TEXT: Fractured Frontiers
  A Savage Tales of Deadlands
  And The Sixth Gun
  
  2
  Fractured Frontiers By Scott A. Woodard.  
  Based on The Sixth Gun, by Cullen Bunn & Brian Hurtt. 
  For use with The Sixth Gun Roleplaying Game™
  “This is Not the Old West as We Know It!”
  Art Direction: Aaron Acevedo 
  Design, Layout: Alida Saxon 
  Proofing: Jodi and Clint Black 
  Illustrations: All artwork illustrated by Brian Hurtt and colored by Bill Crabtree 
  Savage Worlds by Shane Lacy Hensley
  Savage Worlds, Weird Wars, all unique characters, creatures, and locations, artwork, logos, and 
  the Pinnacle logo are © 2015 Great White Games, LLC; DBA Pinnacle Entertainment Group. 
  Distributed and Printed by Studio 2 Publishing, Inc. Printed in China.
  The Sixth Gun is ™ & © 2015 Cullen Bunn & Brian Hurtt. All rights reserved. Oni Press logo 
  and icon are ™ & © 2015 Oni Press, Inc. All rights reserved. Oni Press logo and icon artwork 
  created by Keith A. Wood.
  @onipress / onipress.com
  @cullenbunn / cullenbunn.com
  @brihurtt / brihurtt.com
  WWW.PEGINC.COM
  
  3
  Fractured Frontiers: A Savage Tale of 
  Deadlands and The Sixth Gun
  “Let your soul stand cool and composed 
  before a million universes.”
  - Walt Whitman
  The year is 1887, and the history is… just one 
  of many!
  Welcome to the Weird West, pardner! A wild 
  world of card-wielding sorcerous hucksters, 
  ghost rock manipulating mad scientists, and 
  six legendary weapons that, if combined, can 
  rewrite the fabric of reality itself!
  Confused? Well don’t be. Y’see, in the universe 
  of The Sixth Gun, the world is malleable and can 
  be recreated through the power of six powerful 
  artifacts. This means since the weapons were 
  birthed, innumerable variations of reality have 
  been unleashed upon this vale. On at least 
  one occasion, the Six assumed the form of 
  longswords and fire-breathing dragons wheeled 
  in the skies above while magic was woven in the 
  hands of wizards. In another time, with the Six 
  appearing as vicious-looking lances, Earth was 
  plagued by beasts of nightmare and the rivers 
  ran red with the blood of the innocent. In yet 
  another reality, the Six took the surprising form 
  of peace pipes and tranquility at the hands of 
  native architects reigned supreme.
  Now, the world we all know resembles that of 
  the late 19th century. The Civil War has ended, 
  railways are cutting their way across the 
  United States, and the battle for reality itself 
  is being fought by forces seeking to obtain the 
  Six Guns. However, just three steps to the left, 
  another world resembling the late 1800s also 
  exists. In that universe, America remains firmly 
  divided. A powerful ore known as ghost rock, 
  discovered in 1868, has been exploited by truly 
  mad scientists to revolutionize both industry 
  and warfare. Magic-wielding hucksters make 
  sinister deals with manitous. And the Reckoners, 
  evil, manipulative gods, strive to transform the 
  landscape into a fear-saturated version of the 
  Deadlands: the horrifying realm from which 
  they operate within the Hunting Grounds.
  In this adventure, mysterious forces have 
  shredded the veil between worlds, allowing 
  elements and abominations from both sides to 
  cross over. It is up to the heroes to mend these 
  fractured frontiers and restore order to chaos!
  Viene la Tormenta
  Normally New England is beautiful this time 
  of year: the falling leaves, the colors, the smell 
  of wood smoke, and the cooler air after the long, 
  hot summer. Today, though, something is amiss. 
  Unseasonably warm temperatures have rolled in 
  with the rising sun, and the sky has grown dark. 
  Bolts of green lightning appear to fracture the 
  firmament and claps of thunder, like booming 
  laughter, echo through the surrounding forest.
  A few superstitious locals point their fingers 
  at the nearby Micmac burial ground. The one 
  the town has slowly been encroaching on and 
  threatening to cross with an expanding rail line.
  A piercing roar of thunder spooks a flock of 
  nesting ravens from the rooftops above and an 
  object spins out of the sky and slams into the 
  street kicking up earth and debris and leaving 
  a crater five feet across. At the heart of the 
  crater sits a crystalline object emitting a faint 
  red glow. Raindrops striking the object hiss and 
  transform into small puffs of steam.
  Once the object has cooled to the touch (a 
  few hours), it can be removed from the pit 
  and examined. It appears to be half of a large, 
  selenite crystal disc that would, if whole, be 
  roughly two feet in diameter. Surrounded by 
  concentric rings filled with a variety of unusual 
  etchings (including surprising illustrations 
  of six-guns and snakes), is the unmistakable 
  image of a desert mesa (or at least half a 
  mesa). Anyone with Knowledge (Occult) can 
  pick out certain arcane symbols that translate 
  to “crossroads” and “burial ground” (a possible 
  reference to the nearby Micmac burial ground) 
  as well as “glass” and “mountain” (specifically 
  referencing the broken illustration at the heart 
  of the disc). Those hailing from Oklahoma 
  (or any of its adjacent states) may make a 
  
