
Dice. Top
Raises.
In addition to the normal benefit of acheiving a Raise upon a roll, raises generated by an attack Roll add a +1 (Per Raise) to the Damage.
Snake Eyes.
Any One rolled is minused from the overall success, this is acculmulative per One rolled, with the exception of a botch in which case all Ones are rolled.
It should be noted that it is possible to have overall numbers reduced by a number of Ones to a Botch:
Example: Egon Spengler has a Vigor of 4D8, he rolls a 4 and 3 ones, each One is cumulative
and therefore reduces his roll to a One (4 -3=1) and therefore botches.
Fate Chips.
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In addition to the normal Rules concerning use and expenditure of Fate Chips we also use the Arcane or Silver Chip and the Black Chip, both
of which can be found upon the Official Deadlands Site.
Fate Chips and Reliability.
Credit: Jim.
Gizmos can be tempremental beasts at the best of times, and sometimes you really need that Gadget to work. By expending Chips the Reliability of
an Invention can be improved (To a maximum of 19) by the following rate and duration:
| Fate Chip. | ||
| White Chip: | ||
| Red Chip: | ||
| Blue Chip: | ||
| Legend Chip: |
Legend Chips and the Harrowed.
One of the best aspects of Deadlands as a Game is the fact that should a Character die, he well return (In some form).
The possibility of this happening however is still (And rightfully so) remote. By expending a Legend Chip the Character may call upon Gods
mercy and draw an additional 2 cards (When seeing if he returns) or to force an imediate contest of Dominion (Should the Manitou begin in control).
Arcane
and
Legacy Chips.
Can be found upon their own pages:
Arcane Chip
and
Legacy Chip.
Grit.
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The new rulings on Grit place a maximum of 5, whereabouts I agree that this should be done in terms of the bonus that Grit presents to resisting Fear, after
all who wants a player with a Grit of 10 to take one look at a Greater Terrormental (Fear Level: 13) and laugh. However this also caps the potential for the Character returning from the grave,
therefore I have split Grit into two categories normal Grit (Which will simply be refered to as Grit) for dealing with Fear and Terror which has a maximum of 5 and Tombstone Grit which is purely used for the
purpose of returning Harrowed which has a cap of 10.
Once the character reaches 5 Grit, the score is split and he gains no further bonus above 5 for dealing with Fear, any further Grit awards (For the conclusion of
Adventures) can still be accumulated for returning from the dead. However once the character has reached a Grit of 5, gaining Tombstone Grit is significantly harder. As a rule of thumb Tombstone Grit should not be awarded for the
conclusion of an adventure with a Fear Level lower than 4 or alternately the defeat of a creature with a Terror Rating less than 10.
Hucksters
Tricks. Top
Tricks are useful little magical tools, we have modified the system to make it simpler.
There is no dice roll, instead the Huckster draws a single card, Red and the Trick works, Black and it fails.
If a Red Joker is drawn it has an interesting side effect (Bandage creates a curious shaped scar upon the recepient. etc) but the Trick still functions,
a Black Joker and the Huckster suffers from Backlash as normal.
Face
Cards
Although not very powerful, the drawing of a Red Face Card can grant a more useful effect to a Trick.
These effects are merely extensions of the Tricks existing power, examples of this would be Ignite being able to light 3 candles rather than
one, False Face granting a +4 to the disguise Aptitude or Groom shaving and cutting the Hucksters hair.
Reload
Trick.
An interesting incident arose in one of our games where a Huckster wanted to use the Reload Trick upon a spike projecting
Gadget. We came up with the following rule, the Trick can Reload a Gadget (Up to a maximum of 3 rounds as per normal), however in order to do so it requires
a Red Face card to be drawn.
Drawing a Red Joker lowers the items Reliability by 1.
Quality
Inventions
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Mad Science has brought numerous technological innovations to the Weird West, however what happens if a Mad Scientist gets a higher Hand than he requires on his
Blueprint or Formula, each Raise grants a +2 to Reliability. Should a Mad Scientist draw a Hand that is above his requirement for an invention he gains a Quality Point.
These Points can then be used to dampen a devices Malfunction or slightly tweak its capabilities. Each modification costs 2 Quality Points:
Malfunction Guard: The Device gains a -2 to its Malfunction Roll should it fail its Reliability.
Enhanced Capability: The items capability is slightly enhanced, a Gattling Pistol will inflict +1 damage, a Flamethrower has 1 additional charge or an Ornithopter that can travel at 20 Miles per Hour.
The Marshal has final say over what is allowed.
Example: Luthor Maiden designs a Gattling Pistol which requires a 3 of a Kind, he rolls his Mad Science
and gets enough raises to grant the weapon a Reliability of 19 and draw a Flush, 2 hands above his requirement granting him 2 Quality Points.
He can either review the design to safeguard against a Catastrophic jam, or add a +1 damage to the Pistol.
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