Items and Inventory
Inventory Slots
Characters have inventory slots equal to their Brawn score. Most items take up 1 slot.
If an item is Bulky, it is heavy or unwieldy, requiring two hands to carry. Most characters can only carry 2 Bulky items, but characters with at least 15 Brawn can carry 3 Bulky items.
If a character is carrying more items than they have inventory slots, and/or too many Bulky items, they lose one point of Brawn per hour for each item they are carrying beyond their means.
Currency
Different areas use local currencies tied to the major companies in those areas, but almost all accept the Gold, Silver, and Copper Buckaroo coins recognized by Angels and their Deputies.
1 Gold Buckaroo (g) = 100 Silver Buckaroos (s)
1 Silver Buckaroo (s) = 100 Copper Buckaroos ©

Armor
All armor has a defense value. All damage dealt to a character is reduced by their defense value, to a minimum of 1. Defense from different sources is additive, but a character's defense cannot increase beyond 3.
| Armor | Description | Cost | Defense | Notes |
|---|---|---|---|---|
| Crude Armor | Mix of padded cloth, leather scraps and chunks of metal | 25s | 1 | Bulky |
| Fine Armor | Fine thick leather with well crafted studs | 50s | 1 | |
| Shield | Thick wood or sturdy metal | 10s | 1 | Bulky |
Weapons
Dual-wielding: You can hold a one-handed weapon in each hand. When attacking while dual-wielding, roll the damage die for each weapon and take the highest result.
Range: Different weapons are effective at different Ranges. Melee weapons are effective in Close Range and can be thrown up to nearby range.
Pistols and Shotguns are effective in Nearby Range. Rifles are effective at Far Range. Ranged weapons can make Impaired attacks at ranges 1 closer than their effective range.
| Weapon | Example | Cost | Damage | Notes |
|---|---|---|---|---|
| Unarmed | Punches, Kicks, and Headbutts | - | 1d4 | |
| Crude Weapon | Pitchfork, Shovel, Broken bottle | 1s | 1d6 | Bulky |
| Hand Weapon | Switchblade, Sword, Revolver, Brass knuckles | 2s | 1d6 | |
| Field Weapon | Musket, Shotgun, Hand Cannon, Halberd | 10s | 1d8 | Bulky, 2 handed |
| Fine Hand Weapon | Dueling pistol, Well-made saber | 30s | 1d8 | |
| Fine Field Weapon | Repeating rifle, kwan dao, Greataxe | 50s | 1d10 | 2 handed |
| Ammo | bullets, arrows, etc. 1d6 usage die. | 1s | - | 10 ammo takes 1 inventory slot |
Weapon Upgrades
The longer you use a weapon, the more familiar you become with it and the better you fight with it. Keep track of each time you kill an enemy with a certain weapon. When you reach the thresholds in the table below, you attain an upgrade for that weapon.
| Kills | Upgrade |
|---|---|
| 10 | Your weapon deals +1 damage. |
| 25 | When you roll max damage, roll your damage die again and add the two rolls together. You must give your weapon a cool name to get this upgrade. |
| 50 | Your weapon is the stuff of legends. Opposing creatures take a +1 penalty to Morale rolls when you wield it. (This does not stack with other legendary weapons). However, notoriety may also attract thieves… |
Goods and Equipment
| Item | Cost | |
|---|---|---|
| Flashbang | Momentarily blinds anyone nearby that fails a Mind check | 10s |
| Fire bottle | Sets a 30ft radius area on fire, all inside take 1d6 damage at the start of their turn | 10s |
| Dynamite | 1d10 Blast | 20s |
| Smoke bomb | Fills a room with smoke when lit. Attacks through the smoke are impaired | 10s |
| Poison | Lose 1d20 Brawn if consumed | 20s |
| Acid | 1d6 damage, burns through most materials | 10s |
| Antitoxin | Neutralizes most Poisons | 10s |
| Lantern Oil | 1 hour of lantern oil. 4 hours takes 1 inventory slot | 1s |
| Tools | Common tools. E.g. Crowbar, saw, glue, magnifying glass, Manacles, lock picks, etc. | 1s |
| Luxury items | Elaborate items, or items that require fine craftsmanship. E.g. formal clothes, jewelry, clocks | 1g |
Blast: Items with Blast damage cause Damage to all targets in a nearby area.
Food and Drink
| Food/Drink | Cost |
|---|---|
| Rations | 30c 1d6 usage die |
| Simple meal | 10c |
| A nights worth of drinks | 50c |
| Fine wine/meal | 1s |
Food and Drink
| Board | Cost(per week) |
|---|---|
| Room in an inn | 1s |
| Room in a home | 10s |
Animals
Animals need to be fed once a day. They can eat rations. If an animal is mistreated or left alone, they may run away.
Untrained: Untrained animals need to be led and guided. They will not obey commands during combat. There is a 3 in 6 chance they will run if they are in danger. Some animals can be trained by animal tamers found in most towns. Training an animal takes one month and costs 1g.
| Animal | Cost | Stats |
|---|---|---|
| Mule | 5s | 5 Grit, 14 Brawn, 10 Agility, 4 Mind. 1d6 damage bite. Untrained |
| Horse | 1g | 10 Grit, 17 Brawn, 14 Agility, 4 Mind. 1d8 damage bite |
| Mutt | 5s | 3 Grit, 11 Brawn, 14 Agility, 3 Mind. 1d6 damage bite. Untrained |
| Hound | 50s | 5 Grit, 14 Brawn, 14 Agility, 5 Mind. 1d6 damage bite |