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The Weirds We Deal in
The Weirds We Deal in
Padded Corset: close-fitting boned supporting undergarment that is often hooked and
laced and that extends from above the bust to below the hips.
Padded Corset 1 -
Extra Melee
Scythe: a tool with a long curved blade at the end of a long pole attached to which are
one or two short handles.
Hammer: a tool with a heavy metal head mounted at right angles at the end of a
handle.
Sickle: a short-handled farming tool with a semicircular blade.
Knuckle Dusters: metal bar fitted over the knuckles, often with holes for the fingers,
for inflicting injury by a blow with the fist.
Longbow: Long, curved elm wood, tied with strong flax.
Horse Bow: Short recurve made from dogwood, tied with strong flax.
Axe: tool typically used for chopping wood, usually a steel blade attached at a right
angle to a wooden handle.
Throwing Axe: A smaller axe specifically designed to be thrown.
Hammer d6 - -
Sickle d6 - -
Axe d8 - -
Qualities
Concealed: Easy to hide from prying eyes.
Grassed: Attacks from horseback are diminished.
Mount: Stuck to one spot, often mounted to the back of a cart or on a fence.
Burst: Shoots 10 shots each round, treat like a blast.
Jammable: Roll a DEX save every round shot consecutively. Failed DEX save causes a
jam, spend 1 lead to unjam.
Alternative Diminished/Enhancement
If the 1d4/1d12 modification is insufficient for your style of play, you can define a
diminished/enhancing level of attack calculated as the number of dice types by which
you reduce/increase the attack. The level of diminished/enhancing is determined by the
referee depending on the circumstances.
The available damage dice are: d4, d6, d8, d10, d12. In this case, the
diminished/enhancing level is a value between -4 and 4.
Example: Rachel takes cover behind a tree from bandits fire. The warden decides the
tree provides sufficient cover to diminish the attacks by 1. A bandit with a rifle who
had d10 damage rolls a d8. A bandit with a deringer with d6 damage rolls a d4.
Actions
Alternative Quick Draw (+1 fatigue) (two possible rulings)
1. An action to set off a combat, once declared character rolls on the shoot table.
2. An action to set off a combat, once declared character rolls a DEX save
● On a failure misses the target.
● On a success roll damage as usual.
Take Cover
As an Action, hide behind available cover, diminished ranged attacks against you.
Dive Behind Cover (+1 Fatigue)
When under fire, After the attack is declared make a DEX save. You must roll under or
equal to your dex save minus the meters to your cover.
● On a Failure take damage as normal.
● On a success the damage is diminished.
● Regardless of outcome, characters can not move next round.
Example: Rachel is 3 meters from cover and has a DEX of 10. Therefore she rolls 1d20
aiming to be under or equal to 7. She rolls an 8, not making it to cover in time and gets
hit by the gunfire.
Extra Enemies
Animated Scarecrow
9 Grit, 1 DEF, 6 STR, 12 DEX, 5 HRT, Scythe (d10) or Fear (Save)
● Indistinguishable from the usual scarecrow, held aloft by a cross is a normal
looking humanoid made of straw and hay with a rotting pumpkin head dressed
like a farmer.
● Upon closer inspection the face glows as if a candle is inside.
● Waits for prey to get close to attack: Roll for a surprise round.
● Fear: Siphon hope and desire (short range, d8 HRT)
Cactus Ent
6 Grit, 7 STR, 7 DEX, 13 HRT, Cactus Spines (1d6) or Animate Cacti
● Large, roughly humanoid cactus-man. When motionless is nearly
indistinguishable from a cactus.
● Usually passive unless nearby flora is bothered
● Animate cacti within 80’ at will, Controlling up to two at a time. It takes 1 round
for a normal cactus to uproot itself and fight as Cactus ent’s and gain their stat
block.