  4
  Common Knowledge roll and recall a range 
  of hills referred to as the Glass Mountains in 
  northwestern Oklahoma, but this range lies 
  roughly 2,000 miles from their current location.
  A Curse of Course
   
  The Micmac burial grounds are 
  situated in a circular clearing in the nearby 
  woods. Successful Notice rolls spot several 
  ravens watching silently from the surrounding 
  trees. Near the center of the clearing are a 
  Micmac man and a woman crouching beside a 
  figure lying on a travois attached to a horse. If 
  approached, the man rises and greets the posse. 
  With tears streaming from his eyes, he speaks 
  in broken English.
  “Greetings strangers. I am Luntook. 
  This is my wife, and that is my son 
  Kinap. Can you help us? Our boy has 
  been cursed. We brought him to this sacred 
  place to seek aid from our ancestors.”
  Examination of the boy finds he is ghostly 
  white and his breathing labored. Those with 
  Knowledge (Medicine) are unable to determine 
  the cause of his affliction. Upon the left 
  half of his face, scratched into his flesh, are 
  runes matching those from the disc. If they 
  ask Luntook about them, they are told they 
  manifested during the night. His left eye has 
  also gone pale, the retina now resembling the 
  strange crystal disc. If the heroes bring the disc 
  near Kinap, he awakens and speaks wildly in his 
  native tongue. Luntook can translate if none of 
  the heroes speak Micmac. He begs the posse 
  to take him with them to reunite him with his 
  “sister.” Luntook informs the posse Kinap had a 
  twin sister, but she was stillborn.
   
  Successful Notice (hearing) rolls detect 
  the muffled sound of voices repeating something 
  over and over again as if chanting. A raise on 
  this roll determines the voices are coming from 
  beneath their feet! Suddenly the ground erupts 
  and desiccated corpses begin crawling out of 
  their graves. All of the creatures are chanting 
  the word: “‘mchekakaakoo” (“raven” in the 
  Micmac tongue).
   •Shamblers (2 per hero): Use the Shambler 
  stats in The Sixth Gun.
   •Luntook & His Wife: Use stats for Common 
  Folk from The Sixth Gun. They are both 
  armed with knives (Str+d4).
  A Road to Nowhere
  Once the Shamblers are defeated (or if things 
  are going particularly badly for the heroes), 
  an odd-looking figure appears behind the 
  posse. Those with Knowledge (Spirit Realm) 
  or Knowledge (Occult) are able to identify the 
  man as Kalfu, a notorious crossroads demon. 
  He sports a tattered brown suit and matching 
  top hat.
  “I am hungry and thirsty, mes amis, 
  and you seek to put right what has been 
  wronged. Only this way does your destiny 
  lie, but you must hurry!”
  Kalfu indicates a circular portal of swirling 
  darkness framed by intertwined branches. 
  From within the opening issues hot, sage-
  scented desert winds. A single tumbleweed rolls 
  out and stops at the heroes’ feet. Those able 
  to identify Kalfu (possibly with a successful 
  Knowledge (Occult) roll) understand that gifts 
  must be presented in order to proceed into the 
  crossroads. Unless the posse routinely carries 
  gunpowder-infused rum or rotten eggs, Luntook 
  (if he survived the battle with the undead) 
  presents them with the appropriate offerings 
  having brought them in case they were needed 
  to help save his son. Luntook agrees to present 
  the items to the heroes provided they bring 
  Kinap along. He offers his horse and the 
  attached travois.
  Kalfu accepts the gifts and wishes the posse 
  good luck as they enter. Light from their world 
  soon fades and blackness beckons. They move 
  through complete darkness, feeling their way 
  along, until they eventually exit into light, but 
  find themselves standing on a rocky outcropping 
  in the heart of an arid desert. Overhead, the sky 
  is a tumultuous tapestry of boiling red clouds 
  
  5
  illuminated by flashes of lightning. A few miles 
  away stands a mesa with a glistening top. 
  Suddenly an arc of electricity extends from the 
  disc striking the distant peak with a deafening 
  roar. Kinap awakens and miraculously climbs 
  from the sleigh to stand alongside the heroes. 
  He points at the mesa and speaks without 
  accent in a language understandable by all.
  “We are standing in a gap between 
  worlds. To heal this wound, we must 
  journey to the Glass Mountain. There my 
  sister waits for me.”
  Kinap insists on walking from this point on 
  and even offers to lead the group.
   
