High Noon at Midnight
$49.99
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- 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!
High Noon at Midnight is a setting and supplement for the Cypher System. Requires the Cypher System Rulebook for play.