact for gambling 1s likely different than one who deals 1n illicit pharmaceuticals, while a third individual is likely the point of contact for military-grade weapons. Depending upon a character's needs and the criminal elements active on a world. finding the right contact could be trivial or extremely time-consuming.

    • The Underworld skill may be used to know which nearby worlds are the best locations for a particular type of illegal business.
    • A familiarity with Underworld may be useful if the characters need to determine the most common methods that an opponent might use for a particular type of criminal activity.

    When the criminal nature of a location or individual is well-known, recalling the relevant data should be relatively simple. The difficulty of the task should be much more challenging if the individual has gone to lengths to conceal his illegal activities.

    Talents

    In the old west, more often than not what a man could do meant the difference between sleeping under the stars on tom of a tree root or sleeping in a feather bed in great comfort. This section lists many new talents specific to the setting. Talents appropriate to the setting from other books is listed on the Table X.X below.

    Tier 1

    As The Good Book Says

    Tier: 1
    Activation: Passive
    Ranked: No
    Receive one Boost die on all Knowledge (Lore) checks.

    Blade Work

    Tier: 1
    Activation:
    Ranked:
    When using a Knife or Tomahawk, increase damage by 1 and critical injury rolls by 10 for every rank of Blade Work.

    Blasting Expert

    Tier: 1
    Activation:
    Ranked: Yes
    Gain a Boost die when using any form of explosives. Reduce the Blast rating by 1 and increase the damage of any explosive by 1 for each additional rank of Blasting Expert.

    Born To The Saddle

    Tier: 1
    Activation: Passive
    Ranked: Yes
    Remove one Setback die per rank of Born To The Saddle on all Riding checks.

    Brick Outhouse

    Tier: X
    Activation: X
    Ranked: X
    Your Soak increases by 1
    This is a renamed verion of the Grit talent from the Core Rulebook

    Bullseye

    Tier: 1
    Activation: Passive
    Ranked: Yes
    Add 10 for each rank of Bullseye to the roll for all critical injuries you inflict

    Calming Presence

    Tier: 1
    Activation: Active (Action)
    Ranked: Yes
    Once per scene, you can make a Hard Leadership check. If successful, reduce the strain of all your allies by one per rank of Calming Presence.

    Card Sharp

    Tier: 1
    Activation: Passive
    Ranked: Yes
    Add 1 Boost die per rank of Card Sharp to all Gambling checks.

    Cavalry Shot

    Tier: 1
    Activation: Passive
    Ranked: No
    When using the Aim maneuver on horseback, you reduce the strain by 1.

    Charming Smile

    Tier: 1
    Activation: Passive
    Ranked: No
    Add a Boost die to all Charm or Deception checks.

    Confidence is High

    Tier: 1
    Activation: Passive
    Ranked: Yes
    You may take 2 strain to use Cunning as the base ability score for your next roll. You may use this talent a number of times per scene equal to it's rank.

    Covering Fire

    Tier: 1
    Activation: Active (Incidental)
    Ranked: Yes
    Choose a number of opponents up to the rank in Covering Fire. For each target, you may take 1 strain to upgrade the difficulty once for all attacks made by that opponent until the beginning of your next turn.

    Deadeye

    Tier: 1
    Activation: Passive
    Ranked: No
    Select your Ranged (Light) or Ranged (Heavy) skill. Each success on an attack with that skill deals 1 additional point of damage for each rank in Deadeye. Each skill is considered a separate version of this talent

    Dedicated Rider

    Tier: 1
    Activation: Active (Out of Turn Incidental)
    Ranked: No
    Can take 1 Strain to upgrade the difficulty of attacks against your horse.

    Desperado

    Tier: 1
    Activation: Passive
    Ranked: No
    Add a Boost die to all Coercion and Streetwise checks you make.

    Dirty Fighting

    Tier: 1
    Activation:
    Ranked:
    Once per encounter, opponents making Brawl or Melee attacks against you take 1 strain for each rank of Dirty Fighting you possess

    Disarming Shot

    Tier: 1
    Activation:
    Ranked:
    You may forgo a critical hit on a ranged attack to force the target to drop one weapon or item in their hands

    Table X.X: Existing Talents in the New Frontiers Setting
    TalentTierSource TalentTierSource
    Tier 1
    Coordinated Assault
    2
    Genesys Core Rulebook, P. XXX
    Apothecary
    1
    Realms of Terrinoth, P. XXX Counteroffer
    2
    Genesys Core Rulebook, P. XXX
    Bought Info
    1
    Genesys Core Rulebook, P. XXX Defensive Stance
    2
    Genesys Core Rulebook, P. XXX
    Bullrush
    1
    Realms of Terrinoth, P. XXX Dirty Tricks
    2
    Realms of Terrinoth, P. XXX
    Challenge!
    1
    Realms of Terrinoth, P. XXX Dual Wielder
    2
    Genesys Core Rulebook, P. XXX
    Clever Retort
    1
    Genesys Core Rulebook, P. XXX Exploit
    2
    Realms of Terrinoth, P. XXX
    Desperate Recovery
    1
    Genesys Core Rulebook, P. XXX Fan The Hammer
    2
    Genesys Core Rulebook, P. XXX
    Duelist
    1
    Genesys Core Rulebook, P. XXX Flash Of Insight
    2
    Realms of Terrinoth, P. XXX
    Durable
    1
    Genesys Core Rulebook, P. XXX Grapple
    2
    Realms of Terrinoth, P. XXX
    Finesse
    1
    Realms of Terrinoth, P. XXX Heightened Awareness
    2
    Genesys Core Rulebook, P. XXX
    Forager
    1
    Genesys Core Rulebook, P. XXX Heroic Recovery
    2
    Realms of Terrinoth, P. XXX
    Grit
    1
    Genesys Core Rulebook, P. XXX Impaling Strike
    2
    Realms of Terrinoth, P. XXX
    Hamstring Shot
    1
    Genesys Core Rulebook, P. XXX Inspiring Rhetoric
    2
    Genesys Core Rulebook, P. XXX
    Jump Up
    1
    Genesys Core Rulebook, P. XXX Inventor
    2
    Genesys Core Rulebook, P. XXX
    Knack For It
    1
    Genesys Core Rulebook, P. XXX Lucky Strike
    2
    Genesys Core Rulebook, P. XXX
    Know Somebody
    1
    Genesys Core Rulebook, P. XXX Reckless Charge
    2
    Realms of Terrinoth, P. XXX
    Let's Ride
    1
    Genesys Core Rulebook, P. XXX Scathing Tirade
    2
    Genesys Core Rulebook, P. XXX
    One With Nature
    1
    Genesys Core Rulebook, P. XXX Side Step
    2
    Genesys Core Rulebook, P. XXX
    Painful Blow
    1
    Realms of Terrinoth, P. XXX Threaten
    2
    Realms of Terrinoth, P. XXX
    Parry
    1
    Genesys Core Rulebook, P. XXX
    Tier 3
    Precision
    1
    Realms of Terrinoth, P. XXX Animal Companion
    3
    Genesys Core Rulebook, P. XXX
    Proper Upbringing
    1
    Genesys Core Rulebook, P. XXX Bodyguard
    3
    Realms of Terrinoth, P. XXX
    Quick Draw
    1
    Genesys Core Rulebook, P. XXX Cavalier
    3
    Realms of Terrinoth, P. XXX
    Quick Strike
    1
    Genesys Core Rulebook, P. XXX Counterattack
    3
    Realms of Terrinoth, P. XXX
    Rapid Reaction
    1
    Genesys Core Rulebook, P. XXX Dodge
    3
    Genesys Core Rulebook, P. XXX
    Second Wind
    1
    Genesys Core Rulebook, P. XXX Dual Strike
    3
    Realms of Terrinoth, P. XXX
    Surgeon
    1
    Genesys Core Rulebook, P. XXX Eagle Eyes
    3
    Genesys Core Rulebook, P. XXX
    Swift
    1
    Genesys Core Rulebook, P. XXX Easy Prey
    3
    Realms of Terrinoth, P. XXX
    Tavern Brawler
    1
    Genesys Core Rulebook, P. XXX Field Commander
    3
    Genesys Core Rulebook, P. XXX
    Toughened
    1
    Genesys Core Rulebook, P. XXX Forgot To Count?
    3
    Genesys Core Rulebook, P. XXX
    Unremarkable
    1
    Genesys Core Rulebook, P. XXX Grenadier
    3
    Genesys Core Rulebook, P. XXX
    Tier 2
    Inspiring Rhetoric (Improved)
    3
    Genesys Core Rulebook, P. XXX
    Existing Talents (Continued)
    TalentTierSource
    Painkiller Specialization
    3
    Genesys Core Rulebook, P. XXX
    Scathing Tirade (Improved)
    3
    Genesys Core Rulebook, P. XXX
    Heroic Will
    3
    Genesys Core Rulebook, P. XXX
    Natural
    3
    Genesys Core Rulebook, P. XXX
    Parry (Improved)
    3
    Genesys Core Rulebook, P. XXX
    Pressure Point
    3
    Realms of Terrinoth, P. XXX
    Tier 4
    Back To Back
    4
    Realms of Terrinoth, P. XXX
    Can’t We Talk About This?
    4
    Genesys Core Rulebook, P. XXX
    Deadeye
    4
    Genesys Core Rulebook, P. XXX
    Defensive
    4
    Genesys Core Rulebook, P. XXX
    Enduring
    4
    Genesys Core Rulebook, P. XXX
    Field Commander (Improved)
    4
    Genesys Core Rulebook, P. XXX
    How Convenient!
    4
    Genesys Core Rulebook, P. XXX
    Inspiring Rhetoric (Supreme)
    4
    Genesys Core Rulebook, P. XXX
    Scathing Tirade (Supreme)
    4
    Genesys Core Rulebook, P. XXX
    Unrelenting
    4
    Realms of Terrinoth, P. XXX
    Tier 5
    Dedication
    5
    Genesys Core Rulebook, P. XXX
    Indomitable
    5
    Genesys Core Rulebook, P. XXX
    Let’s Talk This Over
    5
    Realms of Terrinoth, P. XXX
    Master
    5
    Genesys Core Rulebook, P. XXX
    Ruinous Repartee
    5
    Genesys Core Rulebook, P. XXX

    Don't Want No Trouble

    Tier: 1
    Activation: Passive
    Ranked: Yes
    Creatures not allied with you take a Setback dice on all Vigilance and Cool checks per rank of Don’t Want No Trouble while in an establishment you own or manage.