  L Kinap
  Kinap is a Micmac boy who appears to be 
  about 8 years old. He has strange scarring 
  across the left side of his face mirroring the 
  writing on the crystal fragment, and a single 
  eye that glisters like a shard of gypsum.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d4, Vigor d6
  Skills: Climbing d6, Fighting d6, Knowledge 
  (Spirit Realm) d6, Notice d6, Persuasion d6
  Cha: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Anemic, Young
  Edges: Brave
  Gear: Knife (Str+d4)
  Notice rolls spy a bevy of unfamiliar beasts 
  including a colony of shrieking Devil Bats 
  (human-sized bat creatures) swooping through 
  the blood red sky, a rolling pack of Tumblebleeds 
  (voracious predators resembling tumbleweeds) 
  overcoming a group of fleeing skinwalkers, and 
  a Walkin’ Fossil (an animated dinosaur skeleton) 
  lumbering away with thunderous steps that 
  shake the earth. The heroes are clearly not in 
  New England anymore! These various creatures 
  pay the posse no mind and they are free to 
  continue along the path to the Glass Mountain.
  At the base of the mesa, the heroes find a dead 
  pack mule lashed to a boulder. It appears to have 
  perished from dehydration and starvation. The 
  bags upon its back contain trail rations, clothes, 
  rope, and various items normally associated 
  with prospecting. 
  The lower half of the mesa is an easy climb, 
  but the latter half does require the group to 
  make two Climbing rolls. Use of the rope and 
  some of the other items recovered from the 
  mule (picks, hammers, chisels, etc.) grants +2 
  to these rolls. During the ascent, the posse is 
  suddenly attacked by strange, unnatural hissing 
  creatures known as wall crawlers.
   •Wall Crawlers (1, plus 1 per hero): See 
  below.
  Wall Crawlers
  Wall crawlers are predators that hang on the 
  shadowy sides of mesa, waiting for unsuspecting 
  travelers to pass below. Before they strike, 
  wall crawlers are almost totally silent. When 
  fighting, they emit an evil hissing sound that 
  sounds almost like a riled serpent.
  Attributes: Agility d10, Smarts d4 (A), Spirit d6, 
  Strength d10, Vigor d8
  Skills: Fighting d10, Intimidation d10, Notice d8, 
  Stealth d12
  Pace: 10; Parry: 7; Toughness: 8 (2)
  Special Abilities:
   •Armor +2: Wall crawlers have thick, spiny 
  hides
   •Bite: Str+d8
   •Charge: Wall crawlers charge on their first 
  round of attack, gaining +2 to hit and 
  damage as they scramble down from their 
  high perches
   •Fleet-Footed: Wall crawlers have a d10 
  running die.
   •Quick: Wall crawlers discard Action Cards 
  of 5 or lower.
   •Wall Crawling: Wall crawlers can move over 
  any moderately rough vertical surface at 
  their normal Pace, and can even move along 
  overhangs at half Pace.
  When they reach the top of the mesa, they 
  spy another group of figures approaching from 
  ahead. The other party is made up of the same 
  number of people as there are in the posse: 
  icons from the Deadlands universe such as a 
  Harrowed, a mad scientist, and a shaman. (The 
  Tombstone Seven, available at www.peginc.com, 
  are a nice shortcut here, Gun Master!) The 
  group of strangers also appears to be carrying 
  the other half of the crystal disc. 
  In place of Kinap, there is a young native girl. 
  Closer examination reveals the right side of her 
  face is encrusted with the same strange runes 
  (versus Kinap’s left), however both groups soon 
  discover a curtain of invisible energy hangs 
  between them. Touching this barrier requires 
  a Vigor roll or the individual is Shaken and 
  falls prone. The barrier cannot be penetrated 
  or crossed.
  The characters are free to communicate with 
  one another.
  At the center of the gypsum-capped mesa, 
  bisected by the mystical barrier, stands a crystal 
  plinth carved out of the same material as the 
  disc. Lying across this pedestal are the blasted 
  remains of a man gripping a hammer and chisel 
  in his hands. All signs point to the man being 
  the owner of the dead mule below.
  
