Ghost MNT
Ghost MNT
Ghost MNT
GHOST MOUNTAIN
As you read on, and begin craing your own stories here, remember this vital
conflict. Evil deeds make the Devil stronger, and doin’ right brings us all one step
closer to salvaon. It’s a world of detail, of big importance in small folks, and
winning this one bullet at a me.
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Death stalked all too close in those days. So close, in fact, there was one place
where the realms of the living and the dead had become entangled. A terrible
thunderstorm tore that whole mountain from this mortal coil, and everyone
there was caught in a war between this world and the next.
• Hell is a part of everyday life here. The reality of the supernatural is not in
queson. People live each day in mortal struggle.
• SUPPLIES are scarce. Like all worlds, 1 SUPPLY is 10 COIN. The problem on
Ghost Mountain is finding the SUPPLIES! If you’re strict about travel, food,
and SUPPLY, this can drive much of player anxiety.
• A dark red sun will mark our end. If that blood-red sun ever sets, every soul
in Ghost Mountain will be lost to the Prince of Darkness. Good deeds hold
it there, always dusk. What side will finally be victorious? There are special
scenes to measure the war ‘tween good and evil.
• Most folks associate magic power with demonic energy. This is inaccurate,
but nevertheless, it is a feared and misunderstood power.
• The Hollow inside the mountain is little known. Great and terrible forces are
at work beneath the mountain, but only the most powerful crusaders know
or believe it. To all others, it is simply Hell.
• Time and reality can be a bit fuzzy. Especially at the edges of Ghost Mountain,
me can ripple, gravity gets confused, stones phase in and out of existence.
Maybe it’s a way out, but no one has lived to tell.
• The weather is volale and destrucve. Since the maelstrom happened,
thunderstorms here have been cataclysmic. They’re so bad, towns simply
shut down. Innocents being killed by lightning is no rare thing.
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BUCKSKIN
This little mountain town is a few streets and a mess of hand built cabins. A few
years back.. or was it decades... a terror called The Hunger was encountered
here, and the town has been mostly avoided ever since. The Hunger is a giant
mouth that opens up the hardpan and just keeps eang. Buckskin’s fate remains
unknown.
HEPAWA NATION
The Hepawa are a desert folk mostly, scking to cliff dwellings and ancient ways.
Their harsh environment has made them more warriors than hunters, and they
have a knack with metallurgy and knife-making.
THOMSON GULCH
Half of this town was ripped into oblivion when the mountain took flight so long
ago. Now folk live right on the edge. This has made the cizens there a bit odd.
They cry out to the sky, rapt with a fundamentalist religion that begs the Lord
for mercy, and casts out any who queson it.
DEAD ROCK
Good ol’ Dead Rock. The hoon’ toon’est place on the mountain. This is the
largest town around, with all the dealings, back room bars and tomfoolery you’d
expect. The street is as much dead men as it is horses. Just stay away from the
whiskey: it’s all just rattler venom. Dead Rock is also home to the biggest, oldest
cemetery anywheres. Normally no big deal, but these days? All manner of odd
darknesses are srrin’ up on that haunted hill.
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CANUSKA NATION
The Canuska are peaceful folk for the most part: hunters and fishermen. They
also brew the best beer on the mountain, and trade in all kinds of valuables.
They are nomadic, moving up and down the slopes with game. Thing is, there’s
naught but bleached bones to hunt these days... what will become of these
goodly folk?
THE EDGE
Where the mountain was torn up, gravity has gone crooked. Boulders hover and
turn weightlessly. Just beyond, a great impenetrable grey storm surrounds the
cliffs. No one knows what’s out there. Most just call it the big nothin’.
BOULDER FALLS
The most remote town is Boulder Falls. Here, the Infernals have taken over
completely, runnin’ the place like one giant shoon’ match. It’s all bullets and
brothels here: chaos.
DEAD PINNACLES
Lucifer’s mighty fortress hangs impossibly below, accessed through a network
of tunnels through the Hollow. This is the realm of Azael the Defiler: Lucifer’s
colonel in charge of breakin’ the folks of the mountain once and for all.
FORT HAWLEY
Hawley’s last stand against the Muertos was a massacre. Now the whole damn
fort is held ght by skeletons and wraiths... probably a bason or outpost for
Azael and his legions.
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THE MEASURE
Each day on the Mountain, the sun threatens to set. If it does, it sets forever,
and the whole place will just sink into nothingness. There’s only one way to
stop it: play cards with the Devil.