    Easy There, Fella

    Tier: 1
    Activation:
    Ranked:
    Take 2 Strain to downgrade the difficulty of an Animal Handling check

    Ether

    Tier: 1
    Activation: Active (Action)
    Ranked: No
    Make a Hard Medicine check. If successful, the target gains 3 Strain, but may ignore the effects of a critical hit for a number of rounds equal to your Intellect.

    Expert Opinion

    Tier: 1
    Activation: Active (Action)
    Ranked: No
    Once per scene, gain a Boost die to any Charm, Coercion, or Deception check you make using information obtained from a successful Knowledge check you made this scene.

    Field Medic

    Tier: 1
    Activation: Passive
    Ranked: No
    When making a Medicine check, remove one setback die due to unsanitary environment or lack of equipment.

    Form a Posse!

    Tier: 1
    Activation: Passive
    Ranked: Yes
    Add a Boost die per rank of Form a Posse to Leadership checks. Affected targets gain a Boost die to all Vigilance checks for 24 hours.

    Guard My Flock

    Tier: 1
    Activation: Active (Out of Turn Incidental)
    Ranked: No
    May take two Strain to increase the difficulty of any coercion or Deception check made against one of your allies

    Guts

    Tier: 1
    Activation: Passive
    Ranked: Yes
    Your Strain Threshold increases by 1.

    Hidden Stash

    Tier: 1
    Activation: Passive
    Ranked: No
    The difficulty to find any contraband or hidden rooms in an establishment you own is upgraded by 1.

    Honest John

    Tier: 1
    Activation: Passive
    Ranked: Yes
    When selling goods legally, gain 10% more dollars for every rank of Honest John.

    Howdy Stranger

    Tier: 1
    Activation: Passive
    Ranked: No
    Remove one Setback die on Charm checks.

    I am the Law!

    Tier: 1
    Activation: Passive
    Ranked: No
    Add a Boost die to all Coercion checks you make.

    Illicit Goods

    Tier: 1
    Activation: Passive
    Ranked: Yes
    When selling illegal goods or goods obtained illegally, gain an additional 10% value per rank of Illicit Goods.

    Instructor

    Tier: 1
    Activation: Active (Action)
    Ranked: No
    As an action, make a Hard Leadership check. If successful, upgrade the next skill check of one character of your choice that can hear you.

    Lay of the Land

    Tier: 1
    Activation: Passive
    Ranked: No
    Remove up to two setback dice to find food, water, or shelter outside of a city or town

    Miner's Eye

    Tier: 1
    Activation: Passive
    Ranked: No
    Gain a Boost die on all Survival or Knowledge checks related to mining or prospecting

    Mounted Combat

    Tier: 1
    Activation: Passive
    Ranked: No
    Ignore one setback when shooting from horseback

    Resolve

    Tier: 1
    Activation: Active (Incidental)
    Ranked: No
    Once per scene, may take 2 strain to use Willpower as the base ability score for your next roll.

    Roper

    Tier: 1
    Activation: Passive
    Ranked: Yes
    Ignore one setback die per rank of Roper when using a rope

    Scrounger

    Tier: 1
    Activation: Passive
    Ranked: Yes
    Remove a Setback die for every rank of Scrounger to find or scavenge items and gear

    See Through Lies

    Tier: 1
    Activation: Passive
    Ranked: No
    Deception checks made against you take one Setback die.

    Smuggler

    Tier: 1
    Activation: Passive
    Ranked: No
    The difficulty to find illicit goods on a vehicle you own is upgraded by 1.

    Sneaky

    Tier: 1
    Activation: Passive
    Ranked: No
    Gain a Boost Die to any Stealth checks

    Sniper

    Tier: 1
    Activation: Active (Maneuver)
    Ranked: Yes
    Take 3 strain to decrease the range increment of a ranged attack by 1 per rank of Sniper

    Suckerpunch

    Tier: 1
    Activation: Passive
    Ranked: Yes
    Once per encounter, deal one additional damage per rank of Suckerpunch for each success on a Brawl or Melee attack

    Surgeon

    Tier: 1
    Activation: Passive
    Ranked: Yes
    When your character makes a Medicine check to heal wounds, the target heals one additional wound per rank of Surgeon.

    Survivalist

    Tier: 1
    Activation: Passive
    Ranked: No
    You can always find food, water or shelter for yourself and up to 1 additional person for each success on your Survival check when searching for such things

    The Stare

    Tier: 1
    Activation: Passive
    Ranked: Yes
    You may ignore 1 Setback dice per rank on any Coercion checks you make. You add 1 Setback die per rank to any Coercion checks made against you.

    Toughness

    Tier: 1
    Activation: Passive
    Ranked: Yes
    Your Wound Threshold increases by 2 This is identical to the Talent from the Core Rulebook

    Tracker

    Tier: 1
    Activation: Passive
    Ranked: Yes
    Add a Boost Die per rank of Tracker for any Perception or Survival checks when attempting to find or follow a trail

    Trick Shot

    Tier: 1
    Activation: Active (Action)
    Ranked: No
    Make a Ranged attack with any weapon without the Buckshot quality. If successful, the target takes 2 strain and the target's hat, belt or other similar item drops to the ground

    Wainwright

    Tier: 1
    Activation: Passive
    Ranked: No
    Reduce the difficulty by one for all Mechanics checks to repair or modify wagons.

    Tier 2

    Ace Up My Sleeve

    Tier: 2
    Activation: Active (Maneuver)
    Ranked: Yes
    Make a Stealth check opposed by opponent's Vigilance check. If successful, gain 1 additional success per rank of this talent to on your next Gambling check.

    Book Learnin'

    Tier: 2
    Activation: Passive
    Ranked: No
    Choose two any non-combat skills. These skills are now Career Skills.

    Boots on the Ground

    Tier: 2
    Activation: Passive
    Ranked: Yes
    Remove a Setback die for each rank of Boots on the Ground from checks related to movement through rough terrain or due to environmental effects

    Broken Bottle

    Tier: 2
    Activation: Passive
    Ranked: No
    Improvised weapons do not deal an automatic threat

    Expert Rider

    Tier: 2
    Activation: Passive
    Ranked: No
    Can take 1 strain to upgrade the difficulty of attacks against your horse

    Fan the Hammer

    Tier: 2
    Activation: Action
    Ranked: Yes
    When using a firearm that has an accessible hammer (GM's discretion), you may take 3 strain to provide that weapon with the Autofire quality. The weapon then gains the Limited Ammo quality with a rank equal to 1 + ranks in this talent. (In this case, Autofire can be triggered a number of times equal to the Limited Ammo rank.) As is normal for an item with Limited Ammo, the weapon cannot be fired again until a maneuver is taken to reload the weapon.

    Snake!

    Tier: 2
    Activation: Passive
    Ranked: Yes
    Once per scene you may add 1 success to any Vigilance or Cool check for each rank of this talent. You take 1 strain for each such success added.

    Tier 3

    Charge

    Tier: 3
    Activation: Action
    Ranked: No
    Once per encounter, when you make a Melee attack against an opponent that you have just taken a maneuver to move and Engage, all opponents within Close range must make an Average Fear check

    Dance!

    Tier: 3
    Activation: Passive
    Ranked: No
    May spend 2 advantage on a failed ranged attack roll to force the target to only act during the last allied initiative slot on their next turn

    Deadeye (Improved)

    Tier: 3
    Activation: Passive
    Ranked: No
    Choose a weapon type that you have the Deadeye talent for. The Crit rating for weapons of that selected type is reduced by 1.

    Fists Like Steel

    Tier: 3
    Activation: Passive
    Ranked: No
    Your Brawl attacks gain Pierce 2

    Sneak Attack

    Tier: 3
    Activation: Action
    Ranked: No
    When attacking an unaware opponent, you may use your Skulduggery skil in place of the normal skill. Each uncancelled Success add +2 damage instead of the normal +1 damage.

