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Drifters Full Moon Pages
Drifters Full Moon Pages
Drifters Full Moon Pages
DR I
Spencer Campbell
Dedicated to the wanderers,
outsiders, and drifters of the world.
Setting Page 3
Rules Page 8
Combat Page 13
Characters Page 19
Guns Page 27
Rifts Page 39
Threats Page 53
GM Page 67
Grayslanding Page 73
Setting
Drifters takes place in a wasteland, filled with horrors and
death, with the few towns that remain holding on to what
they can. Frontier towns live mostly in isolation, with their
own internal power and political structures.
1
It is important to note that Drifters is inspired by the stories
of the American wild west, but is not an “alternative
history”. The American expansion into the “new world” is a
history written in blood and genocide, by colonialist hands.
Cycle of Play
Drifters follows a game play loop driven by Rifts of the void.
You’ll learn more about it later in the rules, but here’s a
quick summary.
Each Rift, the Drifters wander into a town with a big problem
they need help with. Working with the locals, the Drifters
eventually remove that problem, only for their Guns to
compel them to wander off back into the wastes once more.
2
Setting
The wastes are what they call it
Hell is a better name
A fool, or chosen.
4
The Guns
Some folks, through one means or another, found
something out in the wastes. Guns, with a capital G. Nobody
had ever seen their make before, each entirely unique.
Not only that, but nobody knew exactly why they were out
there, but everyone who grabbed one said the same thing
“it wanted me to find it.”
5
The gift of the Gun was power. Power enough to travel the
wastes without fear. And with that, towns started to become
connected again. These new wielders, Drifters are what we
call them, act as wandering guardians of the waste.
They keep the paths between towns safe. And they walk into
town to root out anything...
dangerous
Today
That’s where we are now. There are a handful of those
Drifters out there. And yeah, you’ve probably heard the
rumors “the Guns are poisoning them” “they aren’t even
alive, but animated by the Gun” “they come from another
world.”
I guess none of that is for me to say, but how about the next
time a Drifter comes into town you buy them a drink, and
ask them yourself?
7
Rules
Most of Drifters is handled through roleplaying. Players
describe what their characters say and do, and the GM
responds. The Drifters have incredible abilities thanks to
their backgrounds, and may use them when the ability
allows it. Most of the time, the Drifters will simply describe
what they do, and it happens.
Skills
If you aren’t attacking something, you’re probably making a
skill roll. After determining what skill is appropriate for the
action, roll the skill’s assigned die. Drifters can assist one
another with actions when appropriate, adding a die equal
to the helping player’s skill die size. Whenever you roll
more than one dice for a skill roll, use the highest roll.
8
Skills are also used during combat, and are resolved the
same way as described above when used during a fight.
Skill List
• Brawl: let your fists do the talking, show your strength
9
Abilities
Every Drifter has a Background, which gives them access to
abilities that have been amplified by their connection to
their Gun. These abilities are typically used outside of
combat, and do not necessarily have a mechanical
means of being resolved.
Advantage
• Ambushing someone
• Target is distracted
• A skill helped set you up for success
Disadvantage
• Being ambushed
• Immobilized, slowed, or distracted
• Firing your Gun from an ineffective range
11
Reach for
the sky…
Combat
Theater of the Mind
Combat in Drifters uses the theater of the mind, meaning
many decisions are made based on what makes sense in
terms of the fiction, rather than mechanically tracking
things such as movement speed.
Relative Distance
Movement and distance aren’t measured out in detail in
Drifters. Instead, distance between two people is
determined abstractly. Some Guns are more or less
effective at certain ranges.
13
Close:Within grappling range, a small room, or
a quick couple of steps.
15
Combat Actions
A Drifter takes two actions during their turn. Each Gun has
two actions. The first is Sling Lead, the action for when a
Drifter wants to shoot their Gun. While every Gun Slings
Lead, each does so in a unique way. The second action is
something that helps highlight that Gun class’s role and
expertise, which is again unique to that Gun.
Drifters may also Move once during their turn.This does not
count as an action. When a Drifter moves, they go from one
range band of a target or location to another. This can be
moving closer (e.g. Far to Mid) or further away (e.g. Close
to Mid).
Take Cover: Take -1 damage from all sources until the start
of your next turn.
Skill: Make a skill roll using the rules for skills. Using a skill
may afford you a bonus on a roll, at the GM’s discretion, or
may allow you to do something you weren’t able to before.
16
Damage
If a threat's Health is reduced to 0, they are dead or
defeated. If a Drifter ever reaches 0 Health, they’re dead
and can be resurrected by their Gun on their next turn. If
they don’t have any resurrections left...they’re taking the
eternal dirt nap.
Resurrection
Your Gun doesn’t want you to die, not yet at least. Every time
you would meet your maker, the Gun brings you back if it
still has the power to do so.When you are resurrected, your
body and mind are corrupted by the experience.
