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Cypher System: High Noon at Midnight

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The outlaw’s rotting husk shambles from its grave, seeking vengeance. Better hope your ghost-banishing rounds are chambered, partner!

High Noon at Midnight is packed chock-full of ideas for games set in an uncanny world of magic, horror, and even advanced tech fused with six-shooters and wanted posters, card games in smoky saloons, and showdowns at high noon. 

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!

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

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