Explore dusty dimensions where fortunes are decided, one cursed bullet at a time.

The outlaw’s rotting husk shambles from its grave, seeking vengeance. Better hope your ghost-banishing rounds are chambered, partner! Because you’re riding across a west where hungry tumbleweeds roam, cursed beasts slink through arid canyons, demons in spurs drink whiskey, and justice rides a horse made of hellfire.

High Noon at Midnight is your ultimate guide for building, running, and playing Cypher System games set in an uncanny world of six-shooters, wanted posters, card games in smoke-shrouded saloons, and showdowns at high noon—all tainted by magic, horror, and even advanced tech.

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.

High Noon at Midnight
By Bruce R. Cordell
224-page hardcover or PDF
$49.99 (hardcover); $18.99 (PDF)