17
Corruption
Vengeful
In Combat: You deal +1 damage for any attack against a
target that has harmed you
Out of Combat:You don’t take slights or losses with grace
Cold
In Combat: Once per combat you can stare a threat down.
They are frozen in fear and take no turn this round. Using
this is not an action.
Out of Combat: Logic prevails when making decisions, not
passion
Fury
In Combat: Once per turn, when you kill someone, you may
take a Spray Lead action for free.
Out of Combat: Once you see red, you can’t help yourself
Reckless
In Combat:You roll with Advantage for any roll affecting the
most dangerous threat.
Out of Combat: Passion prevails when making decisions,
not logic.
18
Characters
Creating a cursed gunslinger requires a few steps.We start
with understanding who you were before you grabbed that
Gun, and then define who you’ve become.
19
4. Describe Yourself: Take a moment to describe your
character to the other players. What do you look like,
what does your Gun look like? Each Gun whispers a
desire in their wielder’s ear, what does your Gun say to
you?
Advancement
Your Drifter grows in power with each Drift. After
completing a Drift as you Wander back into the wastes, go
through the following steps:
20
Bandit
The feeling of a gun in your hand is familiar, but you have to
admit, this new one feels right.You used to get by with your
gang, taking what you need, and having fun doing it. Now
you’re with a different posse.
You’re helping folks now too, which feels strange, but that
doesn’t mean you can’t get a little something extra out of the
deal.
Health: 8 Draw: d6
Abilities
• Jailbreak: Nothing can ever confine you. Locks, bindings,
and anything similar simply unlatch whenever you want
them to.
• Hideout: Every town has a hideout for you and your allies,
or a cache of valuables hidden away for a time of need.
• Don’t Be A Hero: As long as you have your hand on your
Gun, folks will do as you say, unless doing so will cause
them harm.
• Masks On: When you pull up your mask, you decide
whether folks can’t see you, or if all eyes are only on you.
• Notorious: Your reputation arrives in town before you do.
When you first arrive in town arrive, decide what the
locals think of you.
21
Con
Before you grabbed your Gun, your greatest weapon was
your silver tongue. It’s probably for the best that your Gun
compels you to drift on out of town once your work is done,
because there is only so much bull locals are willing to buy.
Health: 6 Draw: d8
Abilities
• Snake Oil: With a touch, you can change any food or drink
from safe to consume to lethal poison, or vice versa.
• There’s My Mark: Once per scene, you can immediately
identify one thing:
• Who here has the most to lose?
• Who here will believe anything you say?
• What can I say to get these folks on my side?
• Memetic: Once per session, hold a person’s attention in
conversation and they will become a firm believer in you.
Those they come in contact with will slowly become
believers as well.
• On the House: Once in a town, you can call on a number of
free favors equal to the size of your Deceive skill die. After
that, attempts to Deceive are made with Disadvantage.
• Supply & Demand: When you first arrive in town, the GM
will tell you three things the locals need.You can provide
one of them, the rest you’ll have to figure out.
22
Hunter
You don’t hunt for animals, you hunt for bounties. Before all
this you were an excellent bounty hunter bringing in the
worst the world had to offer. Now, somehow, you’re even
better. Nobody gets away from you once you have their trail.
Health: 8 Draw: d6
Abilities
• Lasso: Anyone you lay hands on cannot escape your grip
until you release them.
• Bloodhound: Focus your attention on an individual you
can see, smell, or hear. For the rest of the session, you can
always track their position, clear as day.
• Flashback: Once per session, you may declare that
person related to a previous hunt is here in town.Who are
they and what relationship did they have to the job?
• Gig Economy: You are exceptionally good at getting
rewarded for your work. Whenever you finish a Patrol,
increase the Impact by 1.
• Bounty:When you first arrive in town, the GM will tell you
of two wanted people in town. One is related to the Rift,
the other…just a criminal.You need to figure out which.
23
Marshal
After grabbing your Gun, you found a badge pinned to your
chest. You were law, now you’re not. But what you learned
during that time before is rattling around in your mind, like
the old keys hanging at your side.
Health: 8 Draw: d6
Abilities
• Deputize: Once per Rift you can choose an NPC that
you’ve met to be gifted your protection. No harm can
come to them as long as you are in town.
• Detective: Once per scene you pick up on small details.
Ask a question from the list:
• What really is going on here?
• Are we in danger right now?
• What do I stand to gain from this?
• Grizzled: Years of this work has made you a survivor.
Nobody can ever get the jump on you.
• Void Jail: Once per session, you may send a person you
touch to a Void Jail. They disappear from reality, and
appear when you decide.
• Build a Case: When you first arrive in town, you know the
leads of two patrols that need your attention.
24
Prospector
You were already out looking for valuables before this all
went to hell. So when the void bled through and the wastes
became what they became, you just saw it as another
opportunity to get rich.You didn’t realize what you’d find out
there wasn’t gold, but iron instead.
Health: 6 Draw: d8
Abilities
• Silver Sense: Once per scene, you can detect any
valuables around you, as well as things that are hidden
away.
