The outlaw’s rotting husk shambles from its grave, seeking vengeance. Better hope your ghost-banishing rounds are chambered, partner! Because you’re riding across a west where hungry tumbleweeds roam, cursed beasts slink through arid canyons, demons in spurs drink whiskey, and justice rides a horse made of hellfire.
High Noon at Midnight is your ultimate guide for building, running, and playing Cypher System games set in an uncanny world of six-shooters, wanted posters, card games in smoke-shrouded saloons, and showdowns at high noon—all tainted by magic, horror, and even advanced tech.
Inside this book you’ll find:
- A plethora of adventure, worldbuilding, and GM advice for making your western campaigns as uncanny, supernatural, and gritty as you’d like them.
- New weird-west foci, descriptors, and other character options, so you can build a Trigger-Happy Gunslinger who Spits Fire and Lead, a Risen Alchemist who Gambles It All Away, or even a Slick Lawman who Hits the Saloon.
- Eerie and terrible creatures such as the nightmarish hellfire steed, dire coyote, fleshmare, and even the reclusive chupacabra. Plus, encounter the just-as-deadly card shark, black bear, and bounty hunter.
- Optional rules for integrating card games and using the Midnight Deck in your campaign.
- A complete campaign setting where western themes meet ancient horrors and magic: The Ghost Range. Haunted and demon-plagued, less’n you got a lucky pistol or a death wish, best stay clear of those parts…
- Three complete adventures, “When the Tomb Moon Is Full,” “Showdown in Alchemy Alley,” and “Five Card Fiasco,” as well as two Cypher Shorts to launch your campaign!
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