At the end of a chapter in your story, the heroes are invited to the Devil’s
table, to play a friendly wager for the fate of all. This game is called THE
MEASURE.
• The heroes choose one among them to stand against the Devil. They draw
3 cards, and so does Lucifer (played by the GM).
• Keep your hand secret. Now it’s me to wager, and the currency is SOULS.
Players will find these throughout the game. The Devil has 2D10 SOULS to
gamble.
• Once betting is complete, reveal. Most FACE CARDS wins. If a e, use FACE
CARD QUALITY. Sll a e? Leave the pot and draw again. Proceed playing
HANDS unl you have an OUTCOME.
• OUTCOME 1: Beat the Devil. If the Devil runs out of SOULS before the
player, those SOULS are saved and the Devil leans back, smiling, happy to
be beaten one more me.
• OUTCOME 2: Walk Away. At any me aer the first hand, just walk away.
Any lost SOULS will go to Hell, and the Devil will kindly invite you back.
• OUTCOME 3: Lose it All. If the player runs out of SOULS, the Devil has all
the power he needs to swallow Ghost Mountain whole. That’s it. Adios,
muchachos.
Sure, you could always walk away, but then, isn’t that really letting evil win?
THE MEASURE is a way for the Devil to slowly change men, darken their
hearts, turn ‘em yella, and win the war his way.
Use THE MEASURE at the very ending of your campaign, aer a huge victory
or crushing loss, end of session, or a turning point in the story. Maybe one
soul in parcular is worth risking it all. THE MEASURE is the GM’s uique tool
to remind the players it’s all hanging by a thread, and Lucifer is laughing.
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As the GM, use SOULS as a form of reward for awesome role play or heroism in
your players. You’ll know when the me is right. You can also include SOULS on
a LOOT table. Rule of thumb: 1-2 SOULS per player, per session.
REDEEMING SOULS
Players have a few ways to redeem found SOULS. It’s no small thing, having a
SOUL in the palm of your hand, so choose wisely. The GM will be taking notes.
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NORMAL FOLK
Most people on the mountain are flesh and blood, just trying to get by. They
live somewhat normal lives, avoiding The Edge and staying out of Hell’s war.
They bleed red, need a hot meal, and have no interest in wagering souls. Many
heroes start this way, but get pulled in by revenge or calamity.
INFERNALS
When Azael claims a soul, he’ll li that bugger up and twist it into a minion
of evil. A thing with horns, a thing with no mercy or love of life... an Infernal.
These are the nasest hombres out there. Human once, but long lost now and
relentless. If you want to create an Infernal character as a good guy, you’ll need
a damn good explanaon for your GM, and an even better story for your allies.
MUERTOS
If a corpse isn’t buried soon enough,
the bones will stand right back up. This
here is called a Muerto: a person who
died but won’t stay dead. A skeleton
in boots. Sadly, there are a great many
Muertos on the mountain. So many, it’s
common to see skull-faced folk in every
town. Some good, some not so good.
Creepy stuff, kid... real boogeyman ma-
terial.
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TRACKER
Trackers are keen as a razor: masters of the wild.
Milestone Rewards:
Mushroom Tea (5 Count, use NO SUPPLIES for 3 days)
Tar Arrows (10 Count, HARD STR roll to break free)
Anque Sawed-off (NEAR, DOUBLE WEAPON EFFORT)
Shady Brady: All TRACKING Attempts and Checks are EASY
Black Flag (5 count, TOUCH a target, all attacks against it are ULTIMATE)
WRAITH
The devils you can talk to, if you keep your eyes on the
dirt. Wraiths don’t say nothin’. Most of ‘em are little more
than smoke and brimstone. Poor bastards.
Starng LOOT:
Demon Glyph (Turn immaterial at will)
Milestone Rewards:
Soul Gem (occupy any other creature for 1D4 ROUNDS
with an INT roll)
INFERNAL Spell: Ignite (Touch an object to ignite it)
INFERNAL Spell: Bone Lance (Hits ALL targets in a straight line to FAR)
INFERNAL Spell: Death Aura (If touched by an enemy, inflict MAGIC)
INFERNAL Spell: Fury (Touch a target, they kill at random unl making a
CHA roll)
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BRAVE
Hepawa are fierce as bears. You’ll not find deadlier
knife-fighters than one of their Braves.
