
Economy, Weapons, & Equipment
The currency of the Frontier was the all-mighty dollar, a.k.a. the greenback (although silver dollar coins were also prevalent).
An unskilled laborer would be lucky to earn a dollar a day. Skilled laborers could earn anywhere between $2 and $5 a day. Bounty hunters might earn anywhere from $100 up to $1,000 for capturing extremely dangerous criminals (half if brought in dead).
Gems and rare minerals may also be sold or used to barter. Some monsters and creatures are worth coin. Their bodies can be “salvaged” for materials, which can be used in alchemy or sold to collectors. In most cases, monsters are worth more if they can be captured alive.
Weapons
Damage | Cost | Properties | |
---|---|---|---|
Dagger | D3 | $1 | 1H, Sm, Ranged (Near) |
Billy Club | D3 | $1 | 1H |
Bowie Knife | D3+1 | $5 | 1H |
Axe | D6 | $3 | 2H, Lg, Heavy |
Short Bow | D3+1 | $5 | 2H, Ranged (Medium) |
Longbow | D6 | $10 | 2H, Lg, Ranged (Far) |
Pistol | D6+1 | $25 | 1H, Ranged (Medium), Reload 6 |
Derringer | D3+2 |
$30 | 1H, Sm, Ranged (Near), Reload 1 |
Rifle | 2D6 | $35 | 2H, Lg, Ranged (Far), Reload 1 |
Lever Rifle | 2D6 | $50 | 2H, Lg, Ranged (Far), Reload 15 |
Shotgun | 2D6+2 | $25 | 2H, Lg, Ranged (Near), Reload 1, Recoil |
Double Barrel Shotgun | 2D6+2 | $35 | 2H, Lg, Ranged (Near), Reload 2, Recoil |
Weapon Attributes
- 1H: One-handed weapon
- 2H: Two-handed weapon
- Ranged: Used for ranged combat
- Sm: Counts as 1/4 of a normal item.
- Lg: Counts as two normal items.
- Reload X: Holds X rounds before needing to be reloaded.
- Heavy: Must have Brawn 2 or greater, or suffer a Penalty on attacks with this weapon.
- Recoil: Must have Agility 2 or greater, or suffer a Penalty on attacks with this weapon.
Equipment
Cost | Notes | |
---|---|---|
Acid (Vial) | $5 | Highly corrosive. 2D6 damage when smashed against organic tissue. |
Alcohol, Rotgut (Pint) | $0.25 | 80 proof. Tastes like dung. Reduces D2 Strain. Contains six servings. |
Alcohol, Pure Moonshine (Pint) | $1 | 180 proof. Flammable. Can be used as an antiseptic. Reduces D3 Strain. Contains six servings. |
Ammunition (Bullets), 12 rounds | $1 | Projectile ammo for rifles and pistols (single use). |
Ammunition (Bow), 12 arrows | $1 | Projectile ammo for bows (reusable). |
Ammunition (Shotgun), 12 shells | $1 | Projectile ammo for shotguns (single use). |
Backpack | $1 | Holds 12 normal sized items. |
Ball bearings (small), 50 | $0.50 | Creates tripping hazard in 20 sq.ft. area. |
Bell (Small) | $1 | Used with wire to create an alarm. |
Briefcase, Leather | $2 | Holds 8 normal sized items. |
Canteen | $0.50 | Holds 2-3 days of water for one person. |
Chain (10 feet) | $0.50 | Extremely strong but heavy. |
Climbing Rope (Hemp) - 100 ft. | $5 | Durable but heavy (counts as large item). |
Clothing (Basic) | $1 | Basic run-of-the-mill clothes. |
Clothing (Travel) | $5 | More durable and warm. Includes a slicker. |
Clothing (Luxury) | $10 | Designed for comfort and style. |
Cowboy Hat | $2 | Keeps the sun and rain off. |
Crowbar | $0.50 | Essential for breaking and entering. |
Food (Rations), 7 days | $1 | Oats, dried meat, and beans. |
Flask (metal) | $0.50 | Holds half a pint of liquid. |
Glass Vial (empty) | $0.50 | Holds 2 ounces of liquid. |
Hammer | $0.25 | For pounding nails or skulls. D3 damage. |
Handcuffs | $5 | Strong, reusable restraints. |
Harmonica | $0.50 | Small musical instrument. |
Cheap Horse | $50 | HP: D6+4. Movement: 50. Can carry a rider and 20 normal sized items (with a saddle and saddle bags). |
Good Horse | $100 | HP: 2D6+4. Movement: 60. Can carry a rider and 20 normal sized items (with a saddle and saddle bags). |
Horse Cart | $30 | Requires one horse. Can carry 50 normal-sized items or four people. |
Horse-Drawn Stagecoach | $500 | Requires four horses. Can carry six people (four inside, two in the front seat) and 30 normal-sized items. |
Lantern | $1 | Sheds light. Quick to light and extinguish. Requires lamp oil. |
Lantern Oil | $0.25 | Fuel for lantern. Lasts four hours. |
Magnifying Glass | $5 | Bonus on investigation rolls when looking for tiny items or subtle clues. |
Matches (20) | $0.50 | Create fire. Almost impossible to use in windy conditions. |
Mirror (small) | $1 | Good for signaling or shaving. |
Pitons (12) | $1 | Used with rope for climbing sheer rock walls. Requires a hammer. |
Pocket Knife | $1 | Basic cutting tool. D2 damage. |
Notebook | $0.25 | For keeping notes or a journal. |
Poison (Red) | $5 | Apply to blade or arrowhead. D6 additional damage to living targets. Two uses. |
Poison (Violet) | $20 | Apply to blade or arrowhead. 2D6 additional damage to living targets and stagger for one round. Two uses. |
Saddle | $10 | Required to ride a horse over long distances. |
Saddle Bags | $5 | Hold 20 normal sized items. |
Shovel | $0.50 | Helpful for digging shallow graves. |
Spyglass | $50 | Required to see things from far away. |
Torch (2) | $0.25 | Provides light for about an hour. |
Wine (Cheap) | $0.50 | Watered down with bad aftertaste. Reduces one Strain. Contains five servings. |
Wine (Premium) | $5 | Exceptional vintage, but very pricey. Reduces D3+1 Strain. Contains five servings. |
Wire, thin (50 ft) | $0.50 | Excellent for traps. |
MODULE CONTENTS
- Weird West Intro
- Character Playbooks and Skills
- Economy, Weapons, and Equipment
- Rune Magic
- Additional Rules
- Monsters and NPCs