TEXT: EARLY
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  Well looky here! We got ourselves another rattle-
  brain  come  out  West  way  aiming  fer  treasure  n' 
  spooking up trouble. Likely you'll git plenty o the 
  latter and scarce the former. 
  I  reckon  there  ain't  no  use  trying  to  set  you 
  straight, so  listen  close  to  what  Ah'm  telling  or 
  you won't live long enough to regret yer daftness.
  P LINEAMENTS P
  There are three telltale qualities that measure the 
  calibre of a person in these parts. Best hope you 
  measure up or else you may be leaving with yer 
  boots higher than yer hat.
  Grit: You gotta be strong and steady.
  Tact: You need to be quick and nimble.
  Wits: You gotta be level headed and resolute.
  P EXPERTISE P
  Here are the skills  that'll  keep you alive. If  they 
  ain't in yer repertoire, go back wherein ya came 
  from.
  Amity: Folks  don't  much  care  for  grim  looks  n' 
  fighting words. A bit of neighborliness and a tip o 
  the hat goes a long way to keeping tempers even 
  and information flowing.
  Athleticism: Can't much make anything useful of 
  you if you can't roll up yer sleeves and git to work, 
  or ifin ya can't git out of yer own way fer that mat-
  ter. The borderlands ain't no place fer a dandy.
  Learning: Now  academicians  aren't  all too com-
  mon  to  the  Frontier. That's  probably  cause  the 
  smart ones don't come out here. I reckon though 
  educated  folk  will  find  getting  along  a  smidgen 
  easier. 
  Wile: Sometimes you'll find it prudent to keep yer 
  whereabouts and yer business to yerself, special-
  ly when yer getting into other folk's business.
  Wilderness: If there's one thing everybody got to 
  be able to do, its stay alive in the wilds. The bor-
  derlands  an  unforgiving  place, best  stay  on  its 
  good side.
  Fer  example, Climbing  would  use  Athleticism  + 
  GRIT bonus. Dodging a falling rock is Athleticism 
  +  TACT  bonus. Finding  a  trap  is  Wile  +  WITS 
  bonus. Disabling a trap is Wile + TACT bonus.
  P VOCATIONS P
  Though getting  by  may  be tough  out  West  here, 
  employment comes easy to folks of the following 
  persuasions:
  Frontiersman make  their  homestead  wherever 
  they may roam. They gain +3 bonus to Wilderness 
  and a +1 bonus to hit with Far range firearms. At 
  fourth  level  a  frontiersman  may  find  himself  a 
  wild  animal  to  tame  and  be  a  loyal  companion 
  provided he is rough enough to tame it. Frontiers-
  men use Light and Medium melee weapons, bows 
  and crossbows. They can use all firearms. You've 
  got to have a 12 in GRIT to be a Frontiersman
  Gadgeteers actually believe their wacky contrap-
  tions  will  tame the West.  They  gain +3 bonus  to 
  Learning. Gadgetry  produces  effects  like  those 
  found in a wizard's spellbook, but just can't seem 
  to  do  all  the  same  things  a  Prestidigitator  can. 
  Gadgeteers use Light melee weapons, Crossbows 
  and Whips. They can use one firearm of their lik-
  ing.  You've  got  to  have  a  12  in WITS  and  10  in 
  TACT to be a Gadgeteer.
  Gunslingers solve  most  disputes  with  bullets. 
  They gain +3 bonus to Athleticism and a +1 bonus 
  to all damage rolls with guns. Damage bonus in-
  creases by +1 at 5th level and every five levels. 
  Gunslingers are able to tote a gun in each hand 
  without any hindrance. Gunslingers use Light and 
  Medium melee weapons and any gun that still got 
  a bullet left. You've got to have a 12 in TACT to be 
  a Gunslinger. 
  Preachers tote the word of the all-mighty the way 
  others tote their shooters. They gain +3 bonus to 
  Amity. Their prayers have a miraculous and cleri-
  cal  effect.  Preachers  use  Light  melee  weapons 
  and  whips.  They  can  use  Pistols.  You've  got  to 
  have a 12 in WITS to be a Preacher. 
  Prestidigitators employ magics of a  bewildering 
  nature. They gain +3 bonus to Wile. A Prestidigita-
  tor's  magic  is of the enchanting, illusionary, and 
  mind affecting type. They use  Light and Medium 
  melee and can use Short range pistols. You've got 
  to have a 12 in WITS to be a Prestidigitator.
