Out of County Skip to content

Out of County

The dead keep secrets. The living keep guns.

Along the telegraph line, somebody is tapping from a station that burned fourteen years ago. The preacher's reflection has horns. The cattle refuse to cross a dry creek, and the deputy found his own grave behind the slaughterhouse. Out here, the law ends at the county line. The older laws do not.

Build a character Read the rules

The Builder

Nine attributes, ten bloodlines, fourteen classes, backgrounds, talents, workings, and a general store. Strikes, Defense, and armor are worked out for you.

Make a character →

The Rules

The complete Core Rules: Strikes and armor, group initiative, Dread, sorcery, the Black Meridian, a bestiary, and a starter adventure.

Open the book →
Expansion

Dead Man's Goods

Sixty weapons, fifteen armors and three helmets, seventy-one supplies, a chapter of horses, and 120 relics with their stories.

Open the catalog →
Expansion

The White Meridian

The frozen country past Arkell Pass: the Cold, three northern classes, winter gear, hunting and trapping, survival crafting, and a winter bestiary.

Cross the pass →
Expansion

The Gilded Furnace

Saint Bracken, the river city: the barons of the Gilded Board, the Hallam Agency, five city classes, hidden arms, cults and their demons, rites, pacts, and the File.

Enter the city →
Expansion

The Crimson Shore

Kurojima, the island off the coast: ronin and gunmen, the Sword Edict, three classes and six yokai bloodlines, stances, Flow, combos and the Standoff, ships and sea battles, the Red Moon, and the Oni King's Seven Seals.

Take the packet →
Major expansion

The Burden of the Veil

The Occult Hunters, changed forever as the power of Purgatory surges through them. Nine sects from the Witch Hunter Knights to the Unsworn; three new hunter classes and thirteen talents; Memories, Gray, twenty-two Surges, the Rite of Sending, and crossing over; twenty-five new arms and armor; the bestiary of the Gray; and the Murmur.

Take up the Burden →
Expansion

The Wanted and the Damned

A bestiary of the Black Meridian: twenty-four of the Damned with their stories, quests, and the ways to lay them to rest; ten robber barons, crime bosses, and outlaws and the Pillars they stand on; rough company; and the folk worth knowing.

Read the book →
Play

The Tabletop

A shared battle map for the whole posse: scenes, painted or uploaded maps, fog, weather, light, tokens, templates, and every character's Strikes at a glance.

Set the table →

The Tables

Roll weather, encounters, reactions, rumors, relics, horses, hazards, wounds, and backlash.

Roll the bones →

The promise of play

  • People can be heroic, monstrous, dishonest, decent, or a grim mixture of all four.
  • A silver bullet is useful, but knowing whose name is written on it may matter more.
  • Supernatural player characters are capable, not invincible. Every gift has an exploitable cost.
  • Ordinary people, loaded rifles, the law, hunger, and harsh weather are real dangers.
  • The Marshal does not invent a required solution. Smart plans can bypass battles and rituals.
  • The party stays together by shared obligation: a debt, a badge, an oath, an investigation, or a common enemy.

What you need

2-6 players and a Marshal. Three six-sided dice each, a set of polyhedral dice for the tables, pencil, paper, and a few tokens for ammunition, Dread, and Exposure. The dice tray in the corner of every page handles the rolling if you forgot yours.

Every check, save, and attack is 2d6 + an attribute, highest 18. Advantage rolls three dice and keeps the best two; disadvantage, the worst two. Double sixes is a critical; double ones, a fumble. Each hit costs Strikes, usually one, and your armor gets a d6 to turn it aside.

Set on a fictional North American frontier between 1860 and 1910, with 1895 the assumed year.