    Tier 4

    Expert Rider (Improved)

    Tier: 4
    Activation: Passive
    Ranked: No
    Upgrade the difficulty of all attacks against your horse once. This is in addition to any possible upgrade from the Expert Rider talent

    Tier 5

    Tier TBD

    Ear To The Ground

    Tier: X
    Activation: X
    Ranked: X
    May make a Daunting perception check to identify the presence and approximate location of horses or wagons within 1 mile. Decrease the difficulty by one die for each rank of Ear To The Ground

    Focus Through The Pain

    Tier: X
    Activation: X
    Ranked: X
    As a Maneuver, you may take 2 Strain to ignore the effects of one Critical Injury for one round

    Friends in Low Places

    Tier: X
    Activation: X
    Ranked: X
    Once per session when attempting to purchase an Illicit good, reduce it's rarity by 1 per rank of this talent but increase it's base cost by 25%

    Get out of here!

    Tier: X
    Activation: X
    Ranked: X
    Take 3 strain to take a free maneuver before the first round of initiative

    Grazing Wound

    Tier: X
    Activation: X
    Ranked: X
    When you deal damage to an opponent that would kill it, you may instead choose to have it fall unconscious instead.

    Grouped Shot

    Tier: X
    Activation: X
    Ranked: X
    Damage from weapons with the Buckshot quality only decreases by 2 per increment

    Grouped Shot (Improved)

    Tier: X
    Activation: X
    Ranked: X
    Damage from weapons with the Buckshot quality only decreases by 1 per increment

    Heads Down!

    Tier: X
    Activation: X
    Ranked: X
    May spend 1 advantage on a failed ranged attack roll to force the target to drop prone

    Lead By Example

    Tier: X
    Activation: X
    Ranked: X
    Once per session when you roll for initiative, you may add a number of successes equal to your Presence to the result.

    Let's get 'em!

    Tier: X
    Activation: X
    Ranked: X
    Make a Hard Leadership check as an action. A number of Allies equal to your Presence can suffer 2 Strain to perform an additional Maneuver, of can suffer 4 Strain to take an additional free action

    No Time To Bleed

    Tier: X
    Activation: X
    Ranked: X
    Subtract 10 for each rank of No Time To Bleed from the roll for all critical injuries you receive

    No Way Out!

    Tier: X
    Activation: X
    Ranked: X
    When using You're Surrounded, each target selected suffers a Setback on all checks for a number of rounds equal to your Presence

    Practiced Liar

    Tier: X
    Activation: X
    Ranked: X
    Once per session, you may reroll a Charm or Deception check.

    Practiced Thief

    Tier: X
    Activation: X
    Ranked: X
    Once per session, you may reroll a Stealth or Skulduggery check.

    Quick Getaway

    Tier: X
    Activation: X
    Ranked: X
    Reduce the cost to take an additional maneuver by 1 Strain.

    Respected Citizen

    Tier: X
    Activation: X
    Ranked: X
    May downgrade the difficulty of Charm, Coercion or Deception checks against Law Enforcement officials

    Ride Hard

    Tier: X
    Activation: X
    Ranked: X
    Once per scene you may make a Hard Animal Handling check. If successful, increase one of your horse's characteristics by 1 until the end of the scene

    Tactical Mind

    Tier: X
    Activation: X
    Ranked: X
    Once per scene, may take 2 strain to use Intellect as the base ability score for your next roll.

    Threatening Presence

    Tier: X
    Activation: X
    Ranked: X
    Opponents making a ranged attack while engaged with you increase the difficulty by 1

    Tough As Nails

    Tier: X
    Activation: X
    Ranked: X
    An opponent attacking you needs one additional advantage to score a critical hit

    You're Surrounded!

    Tier: X
    Activation: X
    Ranked: X
    As an action make a Hard Coercion check. For each success, you may cause one opponent in Close range to take 1 strain. Each Advantage spent can either increase the Strain by an equal amount, or increase the range at which opponents can be selected.

    Guns and Gear

    The rules in the Genesys Core Rulebook (pg. 82) apply to all items in this section unless otherwise specified. Some items here are also found in the Genesys Core Rulebook, but adapted to better fit the Old West setting.

    Weapon Qualities

    In addition to the qualities in the core rulebook, there are some additional qualities available in the New Frontiers setting.

    Concealable

    A character attempting to spot a concealed weapon receives a Setback die to their perception checks to notice the weapon.

    Fast Reload

    This weapon can be reloaded as an incidental, rather than as an action.

    Melee Weapons

    Bayonet

    A spike or knife-shaped weapon that can be affixed onto the front of a rifle. Used primarily by soldiers as a last-resort melee weapon, a bayonet can be used on its own or attached to rifle that allows the rifle to shoot without interference, but function as a melee weapon when an enemy closes the distance.

    Bowie Knife

    Named for and made famous by Jim Bowie in the early 19th century, the Bowie Knife is a heavy, long bladed knife with a cross guard and clip point at the end of the blade. It was used largely as a hunting knife, for skinning or butchering game, but also gained popularity as a fighting knife.

    Brass Knuckles

    A piece of metal shaped to fit around the knuckles used in hand to hand fighting. Brass Knuckles concentrate a punches force to a harder and smaller area, while protecting the attacker’s fingers.

    Cavalry Sabre

    A slightly curved sword with a leather wrapped grip and brass handguard, used by the US cavalry. Designed to be lightweight and easy to handle by horseback, the sabre was used not only by the cavalry but also by many infantry and officers in the US and Mexican armies.

    Sledgehammer

    Used primarily by blacksmiths or railroad workers, a Sledgehammer is used to force metal into shape, break down doors, or drive spikes into the ground. When used in combat, a character must use two hands to wield a Sledgehammer.

    Vehicles and structures take double damage from a Sledgehammer

    Tomahawk

    A single handed axe used traditionally by Native Americans, but whose use eventually spread to some North American colonists. Like the Bowie Knife, the Tomahawk had a very practical use for cutting and hunting, but many found a secondary use in combat.

    Small Arms

    Derringer

    A small, break-open action pistol with a single barrel (although some later models had two barrels), derringers are used not for their firepower, but for their concealability. Also known as palm or pocket guns, most who carry a Derringer do so to avoid drawing attention or to fall back on in an emergency. Many high-society women favored Derringers they could easily hide in a purse or stocking, and more than one gambler has kept a derringer hidden in their hat in case a card game turned ugly.

    LeMat Pistol

    The LeMat was a single-action revolver emerging from the resources-strapped Confederate States of America. The LeMat revolver consisted of a 9-shot revolving cylinder (chambered for "cap and ball" ammunition) coupled with a 16-gauge buckshot barrel held underneath the primary 7-inch barrel.

    Remington Army

    Though not as popular as the Schofield or the Revolver, the Remington was made as an improvement to the Army revolvers. The slightly higher caliber bullet tends to punch through targets better than a standard revolver, but their rarity makes them harder to come by.

    Revolver

    The traditional gun of the West. Simple in build, quick to draw, and a favorite of everyone from Cowboys to Banditos, for most of the Frontier the revolver was less of a weapon and more of a necessary tool. They come in a variety of sizes and makes, but most feature the hammer.

    Schofield

    The standard issue revolver of the U.S. Army from 1870, the Schofield became the weapon of choice for a number of gunslingers on the Frontier. Reliable, readily available, and durable, the Schofield saw wide use in law-enforcement and by veterans.

    Volcanic

    Unlike many other pistols, the volcanic was a lever action pistol. Sacrificing simplicity and firepower, the Volcanic is able to fire significantly more rounds than a standard revolver before needing to reload, making it a favorite of those who prefer quantity over quality.

    Longarms

    Buffalo Rifle

    A large caliber, single shot, long barreled rifle; the buffalo rifle was used primarily for hunting very large animals at long range. Though heavy, loud, and only capable of shooting a single shot at a time, few non-artillery weapons could match a buffalo rifle in sheer firepower.

    LeMat Carbine

    A larger version of the LeMat Pistol, the Carbine uses slightly larger caliber rounds and shotgun ammo but performs identically.

    Weapons
    Weapon Name Skill Damage Crit Range Encum Price Rarity Special
    Melee Weapons
    Brass Knuckles Brawl +1 4 Engaged 1 5 1 Concealable, Disorient 3
    Bayonet Melee +1 4 Engaged 1 15 4 Inaccurate 1, Pierce 2, Vicious 2
    Bowie Knife Melee +2 2 Engaged 1 10 3 Pierce 1, Vicious 1
    Cavalry Sabre Melee +3 3 Engaged 2 35 7 Defensive 1, Pierce 2
    Sledgehammer Melee +4 4 Engaged 2 15 2 Concussive 1, Cumbersome 4, Inaccurate 1, Knockdown
    Tomahawk Melee +2 2 Engaged 1 15 5 Pierce 2
    Other Weapons
    Bow and Arrows Ranged (Heavy) 6 2 Medium 1 20 5 Limited Ammo 1, Fast Reload, Pierce 2
    Dynamite See Text 15 4 Engaged 1 20 (R) 8 Limited Ammo 1, Burst 5, Breach 5
    (Sweating) See Text 12 2 Engaged 1 10 (R) 6 Limited Ammo 1, Burst 5, Breach 5

    Repeater Carbine

    Shorter than a full-length rifle, and using pistol ammo rather than rifle, a carbine is a cheap, low powered rifle, but significantly easier to handle than a larger Springfield or Winchester. This reduction in bulk makes the carbine attractive to Scouts and those who find themselves traveling long distances or through dense underbrush.

    Shotgun (Pump Action)

    The standard shotgun. Used primarily for hunting rather than conflict, the pump-action shotgun is still a dependable weapon. Though only able to fire one shell at a time, the pump-action makes up for it in the number of shells it can hold and a slightly improved range over the double-barreled shotgun.