  Ruffians can fight with pretty much anything they 
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  can git their hands on. They gain +3 bonus to Ath-
  leticism.  A  Ruffian's  Dirty  Fighting  does  1d6+ 
  GRIT damage, increasing by one die type at 5th 
  level  and  every  five  levels. They  can  fight  with 
  anything  (kicks, punches, chairs, etc). A  Ruffian 
  can be enraged once per day which doubles GRIT 
  but  halves  WITS, lasting  1  round/level.  Ruffians 
  use all  melee  weapons  and  can  use revolvers. 
  You've got to have a 12 in GRIT to be a Ruffian. 
  Shaman use their mystics to protect the frontier. 
  They gain +3 bonus to Wilderness.  Shamans have 
  some powerful Medicine Magics you may call na-
  ture  spells.  They use Light  and  Medium  melee 
  weapons. They also use Bows and Crossbows and 
  one firearm of choice. You've got to have a 12 in 
  WITS and a 10 in GRIT to be a Shaman.
  Wearing Two Hats
  Some adventures may see fit wear more than one 
  hat. Ifin you live long enough to be of fourth level 
  you may find yer head big enough to wear a sec-
  ond hat.
  P KIN-FOLK P
  Living on the borderland is a dangerous thing and 
  there ain't many folk daft enough to give it a go, 
  so it takes people of all creeds working together 
  to git it done.
  Humans were among the first to venture out be-
  yond the safe havens of the East. It's that pioneer-
  ing spirit that drives them on. Humans gain +1 to 
  all skill rolls.
  Gnomes follow  their  curiosity  wherever  it  may 
  lead. The borderland's about as curious a place as 
  can  be  found  in  the  world. Gnomes  gain  +  1  to 
  TACT and +1 to WITS.
  Half-elves have an unquenchable yearning to run 
  free in the wilds. Wide open reaches of the West 
  give them all the room they need. Half-elves gain 
  +1 to TACT and +1 to two skills of their choice.
  Half-orcs are no stranger  to  hardships, in  fact I 
  reckon  they  thrive  on  it. I'd  hate  to  think  of  the 
  condition  of  things  without  them. Half  orcs  gain 
  +2 to GRIT.
  P DISPOSITION P
  Law-abiding: Most  folk  understand  survival  on 
  the borderlands depends on community. So long 
  kindness and decency are the Law o the West, we 
  all have a fighting chance.
  Renegade: Some out there ain't too keen on being 
  told  how  to  make  their  way  in  the  frontier. Now 
  don't git me wrong, most of em are right friendly. 
  Just don't go treading on their claim forcing civil 
  obedience. That's when they ain't so civil.
  Dag Nasty: Sometimes, when you roam too long 
  in  the  borderlands,  the  borderlands  git  inside 
  you, twist yer mind till it ain't yer own anymore. 
  You  become  one  of  the  wicked, wandering  the 
  West spreading yer chaos til you're six feet under.
  P WEAPONS & ARMOR P
  Used  mainly  by  the  military  for  a  time, swords 
  have made a bit of a comeback these days along 
  with axes, long knives, bows, crossbows and some 
  spears. What  with  all  the  close  up  fighting, the 
  more distance you can keep between yerself and 
  a  nasty  the  better. Bullets  don't  last  forever  you 
  know.
  Melee Weapons
  Light Weapons: Damage 1d6
  Medium Weapons: Damage 1d8
  Heavy Weapons: Damage 1d10 
  Ranged Weapons
  Bows: Medium and Long range, Damage 1d6.
  Crossbows: Short and Medium range, Damage 
  1d10.
  Whips: Short range, Damage 1d6.
  Armor
  Borderlands  are  so  dangerous, folk  been  acting 
  like  knights  of  old.  Adventurers  have  taken  to 
  wearing protective leathers and hides. Helps the 
  claws and bites hurt less.
  Armor has an Armor Value (AV). It increases AC 
  by  its  value  and  reduces  damage  by  the  same 
  number.
  Padded Hide: AV-1
  Padded Leather: AV-2
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  Leather Plate: AV-3
  P FIREARMS P
  Everybody, and I mean EVERYBODY gots to have a 
  gun. Because if you don't got one, that's why you 
  need one. 
  Pistol: Short range, Single shot, Holds 2, Dam-
  age 1d8.
  Revolver: Medium range, Single shot, Holds 6 
  or 8, Damage 2d6.
  Lever-action  rifle: Long  range,  Single  shot, 
  Holds 15, Damage 2d8.
  Sharpshooter  rifle:  Far  range,  Single  shot, 
  Holds 1, Damage 2d10.
  Shotgun: Long range, Single shot, Holds 1 or 2, 
  Damage 2d12.
  Drake Tamer: Long range, Single shot, Holds 1, 
  Damage 2d20.