• Midas Touch:With a touch, you can change an object to be
made of pure gold. You can also rend a valuable item to
dust.
• Survival Pack: During a Rift, you may reach into your pack
a number of times equal to your Hunt die size. Inside are
any mundane items, including gear you’d use on your
trips to the waste.
• Tunnel Network: Once per session you can connect two
locations that you have visited or seen with an
underground network that only the Drifters may use.
• Gold in Those Hills:When you first arrive in town, you can
sense a hidden secret buried deep (literally or
metaphorically). Tell the GM what it is.
25
Stranger
You’re no stranger to the wastes, you’ve been drifting
between towns as long as you can remember. One time,
though, you found that Gun.
Health: 6 Draw: d8
Abilities
• Enhance: When you Tinker with an object, you may
imbue it with one property it would not normally have.
• Was Never Here: You leave no trace that mundane
trackers could follow. Take 1 damage and people will
forget your face after an interaction.
• Passing Through: You can walk through walls as though
you were a ghost.
• Lurking: Once per scene, you can suddenly appear, even
if you were nowhere nearby.
• Void in the Air: When you first arrive in town, you know a
way this place has been warped by the wastes, even if the
townsfolk don’t know it yet.What is it?
26
Runic
The first Gun that we ever learned about. Nobody knows
where they come from, who makes ‘em, or what they want.
Yeah, the Guns want things, and they whisper that desire
into their Drifter’s ear.
Combat Actions
Sling Lead: When you fire your Gun, choose a target. Pick
up as many of your d6 as you’d like, and roll. Each Hit deals
1 damage to the target, as well as any rune effects that
apply.
Advance
When you advance your Gun, select a rune
and carve it on an empty chamber. Once a
rune has been carved, it cannot be carved
again
28
Runes
Carved into the Gun itself, these runes provide power to
you and the weapon you wield.When you select a rune, you
attach it to an empty chamber of your gun, writing the
rune’s name on the chamber on your character sheet.
Each rune has two effects. The first, called the Passive, is an
ongoing effect that provides you with bonuses that will give
you an edge in combat. You get the Passive effect of a rune
as long as there is a bullet loaded in the chamber. Once you
pick up a d6 to roll it, the Passive effect goes away until the
chamber is loaded again.
The second effect, called the Active, is a bonus effect for the
Sling Lead action you take when rolling a bullet from that
chamber. Sometimes Active effects only take place if the
associated bullet hits, and other times they provide an
instant effect regardless of the outcome of the roll.
When you are ready to carve runes into your Gun, choose
from the following. Note the name of any runes you select on
a specific empty chamber on your character sheet after
selection.
Adaptable
Passive:Your Gun is effective at all ranges.
Active: All threats can only do Close actions until the start of
your next turn.
Barrier
Passive: No threat can get Close to you unless you allow it.
Active: Move any threats within sight one range band closer
or further from you.
29
Deadeye
Passive:You can hit targets behind cover, walls, or any other
barrier.
Active: All attacks against threats Hit by Deadeye are made
with Advantage for the rest of combat.
Lucky
Passive: The first time you roll a 1 with an action you may
reroll it.
Active: Hits using Lucky bounce from the target to the
closest threat as well.
Quick Draw
Passive: You always act first in a round. You still roll your
Draw die at the start of combat.
Active: threat Hit by Quick Draw is moved to the bottom of
the turn order.
Reaper
Passive:You cannot die your final death.
Active: Damage on Hit equal to your number of corruptions.
Seeker
Passive:You Hit on a 3+ with the Sling Lead action.
Active: All threats Hit on a 5+ until the start of your next turn.
Speedster
Passive:You may Move twice during your turn.
Active: threat Hit by Speedster cannot move for the rest of
combat.
30
Rifle
As the Drifters became more comfortable wandering the
wastes and dealing with the horrors that bled through,
they grew confident. They got a little too close to those
horrors, literally, and Drifters started dying.
The void adapts though, and so the Rifle was found in the
wastes. Drifters who picked up this Gun could keep their
distance from the worst the wastes had to offer.
Combat Actions
Sling Lead:When you fire your Gun, choose a target at Far
range and roll 1d10.The Rifle is only effective at Far range,
and using it at any other range makes the roll with
Disadvantage. On a Hit, deal the 3 damage to the target.
31
Crit Effects:
• +2 damage
• See Advances
• See Advances
32
Shotgun
Not long after the revolver was found, a new Gun
started to show up. This was fire and brimstone,
and it didn’t whisper to Drifters so much as yell.
Shells: 2d6
Combat Actions
Sling Lead: When you fire your Gun, choose a
target at Close range and roll your Shells. The
Shotgun cannot target anyone beyond Close
range. Place the rolled Shells on whichever
outcome you want for each of your current mode’s
axes.
Advance
When you advance using a Shotgun, you may
choose one of the following benefits. Each
benefit may only be chosen once. After
selecting an advance, note it on your
character sheet.