    Shotgun (Sawed-Off)

    This is a double-barreled shotgun with the barrels either sawed off or significantly shortened at the factory. Although this results in a reduction in firepower, it does make it significantly easier to hide under a duster or coat than a standard shotgun. A sawed-off shotgun receives the same penalties as pistols when used from horseback.

    Shotgun (Double-Barrel)

    Side-by-side barrels and a double-trigger allow either one or two shots to be fired at once, giving the double-barreled shotgun an advantage in sheer volume of pellets fired over the pump-action; however this significantly limits the amount of ammunition the weapon can hold.

    Springfield Rifle

    Produced by the U.S. Army, the Springfield with its unique sights are heavily favored by marksmen. Though it can only hold a single round at a time, it has a longer range than nearly any other rifle on the market.


    **Picture Goes Here**

    Winchester Rifle

    A lever action repeating rifle, the Winchester was hailed as “the gun that won the West.” Being able to fire more shots than nearly any other weapon, the Winchester played a significant role for the Union in the American Civil War; and was quickly adopted on the Frontier in the following decades.

    Heavy Weapons

    Cannon

    Cannons have been used for centuries with slight variations, but the basic form has remained the same. Cannons excel at breaching structures and vehicles, but cannot be aimed as quickly at moving targets. Artillery checks made using cannons are downgraded when targeting a mobile creature.

    Gatling Gun

    A Gatling gun is a rapid-fire, spring loaded, hand cranked weapon with multiple rotating barrels. Due to their size and weight, most Gatling guns were attached to wagons, trains, or ships, and can fire as many as 200 shots in a minute. If two Threats or a Despair aregenerated when firing a Gatling Gun, the ammo feed jams and requires an Average Mechanics check to restore the gun to working order.

    Other Weapons

    Bow and Arrows

    The traditional weapon of many hunters and Native Americans, the bow and arrow is often viewed as a relic or old fashioned on the Frontier, but in the hands of an expert it can be just as deadly as a gun. What it lacks in firepower, it makes up in silence and no dependence on manufactured parts.

    Weapons (Continued)
    Weapon Name Skill Damage Crit Range Encum Price Rarity Special
    Small Arms
    Derringer Ranged (Light) 4 4 Short 1 10 5 Limited Ammo 1, Concealable
    Derringer (Double-Barrel) Ranged (Light) 4 4 Short 1 15 7 Limited Ammo 2, Concealable
    LeMat Pistol Ranged (Light) 4 4 Medium 2 75 8 Limited Ammo 9, Inaccurate 1
    (Shotgun Round) Ranged (Light) 5 3 Short Limited Ammo 1, Blast 3, Vicious 3
    Remingtom Army Ranged (Light) 6 3 Medium 1 40 4 Limited Ammo 5, Pierce 1
    Revolver Ranged (Light) 6 3 Medium 1 30 4 Limited Ammo 6
    Schofield Ranged (Light) 5 3 Short 1 15 4 Limited Ammo 6
    Volcanic Ranged (Light) 6 4 Medium 2 60 8 Limited Ammo 9, Autofire 3
    Longarms
    Buffalo Rifle Ranged (Heavy) 9 3 Long 5 200 5 Limited Ammo 2, Linked 1
    LeMat Carbine Ranged (Heavy) 8 4 Medium 3 150 8 Limited Ammo 9, Inaccurate 1
    (Shotgun Round) Ranged (Heavy) 7 3 Medium Limited Ammo 1, Blast 3, Vicious 3
    Repeater Carbine Ranged (Heavy) 7 3 Medium 2 40 4 Limited Ammo 7
    Shotgun (Pump Action) Ranged (Heavy) 7 3 Medium 3 25 3 Limited Ammo 4, Blast 3, Knockdown, Vicious 3
    Shotgun (Sawed-Off) Ranged (Heavy) 6 2 Short 2 30 1 Limited Ammo 2, Blast 3, Knockdown, Vicious 3, Concealable
    Shotgun (Double-Barrel) Ranged (Heavy) 7 3 Medium 3 20 3 Limited Ammo 2, Blast 3, Knockdown, Linked 1, Vicious 3
    Springfield Rifle Ranged (Heavy) 9 3 Extreme 4 100 5 Limited Ammo 1, Cumbersome 3
    Winchester Rifle Ranged (Heavy) 8 3 Long 4 150 4 Limited Ammo 10, Accurate 1
    Heavy Weapons
    Gatling Gun Gunnery 10 3 Medium 10 800 (R) 10 Auto-Fire, Prepare 5
    Cannon Gunnery 20 2 Long 15 500 (R) 8 Blast 10, Slow-Firing 3

    Dynamite

    Designed primarily for mining, dynamite has gained in popularity thanks to its stable nature compared to many other explosives. Dynamite is lit with a timed fuse, and is typically set in place before being lit, rather than thrown like a grenade.

    Using Dynamite for mining is a difficult Mechanics check. Sticking a fuse in and lighting it is a maneuver, and throwing it up to Medium range uses the Athletics skill with each range increment beyond Engaged adding one Difficulty die to the normal ranged difficulty.

    Dynamite is often used in bundles of multiple sticks. Each doubling of sticks (2, 4, 8, etc.) adds 1 to the Base Damage, the Breech rating and the Blast rating. This same doubling also decreases the Crit rating by 1 (to a minimum of 1).

    Dynamite (Sweating)

    Old dynamite or dynamite that is stored improperly will begin beading nitroglycerin on the outside, making it extremely volatile and dangerous. Any time a stick of sweating dynamite is handled roughly (including dropping it or throwing it); a player or GM may spend a Story Point to have the dynamite explode.

    If the sweating dynamite is being used with a skill check, then a number of h equal to the crit rating (or a single d) may be spent instead to cause it to go off before intended.

    Horses and Wagons

    For travel, work, or even leisure riding, nearly everyone on the Frontier will depend on a horse at some point in their lives. For some, it’s simply another animal or mode of transportation; but for others a horse can be a loyal companion. In day-to-day riding, the statistics of a horse won’t usually come up, but occasionally situations arise where different horses excel. A high-speed chase through town, hauling mining equipment up a mountain, a long trek across the desert or on a treacherous mountain path… these are just a few of the many situations where the type of horse you have could be the line between success and failure. The horses presented below are all assumed to be suitable for riding and do not need to be trained or “broken.”

    Riding a horse without a saddle requires an Average Riding check, and imposes a Setback die on all checks made while on the horse.

    Horse Characteristics

    A Horse has the same stats as any other creature. It follows the same rules as a minion, although like any other creature, they can also be rivals and adversaries.

    Most horse breeds can be represented by the same statblock as there is not much overall difference. If you want more distinction between an Appaloosa, a Quarter Horse and a Thoroughbred you can work out the specific details with your GM.

    Draft Animal (Minion)

    Mules, oxen, draft horses, and other strong, hearty animals are put to many working uses, such as pulling wagons and carts.

    4 2 1 1 1 1
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    4 7 0 0

    Skills (group only): Athletics, Resilience
    Abilities: Encumbrance Capacity 18, Silhouette 2
    Equipment: Harness

    Riding Animal (Minion)

    Although they can carry riders over great distances, most horses, ponies, and other such steeds are neither bred nor trained for the violence of battlefield conditions. A Riding check is required to maintain control of a riding beast in combat or a similarly stressful situation.

    4 3 1 1 1 1
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    4 5 0 0

    Skills (group only): Athletics, Resilience
    Abilities: Encumbrance Capacity 12, Silhouette 2
    Equipment: Bit and Bridle, Saddle

    Wagons

    For those who don’t wish to ride directly on a horse, or who need to move larger objects than what can fit on a horse’s back, some form of vehicle is needed. Wagons can be expensive enough that several farmers in one area may share one.

    An average wagon is usually constructed from heavy, rough-hewn timbers, a marked contrast to the varnished wood of a merchant’s wagon or the brightly painted covered wagon of a wandering snake-oil salesman.

    A wagon can hold characters and gear totaling up to 50 encumbrance. A wagon features two or more wheels and can move at moderate speed if a beast of burden pulls it.

    The maximum speed of a wagon is the speed of the slowest horse pulling it -1. So a team of Thoroughbreds pulling a wagon could never have a speed greater than 2.

    Pull: The minimum Brawn needed to pull the vehicle. This value can be reduced by spreading the load across multiple animals. (For example, a Wagon with a Pull value of 12 could be pulled by Two Draft horses, or by a team of four Appaloosas). The horses upgrade the difficulty of all Resilience checks they make, unless the combined Brawn of all the horses pulling the cart is double the pull value.

    Cart

    A basic wooden frame on two wheels, a cart is a cheap way to haul goods and equipment throughout the Frontier. Most often used by farmers or prospectors, a cart can easily be pulled by only one horse. Though rough and uncomfortable, a cart can be used on farms or small mountain trails, and is nimble enough to travel places larger stagecoaches or covered wagons are unable to reach.

    A cart can hold characters and gear totaling up to 20 encumbrance and can move at moderate speed if a draft animal pulls it.

    2 3 0 1 0 5

    Crew: 1
    Encumbrance Capacity: 15
    Passenger Capacity: 1
    Cost / Rarity: $75 / 2

    Buggy

    Used almost exclusively in cities and towns, a Buggy is used for short distance passenger travel. Little more than a seat suspended on two wheels, a Buggy is designed for relative comfort and ease when moving around a town. Buggies are often used for high society events, when the passengers wish to avoid the smell and dirt that comes from riding horseback.

