Deadlands uses d4, d6, d8, d12, and sometimes d20.
Characters, varmints, and other critters are mostly made up of Traits and Aptitudes.
Traits are things like Strength, Quickness, and Smarts. These are always written in
A character's Trait tells you what kind of dice to roll and the Aptitude or Coordination tells you how many dice to roll. Your result is the highest number you get when you roll all your dice.
So if you roll 3d6 and get 2, 3, and 5, our
The first step in making your hero is to have some kind of idea who you want
In Deadlands, characters' physical and mental traits are defined by Traits. Each character has 10 basic Traitsfive corporeal (physical) and five mental. These are rated on a scale from 4 to 12 with the average being a 6 (as shown on
Hindrances arephysical or mental handicaps. You can take up to 10 points in Hindrances during character creation. These points can then be used for additional Aptitudes or Edges.
The number of points each Hindrance is worth is listed right
Edges are physical or background advantages that you can purchase for your character. You can't use your Aptitude points to buy these, so you must get points for Edges by taking Hindrances.
Most folks encounter
Now it's time to add the "meat" to your hero's skeleton. You need to answer some basic questions about where he's been, where he's going, and what he wants out of life. There's room for the answers to these questions on the
Click here for a copy of the classic Deadlands character sheet.
Each character starts
When a firefight or a brawl erupts, the marshal
Pace equals the number of yards your character or vehicle can move each round.
The pace of characters and most critters is equal to its Nimbleness. A vehicle's pace is listed in its statistics.
Bluff, overawe, and ridicule are tests of will that can be used to break a opponent's nerve or concentration. Persuasion is also a test of wills, but it is not used in combat.
A test of wills is an opposed roll
In simple terms, all you need to do is figure out your Target Number and roll your
Ever heard of a Mojave rattler? If you cross the Mojave, they'll hear
It's time to start carving. Whip out your Bowie. knife and "stick"
If you really don't want your character to get hit, he can make an "active
Where you hit a target is often more important than how hard. A good whack on
Using cover is the most important thing a cowpoke can do to save
Traits above the human norm go from a d12 to a d12+2, then d12+4, and so on. Damage dice work a bit differently.
After a d12, the next die type is a d20. This lets us assign weapon damages to a general category of die type as shown on the table
Now it's time to show you why we cleverly grouped weapon damage values by die
If you can see any part of your target, it isn't really concealed. If some cowboy's head is sticking up out of the prairie grass, it doesn't take a genius to figure out where the rest of his body is.
Partial concealment doesn't
Once you've figured out where an attack hit, it's time to roll the
Every time your character takes a wound, she also takes Wind. Wind is shock fatigue, andin the case of woundstrauma associated with losing bits and pieces of your favorite anatomy.
For every wound level your character suffers, she
There are lots of ways to buy the farm. Here's a few more ways to maim and dismember the bad guys.
Serious damage is likely to start a fellow bleeding like a sieve. Whenever a character takes a serious wound, he begins
A fellow using his intestines as a belt probably ought to see a sawbones. With a
Fate is a fickle bitch. Sometimes she smiles on you, snd sometimes she spits the biggest,
A character can use his Fate Chips in 3 ways: to improve Trait and Aptitude checks, to save his skin by canceling wounds, and to trade them for bounty points.
After a fellow tussles with the creepy inhabitants of the Weird West, he either gets a whole lot
The Reckoning replenished the world's supernatural energy, but that
Tons of gold and silver were discovered when California fell into the sea in 1868. But
Faith is a funny thing. Most folks seem to have more of it when they're about
Native Americans (or American Indians) see the world a little differently than
Strong-willed individuals sometimes come back from beyond the grave. As the Pinkertons and Texas Rangers have
Soiled pants. Shaky nerves. stark, raving madness. These are the end results
Back in 1863, a shaman by the name of Raven went about
Numerous stagecoach lines and express services dot the American west, as entrepreneurs fight to
The Pony Express is a mail service delivering
With this new House Rule, if you draw a red Joker when devising your blueprint, you've baked a flaw into your design. Once you determine whether or not you've met your Hand, reshuffle your deck and draw a card to see what kind of design flaw is
If, in the course of devising your blueprint, you drew a Black Jokerwell, then something unusual just happened to you. The manitou have gotten involved and that ain't ever pretty
Place your cards
Sometimes a Mad Scientist wants to keep tinkering with something to make it just right
The Mad Scientist can continue to work with their blueprint to perfect their design and attempt and raise
Although most Mad Scientists work with steam and steel, there are some who dabble in weird science of a different sort: alchemy. This science combines rare and exotic ingredients according to esoteric formulas and creates "magic" in a bottle (