• +1 Shell
• +1 Shell
• Choose one mode to be effective at Close
and Mid range
• When you Sling Lead after using the Shift
action, it is with Advantage
34
Modes
Unlike other Guns, Shotguns do not roll to hit. They always
hit their Target, but can only hit threats at Close range.
Instead of rolling to hit, the Shotgun rolls to see what kind of
effects occur based on which mode the Gun is in.
Each mode has an X-Y axis with outcomes at the end of each
axis. After rolling your Shells, you will place the dice on any
of the outcomes you want, so long as the value of the die
matches the values allowed for that outcome.
35
Damage
2 Damage 4-6
AOE Blast
1-3 4-6
3 Damage 1-3
Control
Shred 4-6
Lock Sap
1-3 4-6
Prime 1-3
36
A stranger rode
into town, cursed
iron at their side…
R ifts
The game play loop of Drifters centers around the Rift,
breaks between our world and the hellish void beyond.
When that happens, Drifters and their Guns are compelled
to pursue them.
39
Arrival
Each town is unique, and stands as an oasis within the
swirling wastes. The locals will respond differently to the
Drifters depending on a lot of factors. How corrupted they
are or the reputation they hold, these form the first
impression upon arrival, and first impressions are powerful.
But these towns aren’t idyllic vacation spots for the Drifters.
Inside each town, the void has left a Presence.
The Presence
The Presence is an issue that plagues the town, and
provides a massive threat that the locals alone cannot
handle. When the void breaks through into our world near,
or even inside, a town, it leaves behind a corrupting
influence. Below are some examples of a Presence, some
subtle, some overt:
40
Whenever the Drifters have a sense of what is going on,
even if it isn’t the full picture, it’s time to make the clock. The
GM creates a clock that represents the hold the Presence
has on the town.The more segments to the clock, the bigger
the issue is.
41
Patrols
Patrol work encompasses all of the smaller jobs that are
needed around town. Finishing a Patrol should in some way
help the Drifters in their eventual confrontation with the
Presence.
42
Creating Patrols
Every Patrol you create has three pieces: a description,
objective, and impact. The description should cover who is
involved, where it takes place, what the Drifters need to
know about it. Second, take those details and create a clear
objective for the Patrol.
43
Resolving & Threatening
When a Patrol is completed, fill in clock segments for the
Presence equal to the Patrol’s Impact. The Presence will
respond to this threat, and the impact the Drifters have
made should become readily apparent around town.
The Presence will not sit idly by while the Drifters threaten
it with their work around town. As Drifters focus on one
Patrol, they neglect the others.
At the end of a Rift, the Drifters wander back out into the
wastes. Despite its danger, this is a period of reflection for
the players. During this time, the Drifters do the following:
• What about that last town has changed you. For the
better, or worse?
• How would you have done things differently, if you had a
second chance?
• There was a moment of danger, you walked a line
whether or not others noticed.What was it?
• How has your attitude about one of your fellow Drifters
changed because of what went down in the last town?
• How has your relationship with your Gun changed as a
result of dealing with another Rift of the void?
• What do you think the next town will hold for you?
48
Alternate Ways To Rift
Drifters is designed for cycles of play based on the Rift.
Each Rift will vary in length, but typically they can be
completed in about 2 sessions. Here are two alternative
ways to play Drifters, adapting the Rift system for faster or
slower play.
Rift A Day
A Rift cycle can be completed in a single session, allowing
you to play Drifters as a one-shot, or just faster paced game
if you want.Very few things need to be changed in order to
do this.
49
Single Rift Campaign
Another approach is to play out an entire campaign of
Drifters focused on a singular Presence from a Rift. This
approach is fitting for tables that like to tell a longer story
together at the table, and prefer staying at a single location
when doing so. This allows the players to build connections
with the NPCs of the town, and allows for the confrontation
with the Presence to be a more drawn out and dangerous
process.
50
Rift Creation Tools
The following tables can be used to generate some
elements of a Rift that you might need. They won’t give you
the full details, but a framework that you can build on when
you aren’t sure what to do.
You’ll also find 5 short Rift prompts that you can use to
inspire your next session of Drifters!
Presence Type
1 A storm is coming, unlike any folks have seen before.
2 A rogue Drifter has been causing all kinds of trouble.
A cult is slowly spreading its influence, and the town doesn’t
3 realize it yet.
4 A hostile takeover from local outlaws.
5 Locals need protection during travels through the wastes.
6 A creature from the wastes is hunting this town...
Town Type
1 Just a homestead or a couple of families living together.
2 One road town. Everyone knows everyone.
Ranching town or commune. Families live outside of town, off
3 the main road.