    A covered wagon can hold characters and gear totaling up to 10 encumbrance and can move at moderate speed if riding animal a pulls it.

    2 2 0 0 0 5

    Crew: 1
    Encumbrance Capacity: 5
    Passenger Capacity: 2
    Cost / Rarity: $150 / 3
    Special: When used on roads, a horse can pull the buggy at the horse’s maximum speed

    Covered Wagon

    Crawling across the Frontier, covered wagons are the vehicle of choice for settlers and pioneers. Durable, strong, and designed for cargo, the covered wagon created the roads out West far before railroad tracks are set down. A full covered wagon with a team of horses could haul the belongings of a family of 5. The US Army also relies on covered wagons to transport guns, cannons, and ammunition to the remote forts and outposts on the Frontier.

    A covered wagon can hold characters and gear totaling up to 50 encumbrance and can move at moderate speed if a draft animal pulls it.

    3 8 -1 2 5 12

    Crew: 1-2
    Encumbrance Capacity: 25
    Passenger Capacity: 2
    Cost / Rarity: $200 / 4

    Stagecoach

    A stagecoach is a type of wagon designed primarily for transporting passengers and goods between cities of the Frontier. Most stagecoaches are covered, and offer some protection from the elements, though they are not designed for any off-road travel. Stagecoach is the preferred method of travel for most people when trains are unavailable.

    3 6 -2 4 0 10

    Crew: 1-2
    Encumbrance Capacity: 10
    Passenger Capacity: 4-6
    Cost / Rarity: $500 / 5

    Clothing and Gear

    To make life on the Frontier truly work, you need more than a horse and a gun. You also need supplies, equipment, and occasionally simple comforts.

    Name Defense Soak Price Encum
    Work Clothes 0 0 5 1
    Fancy Duds 0 0 25 2
    Heavy Clothing 0 1 15 1
    Leather Duster 0 2 15 3
    Iron Plate 1 0 25 5
    Name Price Rarity Encum
    First Aid and Medicine
    Anitvenom 100 7 0
    Medical Kit 50 5 1
    Stimulant 10 4 0
    Exploration and Camping
    Rope (50 ft.) 5 1 1
    Rations (1 week) 2 1 1
    Saddle 15 2 2
    Saddlebag 5 1 0
    Spyglass 30 4 0
    Tent 10 2 4
    Winter Gear 15 2 3
    Saloon
    Card Holder 75 2 0
    Liquor (Bottle) 5 2 0
    Cards (Marked) 5 7 0
    Career Equipment
    Bounty Hunter License 25 4 0
    Encyclopedia 30 5 1
    Farrier Kit 10 3 2
    Irons 5 6 0
    Prospector's Kit 10 3 3
    Smithy Tools 40 4 5

    Clothing

    Life on the Frontier tends to revolve less around fashion and clothing compared to the larger cities and civilized country back East, and more about what is practical on a day-to-day basis. Many people will have only two sets of clothes; one set for working during the week, and another set for going to church on Sundays.

    Still, the clothes a person wears often says a lot about him or her, and characters in New Frontiers should consider carefully about what type of image they wish to portray to others in the West.

    Work Clothes

    Work clothes run the gamut of outfits, from blue jeans and a work shirt, to a linen dress, to a bartender’s apron. This is the standard quality clothing that most people living on the frontier will wear in their relevant professions.

    Fancy Duds

    Dresses with lace and a parasol, suits with bow ties and waistcoats, intricate Native American headdresses or paints; Fancy Duds is the catch-all term for those outfits worn when a character needs to dress to impress. Though typically not worn except for special occasions or religious celebrations, some make it a point to dress in a way to give the appearance of success and prosperity.

    Heavy Clothing

    Leather chaps, a think wool-lined coat or poncho, a heavy blacksmith’s apron; heavy clothing won’t stop a bullet or a knife but it’s a far sight better than just a thin cotton shirt. Many characters, especially those that live outside of settlements, prefer heavy clothing for a modicum of protection from the hazards of the Frontier.

    Leather Duster

    A long coat worn over work clothes, a good leather duster provides protection across the whole body, and is favored by many who want to avoid cuts and scrapes. Though useful, dusters are bulky and hot, and are rarely worn during the summer months or down close to the Border.

    Iron Plate

    A leftover sheet of metal from a train yard or even the front plate of a stove, some gunslingers have taken to wearing an iron plate underneath their clothes as a type of makeshift bullet-proof vest. Though they are cumbersome and considered dishonest, a few still prefer the extra protection as a worthwhile tradeoff for the scorn they receive from other gunhands.

    Gear

    Below is a small set of gear that you may wish to purchase while traveling on the Frontier. There may be many other things for sale at a given store, at the GM’s discretion.

    First Aid and Medicine

    Antivenom

    A brand new serum from France, injecting Antivenom allows creatures making Resilience checks due to poison to upgrade their dice roll.

    Medical Kit

    A Medical Kit contains all the necessary gauze and bandages to bind most wounds, as well as basic surgical tools, painkillers, and sedatives. For most injuries on the Frontier, this allows the user to perform first aid and minor surgery, and allows a user to make a Medicine check typically without penalty (and occasionally receiving a Boost die).

    Stimulant

    a concoction of painkillers, opiates, and other questionable ingredients. A Stimulant can be used for emergency first aid. A character may use a maneuver to inject a Stimulant into themselves or another character. These are one use items that heal 5 wounds and grant 2 strain. For each additional stimulant used after the first in a 24-hour period, decrease the wounds healed by 1, and increase the strain taken by 1. Stimulants are reported to be addictive, so the GM may require Resilience tests to avoid dependency if Stimulants are used too regularly.

    Exploration and Camping

    Rope

    A coil of rope is one of the most useful tools to have on the Frontier, whether you’re a judge who needs a noose made, or a Wrangler trying to lasso a wild Mustang. Light, durable, and strong, no one should be caught away from civilization without it.

    Rations

    Basic trail rations used for long trips across the plains. Typically little more than dried jerky and a canteen of water; rations aren’t the tastiest, but they’ll keep you alive.

    Saddle

    Typically made of hardened leather, a saddle is used for horseback riding to support the rider and distribute the weight more evenly for the horse. Riding without a saddle is possible, but imposes a Setback die for all check made from horseback.

    Saddlebag

    Designed to sit across a horse’s back just behind the saddle, saddlebags can be removed and carried over a person’s shoulder. People on the Frontier who don’t have a permanent residence typically keep all their belongings in the saddlebag. A saddlebag increases encumbrance threshold by 3.

    Spyglass

    A small brass tube that can be extended with a lens on either side. It provides moderate magnification of distant objects. Using a spyglass removes one Setback die from Perception checks.

    Tent

    A basic tent is little more than a waterproof cloth covering supported in the middle and held down by pegs. However, out in the wild it will protect you from rain, wind, and dust while offering some privacy.

    Winter Gear

    Many who journey westward find themselves unprepared for the blizzards that can sweep across the Great Planes. Winter Gear includes warm fur lined coats, a set of snowshoes, and two poles that can be used to stabilize yourself while moving through a storm. While wearing Winter Gear, you may ignore Setback die from cold weather conditions.

    Saloon

    Card Holder

    A metal contraption that attaches to the forearm and is designed to be worn underneath a coat. It can hold one standard playing card, and is typically used by gamblers to cheat by pre-loading cards. Using a card holder grants a Boost die to all Gambling checks; getting caught with one will get you tossed out of a Saloon at best, or challenged to a showdown at worst.

    Liquor (bottle)

    A glass bottle of alcohol, typically bourbon, whiskey, or tequila.

    Marked Cards

    A deck of cards that with a specialized pattern hidden on the back of each card. To those that know how to read the cards, they can tell exactly what the other person has in his or her hand. Using marked cards allows you to upgrade all Gambling checks. But like a Card Holder, getting caught using Marked Cards can have disastrous effects

    Career Equipment

    Bounty Hunter License

    A permit from the Federal or state government, allowing you to hunt down and apprehend – or kill – those wanted by the government for various crimes. Not all states or territories require licenses, but most federal marshals will require a license before paying a bounty.

    Encyclopedia

    Mainly used by Teachers, Docs, or Judges, an encyclopedia is a set of reference books that can be used for research or education. A character with a set of encyclopedias may spend one hour researching a subject to reduce the difficulty of a knowledge check by one.

    Farrier Kit

    A kit used for shoeing horses and helping take care of their feet. This includes horseshoes, tools for fabricating, adapting or adjusting horseshoes to best fit a horse, and basic veterinary tools for helping care for a horse’s feet and legs.

    Irons

    Simple metal handcuffs used by lawmen to keep criminals contained when not in a jail cell. Handcuffs consist of two metal bands that fit around the wrist, connected by a short chain. Escaping Handcuffs without tools requires a Daunting Athletics or Coordination check.

    Prospector’s Kit

    A prospector’s kit includes the basic necessities for attempting to mine gold, silver, and other precious metals. It includes a pan, a filter, a pickaxe, and several blasting caps.

    Smithy Tools

    A small anvil, tongs, billows, and other tools for working metal. Smithy tools are not easily portable, but if they can be set up by someone who knows how to use them they make repair or construction of any metal item significantly easier. Remove up to two Setback dice from all Mechanics checks when using Smithy tools.

