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  • Traits & Aptitudes

    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

  • Readin' the Bones

    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

  • Makin' a Hero: Traits

    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

  • Makin' a Hero: Hindrances

    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

  • Makin' a Hero: Edges

    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.

    Arcane Background (3)

    Most folks encounter

  • Makin' a Hero: Background

    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

  • Skedaddlin'

    Pace

    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.

  • Test of Wills

    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

  • Shootin' Things

    In simple terms, all you need to do is figure out your Target Number and roll your

  • Fightin'

    It's time to start carving. Whip out your Bowie. knife and "stick"

  • Vamoosin'

    If you really don't want your character to get hit, he can make an "active

  • Hit Location

    Where you hit a target is often more important than how hard. A good whack on

  • Cover

    Using cover is the most important thing a cowpoke can do to save

  • Damage Steps

    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

  • Armor

    Now it's time to show you why we cleverly grouped weapon damage values by die

  • Concealment

    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

  • Wind

    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

  • More Pain and Sufferin'

    There are lots of ways to buy the farm. Here's a few more ways to maim and dismember the bad guys.

    Bleedin'

    Serious damage is likely to start a fellow bleeding like a sieve. Whenever a character takes a serious wound, he begins

  • Healin'

    A fellow using his intestines as a belt probably ought to see a sawbones. With a

  • Calling on Fate

    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.

    Trait and Aptitude Checks

  • Bounty Points

    After a fellow tussles with the creepy inhabitants of the Weird West, he either gets a whole lot

  • Hucksters

    The Reckoning replenished the world's supernatural energy, but that

  • Mad Scientists

    Tons of gold and silver were discovered when California fell into the sea in 1868. But

  • The Blessed

    Faith is a funny thing. Most folks seem to have more of it when they're about

  • Shamans

    Native Americans (or American Indians) see the world a little differently than

  • The Harrowed

    Strong-willed individuals sometimes come back from beyond the grave. As the Pinkertons and Texas Rangers have

  • Fear

    Soiled pants. Shaky nerves. stark, raving madness. These are the end results

  • Stagecoach Lines

    Numerous stagecoach lines and express services dot the American west, as entrepreneurs fight to

  • Design Flaws (House Rule)

    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

  • Research Mishaps (House Rule)

    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

    Research Mishap Table

    Place your cards

  • Development (Mad Science House Rule)

    Sometimes a Mad Scientist wants to keep tinkering with something to make it just right

    Base Reliability (Blueprint)

    The Mad Scientist can continue to work with their blueprint to perfect their design and attempt and raise

  • Alchemic Science (House Rules)

    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 (