4 Frontier town. Multiple roads, all the amenities.
5 Boom town. On the cusp of becoming something really big.
6 Sprawling frontier city, unlike anything for miles and miles.
Patrol Type
1 Discover information the Presence wants to keep hidden.
2 Recover something that will leave the Presence vulnerable.
3 Gain the support of the locals.
4 Eliminate one of the Presence’s support systems or allies.
5 Save someone or something that is in great danger.
6 Make the Presence fear you.
51
The Void Calls
A quiet town sees its citizens begin to slowly change with
time. At first, folks start acting differently, but nothing too
worrying. Before long, one person after another unravels. A
small Rift has opened up inside a home in town, and a cult is
forming around it.What does the cult want?
High Noon
A gunslinger in town has been “blessed” by the void, and
has the fastest gun in the wastes. Because of that, they
challenge a new person to a duel, at high noon. They are
getting faster, and deadlier, with each duel they win. There
must be some way of defeating them.
“Cure” All
A peddler has arrived in town, and the townsfolk have
started to...change. The thing is, nobody seems upset about
it. Everyone is smitten by the salesman, and that harmonica
playing assistant they have with them. Maybe it’s not your
place to question things, but your Gun is itching your side,
and you know the taint of void when you see it.
52
Threats
Drifters have Guns
for a reason…
53
There are dangerous people in the towns Drifters travel to,
and even worse, horrifying things that have crept in from
the wastes. Here’s one now.
Deadeye
Armed with a long range rifle, Deadeyes are hired
out when someone wants a thing protected, or a
person killed.
Health: 4
Draw: 6
Health
The amount of damage a threat can take. When a threat
reaches 0 Health, they are dead.
Draw
Unlike Drifters, threats do not roll to determine their place
in the turn order. Instead, they each have a set Draw value.
55
Passives
Some threats have ongoing effects, called Passives, marked
with a (P). These don’t need to be activated, but instead are
always present, or present when certain conditions are met.
Actions
Threats may make a number of actions per turn equal to the
number in the parentheses listed next to Actions. They may
also make one move action, which does not count towards
their number of allowed actions. Threats may take the same
action multiple times during their turn.
Example: Drop ‘Em: 1d8. Near & Far. 2 damage per Hit.
Reactions
A threat may also have one or more Reactions available to
them. These are actions that they can take outside of their
turn, though a threat may only use one reaction during a
round.
Skills
Threats don’t have skills, and don’t normally roll them. But
on the rare chance that it feels appropriate for a threat to
make a skill action, they use a d6.
56
Creating Threats
You’ll find a number of threats following this section. But
you’ll probably want to start making your own threats too!
Consider the following when making a threat.
57
Deciding how many Actions to give a threat has a large
impact on how much of a threat they are. Simple threats
typically can do a single action during their turn. More
dangerous threats should be able to do 2 or even 3 actions
per turn.
58
Badge Brawler
Lawmen with a badge burned into They don’t scare easily, and they
their chest. Everyone they lay prefer to let their fists do the
eyes on is a criminal, and they talking.
mean to lay down the law.
Health: 3
Health: 7
Draw: 4
Draw: 6
Iron Jaw (P): Brawler takes -1
Lock Up (P): Any Drifter that is damage from anything at Close
within Close range of Badge range.
cannot move away until Badge is
dead. Actions (1) + Move
59
Corvid Envoy Deadeye
They claim to be members of a Armed with a long range rifle,
“court”, but are pretty darn Deadeyes are hired out when
secretive about it. I swear, one of someone wants a thing protected,
them had feathers coming out of or a person killed.
the bottom of their coat.
Health: 4
Health: 3
Draw: 6
Draw: 6
Painted (P): As long as Deadeye
Take Flight (P):When Corvid can see a Drifter, any other threat
makes a Move action, it can move attacking that Drifter makes their
anywhere within Far range. actions with Advantage.
Actions (1) + Move Actions (1) + Move
• Jabber: 1d6. Close & Near. On • Headshot: 1d4. Far. 4 damage
Hit, all Drifters within range per Hit.
make their next action with
Disadvantage. • Ricochet: 1d6. Near & Far. 1
damage per Hit to target
• Caw: 1d8. Near. On Hit, all Drifter, and then 1 damage to
Drifters within range cannot a Drifter Close to them.
Move during their next turn.
• Drop ‘Em: 1d8. Near & Far. 2
• Flock: 2d6. Close. 2 damage damage per Hit.
per Hit.
Reposition (R): If a Drifter moves
within Near of Deadeye, Deadeye
may immediately make a move
action away from them.
I see you…
Emissary of the Void Gambler
Most folks would call them cultists, Somehow these folks got lucky
but these people believe that they when the void changed them, and
are chosen by the void, and are now they seem to twist fate to
ushering in its presence to bless whatever best fits them.
this frontier. It’s all a load of shit,
we hope. Health: 4
Health: 3 Draw: 5
Draw: 3 Read ‘Em (P): Drifters lower in the
turn order than Gambler make
Family (P): As long as another any rolls against Gambler at
Emissary is within Close range, all Disadvantage.
actions Emissary makes are with
Advantage. Actions (1) + Move
Actions (1) + Move • Shuffle: 1d6. Close. On Hit,
target Drifter rerolls their Draw
• Return Home: 1d6. Close. On die with Disadvantage and
Hit, target Drifter disappears updates their place in the turn
from the world until the end of order.