    Part 3 - Gamemaster's Section

    Rules of the Old West

    Shooting from Horseback

    Racing across the plains on horseback, shooting at outlaws who robbed the bank (or shooting at lawmen after robbing a bank yourself) is a pillar of the Western. Unfortunately, successfully shooting from the back of a galloping mustang or on the back of a bumpy wagon is more difficult than most make it appear. On top of the normal range penalties, add the following when shooting while riding a moving horse or wagon

    • Ranged (Light) (for shooting) or Athletics (for throwing) checks add an additional Setback die when shooting.
    • Ranged (Heavy) checks are made with one additional Setback die, and upgrade the difficulty once for all Riding or Driving checks.
    • Performing the Aim maneuver while on horseback generates 1 additional Strain.

    Showdowns

    Like a duel in the old world, a Showdown is a way for two folks to settle disputes and matters of honor. The practice is highly respected on the Frontier, and cheating on a Showdown will earn you scorn from scoundrels and honest folk alike.

    A Showdown is a measure of skill, both mental and with a gun, setting both members of a Showdown on equal footing. Once completed, a Showdown typically ends with one person standing and one person dead. A showdown is divided into 3 steps, slowly building to one final shot.

    The steps are outlined below, with an example on the next page to clarify

    Step 1: The Setup

    A normal Showdown takes place at about 20 paces which is Medium range for combat checks.

    Step 2: The Faceoff

    Each individual involved in the showdown must make an opposed Cool versus Discipline check. The individual with the higher number of successes may upgrade their opponent's difficulty in the Shootout a number of times equal to the difference in the successes. They may also spend aaa to reduce the range of the showdown by 1 step.

    The winner of the Faceoff gains bb in the Shootout and may draw their weapon as an incidental rather than a maneuver. If the winner happens to have the Fast Draw talent, then they may have their weapon in hand at no cost for the shootout.

    Step 3: The Shootout

    TBD

    Showdown example

    Little Red and Black Bart have come to a disagreement about Bart's card playing ability. Red suggests that they be civilized and finish their "discussion" outside so they don't cause any damages to the establishment or it's patrons. Bart agrees and they leave the swinging doors to begin their showdown in the street.

    The Setup

    Adversaries

    Who Opposes you?

    The Frontier is a vast place, home to all sorts of people and critters who have their own agendas that may run counter to yours. Lawman or Outlaw, Barfighter or Blacksmith, someone is going to stand in your way. Below is just a sampling of some of the people and wildlife that may oppose you.

    For further details on the rules for adversaries, please see *Genesys Core Rulebook (pg. 131).

    Armed Forces

    Mexican Soldier (Minion)

    Since the overthrow of the Second Mexican Empire, the Mexican Army is made primarily of infantry rather than cavalry. Though scarce on the Frontier, the Mexican army maintains regular troops and forts scattered across the US-Mexico border. Like their northern counterparts, they are well supplied, often preferring a rifle to a pistol. Fewer skirmishes with Native tribes means it is less likely to encounter a patrol of Mexican soldiers far away from a fort or large city.

    2 2 2 2 1 1
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    3 7 0 0

    Skills (group only): Artillery, Discipline, Perception, Rifle, Survival
    Abilities: None
    Talents: None
    Equipment: Bolt Action Rifle (Rifle; Damage 8, Critical 3; Range [Medium], Ammo 5). Revolver (Pistol; Damage 6, Critical 3; Range [Medium], Ammo 6). Heavy Clothing (soak +1)

    Mexican General (Nemesis)

    There are never more than a handful of Generals in Mexico, each overseeing thousands of troops. A General in Mexico has a reputation as a convergence of wealth, political scheming, and military brilliance. In the Mexican army, the only rank higher than Generalissimo was President, and throughout the turbulent history of the country, more than one General has made that transition.

    Though they technically have no power in the US territories, American settlers near the border have learned to fear and respect a General and the influence they wield; as even international borders rarely stop the schemes of a focused General.

    2 2 3 4 3 4
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
    3 16 16 0 0

    Skills: Artillery 2, Coercion 1, Discipline 2, Knowledge (Civilization) 3, Knowledge (Frontier) 2, Leadership 4, Melee 2, Ranged (Light) 2, Streetwise 2, Vigilance 2
    Abilities: Adversary 3; Commanding Presence (All allies receive one Boost die on all checks); I Am the Law (add a Boost die on all Coercion rolls)
    Talents: Confidence is High
    Equipment: Cavalry Sabre (Melee, Damage 5, Critical 3, Range: Engaged, Pierce 2, Defensive 1). Revolver (pistol, Damage 6, Critical 3; Range [Medium], Ammo 6). Heavy Clothing (soak +1); Stimulant (+5 wounds, -2 strain)

    US Cavalry (Minion)

    Stretched across the Frontier, the United States Army keeps a scattered, but regular presence to both protect American interests and to battle the Native American tribes as settlers push ever-further West. The bulk of these soldiers are members of the cavalry, mounted soldiers armed with pistol and sabre, stationed on forts throughout the Frontier.

    A full cavalry unit consists of approximately twenty soldiers under the command of a corporal or a sergeant; with multiple units coming together to form a company. The US Cavalry tends to be well equipped, but the vastness of the West makes running into them rare barring special circumstances.

    2 2 2 1 2 1
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    3 6 0 0

    Skills (group only): Artillery, Discipline, Melee, Ranged (Heavy), Riding
    Abilities: None
    Talents: Mounted Combat
    Equipment: Remington (pistol; Damage 7, Critical 3; Range [Medium], Ammo 6). Cavalry Sabre (Melee, Damage 5, Critical 3, Range: Engaged, Pierce 2, Defensive 1); Heavy Clothing (soak +1)

    US Army Captain (Rival)

    US Army Captains are highly trained, often at a military academy, and typically lead a company of up to 250 soldiers. Although they are commissioned officers, many Captains will involve themselves directly in combat, often leading a charge in battle. Other Captains prefer to lead from the rear, giving commands and directives to the troops under their command.

    2 4 2 3 2 2
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    4 13 0 0

    Skills: Artillery 2, Discipline 2, Melee 1, Ranged (Heavy) 1, Ranged (Light) 2, Riding 2, Vigilance 3
    Abilities: Adversary 1, Lead the Charge (May spend a maneuver to direct one US Cavalry minion group within medium range. That group may perform an immediate free maneuver, or add one Boost die to their next check)
    Talents: Mounted Combat
    Equipment: Revolver (pistol; Damage 6, Critical 3; Range [Medium]). Cavalry Sabre (Melee, Damage 5, Critical 3, Range: Engaged, Pierce 2, Defensive 1); Leather Duster (soak +2)

    Corporate

    Union Buster (Minion)

    In the late 19th century, massive corporations hold monopolies on huge swaths of industries. The two things despised more than any other by company bigwigs are workers’ unions and strikes, so many corporations keep a group of ruffians on hand to forcefully discourage any threats to the business.

    Union Busters are typically well paid and well muscled, but often not overly ambitious or bright. When threats to the railroad or newspaper or whatever organization they work for start to rise up, Union Busters are sent in to crack heads until things settled down.

    4 1 1 2 1 2
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    4 8 0 0

    Skills (group only): Brawl, Coercion, Vigilance
    Abilities: None
    Talents: None
    Equipment: Brass Knuckle (Brawl; Damage 5, Critical 3; Range [Engaged], Disorient 1)

    Train Engineer (Rival)

    Though horses may be the most common form of transport in the West, the true lifeblood of the Frontier is the train, and no one knows a train like its engineer. More than just a driver, a Train Engineer helps keep a train running, spots trouble with the engine before it causes an issue, and some engineers will make special modifications to a train to make sure it runs as efficiently and smoothly as possible. Most will avoid conflict, but an Engineer is smart, creative, and many are decent with a hammer or shovel.

    3 1 3 3 2 1
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    3 12 0 0

    Skills: Mechanics 3, Knowledge (Civilization) 2, Melee 1, Ranged (Heavy) 1
    Abilities: Born on the Rails (suffer no Setback die for taking actions on a moving train)
    Talents: Engineer, Mind Over Matter
    Equipment: Shovel (Melee, Damage 4, Critical 5, Range: Engaged, Disorient 1); Repeater Carbine (Rifle; Damage 7, Critical 3; Range [Medium], Ammo 5); Heavy Clothes

    Carpetbagger (Rival)

    Carpetbaggers, named for the cheap luggage they use, are typically Northern merchants who came to the South and the West in the decades following the Civil War. Some are honest merchants, but others use the relative ignorance of the population to swindle and con. Often representing a Northern or European company, these traveling salesmen are typically fast talkers, shrewd negotiators, and quick to make a deal.

    1 2 2 3 1 3
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    1 9 0 0

    Skills: Charm 1, Deception 1, Gambling 1, Knowledge (Civilization) 1, Knowledge (Education) 1, Negotiation 2
    Abilities: Adversary 1
    Talents: "Honest John", Trustworthy Smile
    Equipment: Schofield (pistol; Damage 5, Critical 3; Range [short], Ammo 5); Fancy Duds; Stimulant (+5 wounds, -2 strain)

    Train Baron (Nemesis)

    The Frontier represents a market of vast wealth, not only in terms of trade but also for natural resources. As such, rail companies work hard to make sure that it is their locomotives and tracks that other companies depend on to access the riches of the West. Train Barons oversee vast networks of tracks, and are constantly working on accessing land rights though any means necessary to lay down new rails to an unreached area.