  6
  The disc was shattered by greed. Nothing 
  more. When the prospector attempted to break 
  the disc free from the plinth, it blew apart 
  sending each half spinning away into parallel 
  realities.
  Now, the two halves must be restored in order 
  to repair the damage. As both groups move to 
  replace the disc, Notice rolls reveal a figure 
  falling from the sky above. He lands upon 
  the plinth with a heavy thud. At first glance, 
  the figure appears to be a middle-aged native, 
  however closer examination reveals he is made 
  up of two distinct halves. He straddles the 
  strange barrier of energy and it divides him 
  straight down the middle. When one side moves, 
  it is precisely mirrored on the opposite side. He 
  addresses the two groups with an echoing and 
  strangely harmonized voice.
  “You will leave this place! These two 
  worlds must be allowed to become one!”
  Kinap and the young girl speak in unison.
  “It is the two faced one! Do not listen to 
  him. Restore the disc! Now!”
  While the Two Faced One is only able to 
  move along the barrier between worlds, he does 
  possess powers that allow him to summon allies 
  to his defense.
   
  L The Two Faced One
  The legend of the Two Faced One is known 
  by numerous tribes across the frontier and his 
  names and powers are many, but the being now 
  standing before the heroes is not actually that 
  malevolent creature. This monstrosity is the 
  result of the bonding of two fanatical shamans 
  from two distinct realities. In one world, he is 
  “Eater of Dreams;” In another, he is “Shadow 
  Elk.” Now trapped upon the barrier between 
  worlds, he acts as a guardian to ensure the 
  restorative disc is never returned in order for 
  the two realities to fully unify.
  Attributes: Agility d6, Smarts d12, Spirit d10, 
  Strength d6, Vigor d10
  Skills: Fighting d8, Intimidation d10, Knowledge 
  (Occult) d10, Notice d8, Persuasion d10, Tribal 
  Medicine d12+1
  Cha:  –4; Pace: —; Parry: 6; Toughness: 7
  Hindrances: Mean, One Arm, Short Temper, 
  Ugly
  Edges: Arcane Background (Shamanism), Hard 
  to Kill, Level Headed, New Powers, Power 
  Points, Professional (Tribal Medicine)
  Powers: Armor, boost/lower Trait, elemental 
  manipulation, entangle, fear, summon ally; 
  Power Points: 25
  Special Abilities:
   •Flight: The Two Faced One can zip up and 
  along the reality curtain with a Flying Pace 
  of 16” and a Climb of 4.
  The Two Faced One’s summon ally power 
  creates armed warriors from the earth of the 
  mesa (use the stats for husks from The Sixth 
  Gun, adding a Str+d6 weapon made from the 
  gypsum/selenite crystal shards on the mesa 
  top). He can summon one warrior for 3 PPs 
  plus one for each +1 PP up to five maximum 
  for 7 PPs.
  Whatever events the heroes perform or 
  experience are mirrored on the other side of 
  the barrier by their Deadlands counterparts 
  throughout the battle. If the posse damages 
  The Two Faced One, the group on the other 
  side does as well, and if on their side The Two 
  Faced One casts a spell against them, the other 
  side casts the same spell against the Deadlands 
  heroes. These effects are purely cosmetic and 
  have no impact on running the combat, Gun 
  Master.
  When the heroes place the disc fragment, a 
  representative from the Deadlands group does 
  the same. The two halves fuse with a flash 
  of intense blue-white light like that of an arc 
  welder and there is a massive explosion!
  The impact knocks you all back and off 
  the mesa and you’re blinded by the flash 
  and deafened by the roar of the blast. 
  Your senses are overwhelmed and you feel 
  yourselves falling… falling…
  Back to Reality
  …New England is beautiful this time of year: 
  the falling leaves, the colors, the smell of wood 
  smoke, and the cooler air after the long, hot 
  summer. A single raven leaps from a nearby 
  branch, flies in a circle overhead and then glides 
  away into the nearby forest.
  The sound of children laughing can be heard 
  and a Micmac man, his wife, and their young 
  son and daughter move through the center 
  of town on their way home. The two children 
  glance back at the heroes revealing pale, 
  crystalline eyes.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Deadlands Reloaded/Deadlands Reloaded - Adv - Fractured Frontiers.pdf