Emissary’s next turn. On return,
the Drifter takes 1 damage for • Hold ‘Em: 1d6. Close. On Hit,
each corruption they have. target Drifter cannot move
during their next turn.
• Void Bleed: 2d6. Near. 1
damage per Hit. • Fold ‘Em: 2d6. Close. All Drifters
within range take 1 damage per
Hit.during their next turn.
Gallows
Hefting a rope glowing with void
light, these thugs lumber towards Gila Monster
their prey; a slow, inevitable These lizards were mean before,
death. but now they are huge, and
downright cruel.When you see
Health: 4 one, know that there is another
Draw: 1 not too far away.
Short Drop (P): If Gallows ever Health: 3
Moves Close to a Drifter, that Draw: 4
Drifter is instantly killed. Gallows
is then destroyed. Gum Gum (P):When Gila
Monster takes Actions against a
Creeping (P): Gallows cannot Drifter lower in the turn order, it
make a Move action during its makes its actions with
turn. It may only move as a result Advantage.
of its reaction.
Actions (1) + Move
Actions (1)
• Tail Whip: 1d8. Close & Near. 2
• Hold Fast: 1d6. All ranges. On damage per Hit.
Hit, target Drifter cannot Move
during their next turn. • Toxic Bite: 1d6. Close. Drifter
takes 1 damage at the start of
Inevitable (R):When Gallows each of their turns until Gila
takes damage and survives, it may Monster is dead.
make a Move action.
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Gunslinger
Most folks would call them cultists, but these people believe that they are
chosen by the void, and are ushering in its presence to bless this frontier.
It’s all a load of shit, we hope.
Health: 3
Draw: 7
Quickdraw (P): Gunslinger has Advantage on any actions against Drifters
with lower Speed scores.
Actions (1) + Move
• Sling: 1d10. Any range. 2 damage.
• Fan Hammer: 3d6. Close & Near. 1 damage per Hit. Can choose
multiple targets.
Hunter Outlaw
These folks are fool enough to try As if the wastes aren’t dangerous
and live out in the wastes, enough, some folks feel like they
trapping and hunting their food. If need to rob and steal what little
they can hunt the beasts out there, we have. Despicable.
they can hunt you.
Health: 1
Health: 2
Draw: 3
Draw: 5
Actions (1) + Move
Actions (1) + Move
• Revolver Shot: 1d6, Mid, 1
• Draw, Aim, Fire: 1d6, Mid & Far, damage.
1 damage. On a Hit, the Drifter
is poisoned, taking 1 damage at
the start of their next turn. Outlaw Veteran
Outlaws don’t last long, what with
Spring Trap (R):When a Drifter the wastes and Drifters killing
moves within Near range of them. The smart ones know when
Hunter, they step on one of to run. Live today, and die another
Hunter’s traps. Choose effect: day.
• 1 damage Health: 2
• Drifter’s next Sling Lead is Draw: 4
made with Disadvantage
Actions (1) + Move
• Revolver Shot: 1d8, Close & Mid,
1 damage.
• Shotgun Blast: 1d6, Close, 2
damage.
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Rogue Drifter
It’s a damn shame, but some Drifters change after so many resurrections.
Those that do go rogue, and wander into town with cruelty in their hearts,
and an itchy trigger finger.
Health: 10
Draw: 6
One Last Chance (P):When Rogue Drifter dies, they are resurrected by
their Gun, back to half Health. This can only happen once per fight.
Actions (2) + Move
• Blinding Shot: 1d8. Near. 1 damage. On Hit, target Drifter takes their
next Sling Lead action with Disadvantage.
• Bleeding Shot: 1d6. Close & Near. 1 damage. On Hit, target Drifter
loses 1 Health at the end of each of their turns until they have a
successful Tinker roll, or die.
• Spray & Pray: 1d4. Near. On Hit, 1 damage to all Drifters within range.
Opportunist (R):When a Drifter within Near range uses the Reload
action, Rogue Drifter can immediately Spray & Pray.
Scythe
Bearing a lantern glowing with void light, a wicked blade that could rend
the very air itself. Scythes are creatures of the void here to hunt and
harvest us. Nobody knows why.
Health: 7
Draw: 4
Soul Reaver (P): Increase Health, Draw and damage dealt +1 for each
soul held. There is no limit to the number of souls Scythe can hold.
Actions (1) + Move
• Slice & Dice: 1d6. Close. All Drifters within range take 1 damage.
• Soul Sear: Xd6 (X is number of held souls). Close & Near. Choose one
effect for each Hit:
• 1 damage to target Drifter
• Target Drifter makes next turn with Disadvantage
• All Threats within range heal 1 Health
Reap (R):When a Threat dies within Close or Near of Scythe, Scythe may
hold their soul.
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A raspy whisper.
A cold wind.
Your soul,
no longer yours.