    Though they avoid most of the day-to-day work, a Train Baron runs his network with an iron fist, and is quick to focus his attention on any problem areas or people that are causing a hiccup in the progress of his locomotives.

    1 1 4 3 2 4
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
    1 11 14 0 0

    Skills: Coercion 2, Cool 3, Discipline 2, Knowledge (Civilization) 3, Knowledge (Education) 2, Leadership 2, Negotiation 4
    Abilities: Adversary 2; Limitless Funds (Has no limit or restrictions to resources)
    Talents: Commanding Presence
    Equipment: Schofield (pistol; Damage 5, Critical 3; Range [short], Ammo 5).

    Law Enforcement

    Deputy (Minion)

    On the Frontier, often the only thing standing between outlaws and settlers is a badge. Deputies typically work directly under a sheriff or Marshal and help keep the peace in a town or county. Though they don’t often have a reputation for being the brightest or most creative, deputies tend to be loyal to their leader and can be relied on to uphold the law to the best of their ability.

    2 3 2 1 1 2
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    1 9 0 0

    Skills (groups only): Ranged (Heavy), Ranged (Light), Vigilance
    Abilities: None
    Talents: None
    Equipment: Revolver (pistol; Damage 6, Critical 3; Range [medium], Ammo 6) Pump-Action Shotgun (Shotgun, Damage 7, Critical 5; Range [Medium], Ammo, 4, buckshot); Heavy Clothes (+1 soak)

    Pinkerton (Rival)

    In the era of bank robbers, highwaymen, and rustlers, many large corporations aren’t willing to risk their profits’ safety to the hands of local law enforcement. Instead, they employ private detective and security forces. The most notorious of these are the Pinkertons. A Pinkerton is typically a shrewd investigator and renowned for his ruthless and efficient manner. While many outlaws hold a measure of respect for law enforcement, Pinkertons are often reviled. For most people, the only time a Pinkerton would be encountered is if they cost a company too much money, or stumbled across something that the company is desperate to keep protected.

    2 3 2 3 2 1
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    4 12 0 0

    Skills: Cool 2, Discipline 2, Gambling 1, Knowledge (Underworld) 1, Perception 2, Ranged (Light) 3, Vigilance 2
    Abilities: Adversary 1, Bulldog (The pinkerton gains one automatic success on Knowledge or Survival checks when in pursuit of a target)
    Talents: Bull’s Eye
    Equipment: Revolver (pistol; Damage 6, Critical 3; Range [medium], Ammo 6) Double-Barreled Shotgun (Shotgun, Damage 8, Critical 4; Range [short], Ammo, 4, buckshot. Double-Barreled); Duster (+2 soak); Stimulant (+5 wounds, -2 strain)

    Sheriff (Rival)

    Out west, law and order aren’t kept with local police patrolling cobbled streets; it’s kept by the sharp eye and quick draw of the local Sheriff. If a town is big enough, a Sheriff may have a few deputies to command, but several Sheriffs are one-person enforcers of the law. They oversee the jail, investigate crimes, and when bandits come through town they’ll either stand up to them or form a posse to protect the citizens. On the Frontier, nothing is as critical to a town’s safety as a good Sheriff; and nothing is as dangerous as a corrupt one.

    2 3 2 2 3 3
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    3 9 0 0

    Skills: Cool 1, Discipline 2, Knowledge (Civilization) 2, Knowledge (Frontier) 2, Knowledge (Underworld) 1, Perception 2, Ranged (Light) 2, Ranged (Heavy) 1
    Abilities: Adversary 1, Got You Surrounded (Average Coercion check to deal Presence strain to one enemy in range);
    Talents: Deadeye, Disarming Shot
    Equipment: Remington (pistol; Damage 7, Critical 3; Range [medium], Ammo 6, Pierce 1). Pump-Action Shotgun (Shotgun, Damage 7, Critical 5; Range [Medium], Ammo, 4, buckshot); Heavy Clothes (+1 soak); Irons

    Bounty Hunter (Rival)

    Bounty Hunters make their living capturing and killing the worst men and women across the West, earning a well-deserved reputation of danger and skill. Some do it from a place of justice, others for the thrill, and others as a sort of state-sanctioned murder license. Regardless, if a Bounty Hunter has a name on their list, that person is well advised to sleep with one eye open and keep moving.

    2 3 2 4 3 2
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    4 11 0 0

    Skills: Coercion 2, Discipline 1, Gambling 1, Knowledge (Frontier) 1, Knowledge (Underworld) 2, Melee 1, Perception 3, Ranged (Heavy) 2, Survival 2
    Abilities: Adversary 1, You Seen This Fella? (The bounty hunter gains one automatic success on coercion checks to learn the location of their target)
    Talents: Sneaky, Tracker
    Equipment: Bolt Action Rifle (Rifle; Damage 8, Critical 3; Range [Medium], Ammo 5). Bowie Knife (melee; damage 3, Critical 3; Range (engaged), Pierce 2); Schofield (pistol; Damage 5, Critical 3; Range [short], Ammo 5); Duster (+2 soak); Bounty Hunter License; Stimulant (+5 wounds, -2 strain)

    US Marshal (Nemesis)

    In areas that have no local government, peace is enforced by the shotgun barrel of the local U.S. Marshal. Marshals are employed by the federal government, answering directly up to the local U.S. District Court. Aside from normal law enforcement most Marshals focus on apprehending wanted fugitives, protecting endangered federal witnesses, and transporting federal prisoners. Many Marshals did not begin in law enforcement. More than one was deputized from among the best and deadliest in the West in order to hunt down the most dangerous bandits on the plains, giving many an intimate knowledge of the land and people they work with. In the Frontier, a Marshal can be either a bulwark against tyranny and lawlessness or an oncoming storm, depending on which side of the law you find yourself.

    2 4 3 2 3 3
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
    4 12 16 0 0

    Skills: Artillery 1, Cool 2, Discipline 2, Knowledge (Civilization) 2, Knowledge (Frontier) 3, Knowledge (Underworld) 2, Perception 2, Ranged (Light) 3, Ranged (Heavy) 2, Vigilance 2
    Abilities: Adversary 2; Commanding Presence (All allies receive one Boost die on all checks); Showdown (Gains a Boost die to all rolls in a showdown)
    Talents: Thousand Yard Stare, Mounted Combat
    Equipment: Remington (pistol; Damage 6, Critical 3; Range [short], Ammo 6, Pierce 1); Pump-Action Shotgun (Shotgun, Damage 7, Critical 5; Range [Medium], Ammo, 4, buckshot); Duster (+2 soak); Irons

    Native Americans

    Apache Warrior (Minion)

    Through the latter half of the 19th century, the Apache grew a reputation for raids and conflicts against the US and Mexican settlers on the Frontier. Though such raids are largely a response to forced relocation onto reservations or attacks from Western settlers, Apaches are often vilified in western newspapers, calling for harsher treatment of them and provoking retaliation from the Apache.

    Apache Warriors typically raid and attack in small bands, typically groups of one to four dozen. Most of their skirmishes are with the US Cavalry, though the violence occasionally spills over onto other settlements.

    2 2 3 3 3 1
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    3 13 0 0

    Skills (groups only): Melee, Ranged (Heavy), Riding, Stealth, Survival
    Abilities: None
    Talents: Mounted Combat
    Equipment: Bow and Arrow (rifle; Damage 6, Critical 2; Range [medium], Ammo 1, Quickload, Pierce 1), Tomahawk

    Scout (Rival)

    In the various skirmishes between the US army and the Native American tribes, the Native tribes nearly always had a superior knowledge of the terrain, and “Injun Scouts” became legendary in the West. Many stories exaggerate the abilities of the Scouts, but some of the legends are well deserved. Though many Scouts stay with their tribe, some venture out to find work among the towns and settlements of the Frontier. Often, Scouts find regular work under law enforcement, bandits, and even eastern corporations because of their expert knowledge of an area.

    2 2 3 3 3 1
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    3 13 0 0

    Skills: Animal Handling 2, Knowledge (Frontier) 2, Knowledge (Nature) 2, Melee 2, Perception 2, Ranged (Heavy) 1, Riding 2, Stealth 3, Survival 2
    Abilities: Adversary 1
    Talents: Lay of the Land, Boots on the Ground, Tracker
    Equipment: Tomahawk, Winchester (Rifle; Damage 7, Critical 3; Range [Long], Ammo 10)

    Apache Chief (Nemesis)

    Leading bands of Apache Warriors, Chiefs have garnered a reputation with the US Cavalry as clever strategists, and cunning leaders. With more autonomy than other military leaders, different Apache Chiefs may vary widely in their goals and methods. Some lead raiding warbands, seeking retaliation for abuse from the government and settlers; while others lead people within the Reservation, committed to protecting their tribe. Regardless of their outlook towards the Americans pushing ever-further West, an Apache Chief is never one to underestimate or ignore.