Starng LOOT:
Great Eagle Feather (When fighng with knives,
Attacks of 15+ earn another attack and a NEAR
move if desired)
Milestone Rewards:
Antler Knife (MAGIC)
Bear Hide Cloak (Any me you’re hurt, ignore 1D6 of damage done)
Treated Hide Armor (+3 Armor, waterproof)
Cougar Tooth Talisman (+1 STR)
GAMBLER
The west is won and lost over blackjack and whiskey.
Gamblers are shrewd, clever, lonely buggers with the
Devil in their eyes.
Milestone Rewards:
Slam Loader (Reload a firearm in no me)
Steel-Knit Vest (5 Uses, If shot, take only 1 Damage)
Snakebite Whiskey (10 drinks, pass out for 1D4 ROUNDS)
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SHAMAN
They don’t mess with that infernal magic, or holy spirits as
some folks claim. Nope, they find power in the stones.
Starter Reward:
Dream Catcher (Speak with, or use CHA to persuade,
animals and natural forces)
Milestone Rewards:
Choose any 2 WIS SpellS
Masterful Boots (+1 Dex)
Animal Form Hood (Choose 1 animal. Take its form for 1D4 ROUNDS)
Dream Chain (Heal 1 ally with a touch. Any NEAR allies also benefit,
and any allies NEAR them in turn)
MARIACHI
There’s always hope as long as there’s music. No one knows it
better than the MARIACHI. Count yourself lucky to have one
around.
Milestone Rewards:
Sheet Music: Red Rodeo (Sing! Those who hear roll EASY this ROUND)
Silver Spurs (+1 CHA, Ride anything with EASY rolls)
Gramophone Gadget (Record a song, play it at a locaon)
Songwriter’s Book (Create Sheet Music with an INT roll)
Sheet Music: Pistolero! (Sing! Those who hear AIM FOR VITALS)
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GUNSLINGER
Anyone can carry a six-shooter, but a GUNSLING-
ER, they make an art of the gun.
Starter reward:
Masterwork Revolver (On a successful pistol shot,
choose to roll 1D6. Fire that many bullets at up to
that many targets. Your cylinder is empty)
Milestone Rewards:
Speed Loader (When you RELOAD, roll 1D4. On
anything but a 1, use no me)
12 Silver Bullets (ULTIMATE EFFORT on a pistol hit, silver properes)
Hellfire Powder (3 count, Use a TURN to make 6 bullets
EXPLOSIVE)
Phantom Duster (+2 Armor, +2 ULTIMATE EFFORT)
Deadeye Eyepatch (+2 WEAPON EFFORT)
OLD TIMER
It’s no small thing to reach old age in Ghost Mountain.
The Old Timers keep all the secrets.
Starter reward:
Hallowed Book (create and cast HOLY Spells)
Choose TWO HOLY Spells
Milestone Rewards:
HOLY Spell: God’s Hand (Paralyze with a touch for 1 ROUND)
HOLY Spell: Locusts (FAR radius, 1D4 ROUNDS, ROLLS within HARD)
HOLY Spell: Destroy the Dead (Destroy 1 Undead per 1 HP burned)
Weird Crystal (+2 MAGIC EFFORT when casng Spells)
Lucky Horseshoe (When rolling ULTIMATE, re-roll anything below 6)
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BULL WHIP
Hard as hell to master, but makes for a nasty, useful tool in uncertain mes. Can
be used as WEAPON or grappler.
COFFEE OUTFIT
Conserve 1 SUPPLY when camping, grant all cohorts a HERO COIN at
breakfast.
CANUSKA BLANKET
A near-indestrucble wool blanket with geometric patterns. Also shows
friendship with Canuska tribes.
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HOLY SPELLS
The God-fearin’ folk of Ghost Mountain place their hope in Old Timers, who
are the last ones able to channel real power from on high. You’ve just got to
believe. All are WIS SPELLS.
ANOINT: Touch an ally. They are immune to all harm for 1 ROUND
BANISH: Touch an INFERNAL. They vanish for 1D4 ROUNDS
BAPTISE: Bapzed folk make all fear-oriented rolls as EASY
BLESS HOLY WATER: Create a small vial of HOLY WATER from any water source
CONSECRATE: Mark the ground NEAR you. Evil cannot enter for 1D4 DAYS
EXORCISM: Hold the possessed for 1D4 ROUNDS. The evil will be cast out
LIGHT: Create a bright light that reaches FAR for 1D4 ROUNDS
MIRACLE: Describe any effect approved by the GM. Roll a 20, it happens
RENEW FAITH: Touch an ally to give them a HERO COIN
RESTORE LIFE: Heal with a touch, if the subject has 0 HP
SPIRITUS SANCTI: Gather a SOUL from any dead body
TRUST IN GOD: For 1D4 ROUNDS, you can only be harmed by natural 20s
INFERNAL SPELLS
Far more powerful magic serves the darkness. It is destrucve, incendiary,
sudden, and treacherous. All the more to test the faithful. All are INT SPELLS.