Snake Spinner
Every once in a while it’s not Seems the void saw our spiders
snakeoil they are pitching, but the and thought it was fitting to grow
real deal. And sometimes, it’s a them 100 times bigger, and give
literal snake peddling its wares. them powers. Just the latest
experiment the void has
Health: 3 conducted, and it’s a doozy.
Draw: 2 Health: 8
Cure All (P): At the start of Snake’s Draw: 6
turn, choose one passive effect.
They cannot have the same effect Climber (P): Spinner can make
two turns in a row: two Move actions during its turn.
• -1 damage taken Actions (2) + Move
• +1 damage dealt • Web: 1d8. Close & Near. On Hit,
target Drifter is bound up, and
• Can move twice cannot Move. Any Drifter may
Actions (1) + Move spend an action to remove the
effect.
• Vim: 1d8. Close & Near. On Hit,
the target fellow threat makes • Phase Bite: 2d6. Close. After
an extra action on their next making a Move action, deals 2
turn. damage per Hit.
• Vigor: 1d6. Close. 2 damage. • Void Glare: 1d6. Close. On Hit,
target Drifter takes 1 damage
• Snake Bite: 1d6. Close & Near. for each corruption they have.
On Hit, target Drifter and
anyone Close to them takes 1
damage.
Steel Siren
A haunted harmonica that latches onto a body, like a parasite. Eventually
it drains them dry, and moves on to their next victim.
Health: 6
Draw: 3
Small Target (P): All Sling Lead actions against Steel Siren are made with
Disadvantage.
Actions (1) + Move
• Resurrect: 1d6. All ranges. On Hit, Steel Siren brings a Threat that died
this round back to life, at half Health (rounded down).
• Pull Strings: 1d8. All ranges. On Hit, Steel Siren forces the target Drifter
to make a Move action in whatever direction it wants.
• Unsettle: 1d6. Close & Near. On Hit, all characters (Threats & Drifters)
make their actions with Disadvantage until the end of the round.
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Vlad Vulture
A motherfucking dracula. These birds used to wait for
something to die before trying to
Health: 8 get their meal. Now they actively
Draw: 7 attack anyone they fly across.
Siphon (P):Whenever Vlad first Health: 2
moves Close to a Drifter, it drains Draw: 4
1 Health from them.
Carrion Call (P):Vulture rolls with
Actions (2) + Move Advantage for all actions against
• Slay: 2d8. Close. 1 damage per Drifters that have a corruption.
Hit. Actions (1) + Move
• Compel: 1d4. Any range. On Hit, • Peck: 1d6. Close. 2 damage per
target Threat takes a second Hit.
turn this round.
• Lift Off: 1d4. Close. Lift target
Bat! (R): The first time Vlad takes Drifter into the air and make a
damage in a round, it is reduced free Move action. Drifter is
to 0 and Vlad makes a Move. dropped after the Move action,
and takes 2 damage.
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GM Game Master.
You give the
Guns a target.
They like you.
67
So, you got wrangled up to be the GM of Drifters? Well
you’re in for a treat. You get to be the weird whispering
wastes the Drifters travel through. The troubled townsfolk
who need the help of these cursed gunslingers, but aren’t
sure how to ask. The cruel humans and twisted monsters
that plague this frontier.
The Frontier
Like I said in the beginning, Drifters takes place in a hellish
version of the wild west. But it isn’t America’s frontier. This
isn’t an alternative timeline. You may find that looking at
wild west stories, movies, tropes, and more are helpful in
flavoring your games. But keep in mind the harm that is
perpetuated by a lot of that media, and be mindful not to
bring it to your table.
Each town is an oasis, and it's only natural your Drifters will
wander into a town nobody else will find. Make it your own.
Balance
Like Slayers, Drifters is not designed with balance in mind.
The Drifters themselves are incredibly powerful beings,
who can come back from the dead (at least a couple times).
Threats of the world are used to bullying the defenseless,
but they don’t stand much of a chance when a group of
cursed gunslingers walk into town.
And you better believe the threats fight dirty, so feel free to
make the Drifters question their immortality from time to
time. Do they have the resurrections to spare? Is this town
worth the fight?
Flow Of Combat
By using static Draw speeds for threats, establishing and
running the turn order should be a quick process. Similar
threats all act during the same turn, and so as the GM you
know when you’ll be making your moves.
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The other approach is to make the Rift together, and have it
emerge through play. It helps to have a sense of what the
town the Drifters are arriving at is like, and what the
Presence is. But from there, it is up to the players to discover
opportunities (e.g. Patrols, NPCs of note) through
interacting with and exploring the town.
Session 0
Having a Session 0 is an important opportunity to establish
tone and expectations when you play Drifters. Here are
some things to consider discussing before you just jump
into play:
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Grayslanding
Welcome
Grayslanding is a decently populated town, centrally
located in the wastes, if you could track such things. It is a
popular stopping point for caravans making treks across
that dangerous hellscape. The Drifters find themselves
escorting one such caravan into Grayslanding, a common
job that Drifters take as they wander from one town to the
next.