  P TRUSTED STEED P
  Only one thing rates as important as yer gun, and 
  that's yer horse. You ain't got a thing if you ain't 
  got a horse. Sometimes you can find a good steed 
  fer sale, or you can acquire a mount who's rider 
  is...um...no longer needing its services, but most 
  often you need to wrangle one yerself.
  Wrangling and breaking a wild stallion is a diffi-
  cult thing. In fact, all horses have a DC to break. 
  You can use whatever skills you think you got to 
  break the horse, the DC is always the same. When 
  you break them, the DC becomes a special linea-
  ment  for horses called SPIRIT. This is treated just 
  like yer own GRIT, TACT and WITS. You apply the 
  horse's SPIRIT bonus to all skill checks for riding. 
  Fer  example, a  horse  with  a  15  SPIRIT  gives  its 
  rider a +2 bonus to ride checks.
  If  you  can  bond  with  a  horse  it'll  treat  you  real 
  good. To do this, you must check yer Amity vs the 
  horse's DC. Try once a week. After four successes, 
  you alone gain an additional +1 bonus to riding 
  yer  horse  and  you  add  yer  Amity  to  the  DC  for 
  anybody else to ride it.
  P THE JUDGE P
  The  Judge  is  the  person  to  tell  you  what's  what 
  and who's who and how yer gonna die. You might 
  just  say  the  Judge's  word  is  the  Laaaaaaaaaw  of 
  the Game.
   P GADGETRY P
  Them thar Gadgeteers are always inventing some 
  crazy new gizmo supposed to make life easier fer 
  all us. But between you and me, I wouldn't bet the 
  ranch on it.
  Gadgeteers know how to build  a number of gad-
  gets  equal  to  their  learning  score. Each  gadget 
  weighs  1lb  per  level. Gadgets  run  on  batteries 
  and drain  one battery point per  level  of gadget 
  for  each  use. When  a  battery  is  out  of  points  a 
  new  one  must  be  made. New  batteries  cost  $10 
  per point to make, and more to purchase.
  P BULLSEYE P
  Remarkable fighting gets remarkable results. On 
  a natural to hit roll of 20, damage dealt is auto-
  matically  maximum  weapon  damage  plus  ability 
  modifier plus a bonus weapon damage roll.
  P WILD CARD P
  When the deck seems to be stacked against you 
  or you just can't bare to fail, consider  playing  a 
  Wild Card. Everybody has 4 Wild Cards to start 
  with and Judges may award further Wild Cards for 
  outstanding play. Play a Wild Card to gain special 
  treatment from the Judge. Examples:
  Shoot through wall: Ignore cover when shoot-
  ing at target.
  Shot in the belt buckle: Turn a gunshot wound 
  into a miraculous miss.
  I ain't dead yet!: Don't die when you die (rec-
  ommend once per character).
  You  can  pretty  much  try  any  stunt  you  think  of. 
  Judges may require spending more than one Wild 
  Card if the use warrants.
  P ACES & EIGHTS P
  Beware the Dead Man's Hand. Whenever you roll a 
  1 or an 8 on a d20, roll again. If a 1 is followed by 
  an 8 or an 8 followed by a 1, something of woeful 
  consequence  about  to  happen  to  ya. The  Judge 
  will inform you of yer sentence. Examples:
  Trip and fall
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  Drop weapon
  Gun jams
  Shoot yourself in the foot
  Ambushed by goblins
  Eaten by a drake
  P DAG NASTIES P
  It seems that there just ain't no end to the kinds of 
  twistedest,  creepingest,  gnarliest,  dag  nastiest 
  critters to come crawling form beyond the shim-
  mering dark. Buggers like the tumble weird, cac-
  tapus, owlbull, prairie worgs. Makes me quiver in 
  my boots, an I ain't afraid of nuthin!
  There are two particular varmints that have been 
  terrorizing the frontier like all the fires of Blazes; 
  drakes and goblins.
  Drakes are them giant reptiles of all shapes and 
  colors, most bitting or spitting poison, some acid, 
  lurking in caves, slithering under the sands. Many 
  a rancher has lost their livelihood, not to mention 
  their lives to them critters.
  And the goblins, oh the goblins! Swarms of them, 
  like  locusts!  Gnawing  and  clawing  and  eating 
  anything  they  can  sink  their  teeth  into. Almost 
  more goblins than there are bullets.
  What  kind  of  nasties  gonna  make  a  meal  outa 
  you? Only the Judge can tell you that!
  PPPPP
  So what do you say? You think yer  the roughest, 
  toughest, meanest gun toting whipper snapper to 
  come yonder yet? `Heh-he'  Well you better hope 
  so, cause its a loooooong way home!
  `HAAAAAA-HAH-HAH-HAH- heh-hulf-klllllll...'
  a-HEM
  PPPPP
  ©
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