ASH CLOUD: Fill a NEAR radius with ash and smoke. All rolls within are HARD
BLOOD OATH: Draw blood, make an oath. If it is fulfilled, heal full HP, gain a
MILESTONE REWARD
BURNING KNIFE: Imbue a WEAPON with MAGIC fire for 1D4 ROUNDS
CHASM: Smite the ground, opening a fissure that reaches FAR in a jagged line
and that has no visible bottom
CREATE MUERTO: Turn any corpse into a MUERTO
DECEIVE: Completely fool 1D4 targets with your ruse
FIRE FORM: Assume a form of pure fire for 1D4 ROUNDS
FORGET: Touch a target to wipe away 1 specific memory permanently
GLYPH DOOR: Draw two GLYPHS, then walk ‘tween them instantly for 1D4 days
HELL STORM: With a HARD roll, conjure a terribly destrucve thunder storm
IMPERVIOUS: You are immune to all harm for 1D4 ROUNDS
KILL: Touch a target with a HARD roll. They must make a CON roll, or die
NIGHTMARE: Summon a flaming steed that lasts 1D4 ROUNDS
TIRA LOS DADOS: ANY ROLL in the following ROUND may be forced to re-roll
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MUERTO
Cause: Dead and unburied for a day or more
Effects: Half damage from bullets, heal HP only from SPELLS or WIS SpellS, +2
HEARTS, -6 CHA
Remedies: Absorb a SOUL for each HEART, drink the Canuska holy tea
Final Outcome: CONDITION is permanent
SICK AS A DOG
Cause: Extreme cold, plague, starvaon, tainted food or water
Effects: -3 CON, people shun and avoid you unless they are medically trained,
move only NEAR
Remedies: Warm soup and a cozy night’s sleep, heal to full HP by FOOD
Final Outcome: Permanent -3 CON, never go above 1 HEART total HP
GONE YELLA
Cause: Extreme horror / fear. Can also be caused by crically failing a FEAR roll
Effects: Flee the source of your fear for 1D4 ROUNDS, acvely avoid it
Remedies: Make a CHA roll, be inspired by a MARIACHI
Final Outcome: You will never face the source of your fear again, even if it
means death first
LOCO
Cause: Desert starvaon, exposure to extreme cosmic truth, botched asylum
brain-ncturing, Canuska spirit tea
Effects: Errac behavior, INT rolls are HARD, gibbering, cannibalism, self-harm,
comical absurdity
Remedies: None
Final Outcome: A player with LOCO can role play the full effects to taste
POISONED
Cause: Snake bite, weapon poison, food-borne poison, breathing poison gas
Effects: Take 1-4 HP damage / ROUND, depending on the toxicity of the poison
Remedies: Andote specific to that poison, earning a HEART
Final Outcome: Death. If at 0 HP when poisoned, a natural 20 will not revive
you.
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• Kill the Humans: Azael’s chief task is to make war on the humans. His
resources are limited, so this has proven more difficult than it may seem.
Purgatory is a tough ground to conquer, especially with fronerfolk about.
His next offensive? A wave of Infernals bristling with Demonspines. Where
and when will they be unleashed?
• Soul Harvester: When possible, Azael will deliver a soul to his evil master.
Only the finest heroes or innocents are suitable for such a prize. For each
soul he offers to the Devil, Azael’s power grows. He’s already a behe-
moth... is there a limit to his might?
• Find the YOG: Ghost Mountain was torn from the Earth for one reason:
a giganc YOG crystal is somewhere within. With this massive power
source, Lucifer could challenge the greatest deies of the mulverse. For
now, Azael is his best chance to find it: burrowing endlessly through the
mountain in mazes and tunnels. If the crystal is discovered, the sun will
set at last, and an age of darkness will fall on the cosmos. Azael must be
stopped.
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THE HOLLOW
This map only represents the main poron of the Hollow. It is endless and
vast, hewn from bedrock. This secon reaches from the surface at Henson’s
farm to the Dead Pinnacles. The enre place is choked with brimstone fumes
and glowing coals.