Rearm Grayslanding
If the Drifters can get their hands on the weapons that have
been confiscated, and redistribute them, they can get the
populace to help with overthrowing Mathis.
Objective: Grab the guns, give ‘em out.
Impact: 1 segment.
75
Notable NPCs
Eugene Avery: Caravan leader who has made the journey
through Grayslanding a number of times. Loyal customer of
the Sunny Skies Saloon.
Carrie Hatfield: Sheriff of Grayslanding. Has deputies that
are in hiding (Wallace and Benjamin) that would try to free
her if they knew Drifters were in town.
Sam Cunningham: Proprietor of Sunny Skies Saloon.
Doesn’t want no trouble.
Arthur Mathis: A self-proclaimed bandit warlord.
Something corrupted him out in the wastes, giving him
terrible power.
Levy & Roberson: Lieutenants of Mathis.
Notable Locations
Mathis’ Keep: transformed the mayor’s home into a
miniature fortress. Barbed walls surround the place, and
lookout posts make sure that Mathis is difficult to surprise.
The Jail: the town’s jail is still being used for its original
purpose, but now the sheriff is a prisoner instead of running
the place.
Caravan Corner: a neighborhood of the town that is host to
all the caravans passing through.
Dusk Street: a neighborhood that Levy has turned into their
personal hunting grounds. At night Levy goes hunting for an
unfortunate town member who has been selected to be the
prey.
Downtown: the financial heart of Grayslanding, location of
most of the places of business that aren’t in Caravan Corner,
and run by Roberson. They have turned the Sunny Skies
Saloon into their pleasure palace.
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Levy Roberson
An exceptional hunter that has There isn’t a vice in life that
pointed their talents at the Roberson doesn’t love. They have
population of Grayslanding. amassed a following of their own,
Mathis relies on them to keep the providing Mathis with an army.
population afraid.
Health: 4
Health: 5
Draw: 4
Draw: 5
Purchased Protection (P): As long
Sixth Sense (P): Sling Lead actions as Roberson is Close to an Outlaw,
from Drifters higher in the Turn they take 1 fewer damage from all
Order than Levy are at actions.
Disadvantage.
Actions (1) + Move
Actions (2) + Move
• Gilded Revolver: 1d8, Mid, 2
• Draw, Aim, Fire: 1d6, Mid & Far, damage.
1 damage. On a Hit, the Drifter
is poisoned, taking 1 damage at Reinforcements (R):When
the start of their next turn. Roberson takes damage, roll 1d4
to call on more reinforcements to
• Headshot: 1d4. Far. 4 damage fight the Drifters.
per Hit.
• 1: One Outlaw arrives
Spring Trap (R):When a Drifter
moves within Near range of Levy, • 2-3: Two Outlaws arrive
they step on one of Levy’s traps. • 4: One Outlaw and one Outlaw
Choose effect: Veteran arrive
• 2 damage
• Drifter’s next Sling Lead is
made with Disadvantage
Arthur Mathis
An exceptionally cruel outlaw. He was already a son of a bitch before,
and now the void has granted him power. If unchecked, he’ll expand
beyond Grayslanding.
Health: 10
Draw: 6
Shielded by the Void (P): All Sling Lead actions against Mathis only do
their base damage, and have none of their special effects.
Actions (3) + Move
• Shotgun Blast: 1d10, Close & Mid, 2 damage per Hit.
• Punch & Toss: 1d8, Close, 1 damage. Drifter is thrown 1 range band
away from Arthur, taking 1 damage if they hit something.
• Void Rage: Arthur is temporarily protected by the wastes, taking 1
fewer damage from all sources until his next turn. At the start of the
next turn, he takes 1 damage.
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Runic Revolver
1 Runes
6 2 1 4
5 3 2 5
4
3 6
Combat Actions Runes
Sling Lead Adaptable Quick Draw
Reload Barrier Reaper
Take Cover Deadeye Seeker
Skill Lucky Speedster
Whispers from your Gun…
Rifle
Spot Effects
Hone • The next Sling Lead from any
Drifter against them is made with
Crit Effects Advantage.
+2 Damage
• The enemy is a bullet magnet,
and can be shot by any Gun
Ricochet
regardless of range or vision until
the start of your next turn.
Suppressing Fire
• The enemy permanently loses -1
Combat Actions Draw. Update the Turn Order
Sling Lead Spot after doing so.
Take Cover Skill
AOE Blast
1-3 4-6
3 Damage 1-3
Control
Shred 4-6
Lock Sap
1-3 4-6
Prime 1-3
Drifters
Name Background
Health Draw Gun
Brawn Abilities
Compel
Deceive
Hunt
Nimble
Scan
Cold Vengeful
Tinker Corruption Reckless Fury
You are a Drifter.
Cursed the day you found your Gun.
It hangs by your side, whispering
secrets in your ear.
Wander the wastes, free the towns.
Will you do enough before your Gun
consumes you?