    2 3 2 4 3 3
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
    3 12 17 1 1

    Skills: Animal Handling 2, Cool 2, Discipline 2, Knowledge (Frontier) 2, Knowledge (Nature) 3, Perception 2, Ranged (Heavy) 2, Riding 2, Stealth 1, Survival 2, Vigilance 2
    Abilities: Adversary 2; Lead the Charge (May spend a maneuver to direct one Apache Warrior minion group within medium range. That group may perform an immediate free maneuver, or add one Boost die to their next check); Stealth Raid (all allies within medium range upgrade all stealth checks by 1)
    Talents: Boots on the Ground, Mounted Combat
    Equipment: Remington (pistol; Damage 6, Critical 3; Range [short], Ammo 6, Pierce 1); Pump-Action Shotgun (Shotgun, Damage 7, Critical 5; Range [Medium], Ammo, 4, buckshot); Duster (+2 soak)

    Outlaws

    Bandit (Minion)

    Preying on the weak and defenseless, Bandits are reviled throughout the Frontier. Whether it’s rustling cattle, robbing stagecoaches, or stealing horses, Bandits are despised by most law-abiding citizens. Though they often clash with law enforcement, some Bandits travel in strong enough groups that none of the local sheriffs or deputies can challenge them, giving them free reign over a region. Others take a policy of “No Witnesses,” and either avoid being seen or take steps to leave no survivors from their raids

    2 3 1 2 1 2
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    3 6 0 0

    Skills (groups only): Ranged (Heavy), Ranged (Light), Riding, Skullduggery
    Abilities: None
    Talents: None
    Equipment: Revolver (pistol; Damage 6, Critical 3; Range [medium], Ammo 6) Pump-Action Shotgun (Shotgun, Damage 7, Critical 5; Range [Medium], Ammo, 4, buckshot); Heavy Clothes (+1 soak)

    Bareknuckle Brawler (Rival)

    Fighting is a way of life on the Frontier. It’s not unusual to make a living off it, but very few do so without a gun at their side. Bareknuckle boxers tend to be some of the strongest, toughest folks found on the Frontier. Some fight in backrooms and live off of the wagers and ring fees full time, others work as a bouncer or bodyguard to keep their wallets full. Regardless of where one is encountered, going head-to-head with a Bareknuckle Boxer is rarely something most people walk away from without a few broken bones

    5 2 1 1 2 2
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    6 18 0 0

    Skills: Brawl 3, Coercion 1, Cool 1, Gambling 1, Resilience 2, Vigilance 1
    Abilities: Adversary 1
    Talents: Dirty Fighting (creatures making a brawl attack against the boxer take 2 strain), Grappling (When an Engaged creature spends a maneuver to Disengage, the Boxer can take 2 strain to remain Engaged); Suckerpunch (deals +1 damage on brawl); Threatening (Ranged attacks against the boxer while engaged increase the difficulty by 1)
    Equipment: Heavy Clothing (+1 soak); Stimulant (+5 wounds, -2 strain)

    Card Sharp (Rival)

    In most towns on the Frontier, Saturday night entertainment usually involves going to the local saloon for two reasons: drink and gambling. Often a Card Sharp will be engaging in the latter to take advantage of those who had too much of the former. Most Card Sharps have a legitimate skill in gambling they can use to earn their living, but many are happy to cheat or take advantage of drunk and desperate cowboys to line their pockets. Card Sharps are shrewd players who are quick to drain a sucker of his or her cash, and are equally quick to move on to a new town as soon as folks get suspicious.

    1 2 2 4 3 3
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    1 10 0 0

    Skills: Charm 1, Cool 2, Discipline 2, Deception 3, Gambling 3, Knowledge (Frontier) 2, Knowledge (Underworld) 2, Perception 2, Ranged (Light) 1, Stealth 2
    Abilities: Adversary 1
    Talents: Ace up my Sleeve (Can make a Stealth Check opposed by perception. If successful, gains 2 automatic success to the next Gambling check), Card Sharp (Gains a Boost die to all Gambling Checks), Trustworthy Smile (Gains a Boost die to charm or deception checks)
    Equipment: Derringer (pistol; Damage 4, Critical 4; Range [short], Ammo 1, concealable). Schofield (pistol; Damage 5, Critical 3; Range [short], Ammo 5); Card Holder; Fancy Duds

    Gunfighter (Rival)

    Few people take up the profession of Gunfighter. Fewer still survive longer than a few months. Professional Gunfighters are tough, skilled, and never to be underestimated; particularly when they stare down their opponent at high noon on a deserted street. Many sell their services to the highest bidder, while others drift from town to town gambling and rely on their pistol to address any trouble they get into.

    2 4 1 3 3 2
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    4 15 0 0

    Skills: Cool 2, Discipline 2, Gambling 1, Knowledge (Underworld) 1, Perception 2, Ranged (Light) 3, Vigilance 2
    Abilities: Adversary 1
    Talents: Deadeye, Bull’s Eye, Fast Draw
    Equipment: Custom Revolver (Pistol; Damage 8, Critical 2; Range (medium)); Duster (+2 soak); Stimulant (+5 wounds, -2 strain)

    Bank Robber (Nemesis)

    On the high plains and prairies of the Old West, few held the infamy of the Bank Robber. Some prefer a stick-up in broad daylight with guns drawn, some sneak into a bank in the dead of night, while others have a talent for dynamite and literally blast their way into any vault or safe they wish. Bounties for a Bank Robber are high, so many lead bandit gangs to discourage any attempts on their life while they plan their next heist. Typically brilliant, calculating, and daring, the dangerous life of a Bank Robber tends to appeal to extreme personalities. Many Bank Robbers attempt to earn the loyalty of the poor by burning mortgage papers and destroying bank records, often relying on those same poor to hide them and shelter them when the US Marshals come looking.

    3 3 3 3 3 2
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
    4 15 14 1 1

    Skills: Cool 2, Discipline 2, Knowledge (Civilization) 2, Knowledge (Frontier) 2, Knowledge (Underworld) 2, Melee 2, Perception 3, Ranged (Heavy) 2, Stealth 2, Skullduggery 3; Vigilance 1
    Abilities: Adversary 2
    Talents: Blasting Expert, Safecracker, Sneak Attack
    Equipment: Bowie Knife, Dynamite, Sawed-Off Shotgun; Duster (+2 soak)

    Creatures

    Buffalo (Minion)

    In the mid to late 19th century, the buffalo population dropped by 40 million, leaving only a few hundred at the turn of the century. At the time of Edge of the Frontier, buffalo numbers are significantly reduced, but a few large herds still roam the plains. Though buffalo appear lethargic, they are capable of moving quickly, outrunning some horses. Most buffalo will attack only if provoked or if defending a calf.

    5 1 1 2 1 2
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    8 10 0 0

    Skills (group only): Brawl, Survival
    Abilities: Charge (As an action, the buffalo may move and Gore. The buffalo must move in a straight line. On a hit, the attack deals +4 damage), Silhouette 2
    Equipment: Gore (Brawl, Damage 8, Critical 4, Range [Engaged], Knockdown)

    Coyote (Minion)

    Anyone who has slept out on the high planes or canyons has heard the howling of the coyotes late into the night. Livestock and horses tend to be at greatest risk of a coyote attack, and most coyotes will avoid humans. However, if food is scarce and a person looks vulnerable, a pack of coyotes may try for an easy meal. Coyotes are rarely alone, and almost always travel and hunt in packs of half a dozen.

    2 3 1 2 1 1
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    2 5 0 0

    Skills (group only): Brawl, Steath, Survival
    Equipment: Bite (Brawl, Damage 4, Critical 3, Range [Engaged], Knockdown)

    Cougar (Rival)

    Often called mountain lion or puma on the Frontier, cougars roam the West alone, hunting across huge areas. Though preying primarily on livestock, a cougar may attack a human it suspects is injured or if the cougar is cornered. Cougars are cunning hunters, preferring to attack from dense underbrush or from trees.

    3 3 1 2 1 1
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    3 7 0 0

    Skills: Brawl 2, Perception 1, Stealth 4, Survival 2
    Talents: Maul (Each subsequent round a Cougar remains Engaged with a creature after a successful Bite attack, uncancelled successes on subsequent claw attacks cause +2 damage instead of the normal +1 damage)
    Equipment: Bite (Brawl; Damage 5; Critical 3; Range [Engaged]), Claws (Brawl; Damage 4; Critical 4; Range [Engaged]; Pierce 2)

    Rattlesnake (Rival)

    In the deserts and the prairies of the Frontier, few sounds are as terrifying as the buzz of a rattlesnake. Most snakes will leave you alone as long as you don’t threaten them, but for those unfortunate enough to step on a rattlesnake by accident, or find that one has made its home in the bottom of their sleeping bag, the encounter can lay a full-grown man or woman low for days.

    2 3 1 1 1 1
    BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
    SOAK VALUE W. THRESHOLD M/R DEFENSE
    2 4 2 1

    Skills: Brawl 2, Stealth 4
    Talents: Ambush (when attacking by surprise, may use Stealth skill in place of Brawl for first melee attack. Each uncancelled success deals +2 damage instead of normal +1)
    Equipment: Fangs (Brawl; Damage 3; Critical 4; Range [Engaged]; Pierce 1; a character wounded by this weapon must make a Hard Resilience check or suffer 3 additional wounds, and must check again on their next turn if the check generates Despair).

    Change Log

    12/13/18

    • Beta Release: 0.7
    • Format Table of Contents

    07/30/18

    • Wagons
    • Gear Tables
    • Adversaries (Armed Forces)
    • Adversaries (Corporate)
    • Adversaries (Law Enforcement)

    07/04/18

    • Adversaries (Native Americans)
    • Adversaries (Outlaws)
    • Various Images

    06/13/18

    • Creature stats

    05/30/18

    • WIP Release (Version 0.5)
     

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