○ Animated Cacti lose their ability to move if the Cactus Ent that animated
them is incapacitated or moves out of range
● Critical damage: The cactus spines cause the muscles to tense (d6 DEX)
Corrupt Slip Crab
7 Grit, 2 Def, 8 STR, 14 DEX, 6 HRT, Claws (d6+d6) or Tendrils (d8)
● A corrupted slip crab, the shell has been broken and dark tendrils seep from its
body.
● Aggressive, commonly attacking creatures on sight.
● Critical damage: Corrupts the target, target must make a daily HRT save
otherwise lose 1d4 HRT until purged by a ritual.
Flesh, The
4 Grit, 2 Def, 15 STR, 5 DEX, 3 HRT, Hit (1d4) or Grab
● A large mass of flesh, arms, and legs (some human some not) hang from the
mass.
● Moves across the land looking for bodies to add to itself.
● Grab: until target escapes (STR save) d4 STR damage every round
○ If the target dies while Grabbed, the mass gains d4 STR as the target is
consumed into the mass.
● Feels no pity, remorse, or fear. Morale never breaks
Night Mare
4 Grit, 12 STR, 16 DEX, 10 HRT, Charge (d6+d6 Blast)
● A large imposing horse with no rider. Black in color. The head is a horse skull.
● Small fires follow in its steps.
● Critical damage: DEX save vs trampling (d12)
○ On a 20 (1d4 fire damage)
Slip Crab
5 Grit, 1 DEF, 6 STR, 16 DEX, 9 HRT, Claw (1d6)
● Small crab-like creature has a slight glow to its eyes. Said to come through the
slip doors.
● Shy, runs from predators, only attacking when cornered and unable to escape.
● When it's hidden from a predator, it teleports itself from this plane to a different
drifted world.
● When killed people often find treasure within the crabs shell, rarely can also find
relics from other worlds.
Stalker
8 Grit, 8 STR, 10 DEX, 7 HRT, Claw (1d4)
● An invisible humanoid.
● Can occasionally be seen by the distortion of looking through their body (HRT
Save)
○ If the Stalker has been attacked once advantage on HRT save
● If attacker hasn’t seen the distortion, attacks against it are diminished
Swarm
14 Grit, 3 STR, 5 DEX, 3 HRT, Swarming (1d4)
● A large group of flying or crawling insects that move as a unit.
● Can freely occupy the same space as other creatures.
● Any living creature caught within the swarm is attacked relentlessly by the
swarm.
Werebear
6 Grit, 1 Def, 14 STR, 12 DEX, 12 HRT, Claw (d6+d6 blast), Bite (d8)
● Imposing bipedal bear-human hybrid
● Highly distrustful of newcomers, however a very protective ally if befriended.
● Critical damage: Werebear curse, target transforms unless purged by ritual before
letting their emotions get the best of them
Werebison
6 Grit, 2 DEF, 12 STR, 14 DEX, 14 HRT, Charge (d6+d6 blast), Horns (d8)
● Protective bipedal bison-human hybrid
● Commonly found around a herd of bison, and protective of the herd.
● Critical damage: Werebison curse, target gets the urge to eat grass (Daily HRT
save) transforms unless purged by ritual before they give in.
Extra Relics
Adder Belt (3 Charges)
A one-size-fits-all belt made from snake skin.
● Can be taken off and turns into an adder snake.
● The snake follows the command of the wearer, has the stats of a Pit Snake
● Recharge: bury the unchanged belt overnight, in the morning the snake
willingly emerges and takes its place as the wearer's belt, if the snake feels the
gunslinger treats it wrong it leaves the area to be found by a new gunslinger.
Dawnbringer
A magic candle that never goes out, inside an unbreakable lantern.
The lantern can not be covered as the light shines just as bright through any covering.
Toll
A golden coin, deemed useless by the hole cut through the center. Looking through the
coin you can see a large field of grass.
● If you die with the coin on your person, you wake up in the same field, none of
your gear on you except your clothes, and the coin in hand. A humanoid figure
approaches you and holds their hand out, upon placing toll in the figure's hand
you awaken back in your body (-2 fatigue) without the coin. If one does not give
toll to the figure, the figure disappears and leaves you stranded there alone.