Deadlands: Reloaded.   Posted by Belirahc.Group: 0
Belirahc
 GM, 7 posts
 Where savage fans go
 for savage discussions.
Wed 3 Jan 2007
at 20:28
Deadlands: Reloaded
A place for discussion on the Deadlands world.  A great mix of Western Horror with a splash of steampunk and magic.  Fun for all!
OggyBenDoggy
 GM, 3 posts
 Algiso on 50F.  Alfros in
 vs. the orcs.  GM WWII
Thu 4 Jan 2007
at 23:31
Re: Deadlands: Reloaded
I have a DL:R question.  does it have the same flavor as DLClassic?  I think the original rules added a lot flavor, with the huckster player drawing the cards for spells, each AB having it's own spell list, each having a different mechanic and a different in character method of magic, etc.  Now all the ABs share a lot of the same powers, all have power points, etc.

is there still flavor?
Belirahc
 GM, 16 posts
 Where savage fans go
 for savage discussions.
Thu 4 Jan 2007
at 23:34
Re: Deadlands: Reloaded
YEs.  Hucksters still use cards to cast their spells, there is still a chance of breakdown for Mad Scientists, Shamen must still fight the spirits for their powers... it is still the same flavor as before, even if some of the spells are more similar to each other now.

I think they did a very good job at translating the feel of the original to the Savage Worlds system.
OggyBenDoggy
 GM, 4 posts
 Algiso on 50F.  Alfros in
 vs. the orcs.  GM WWII
Thu 4 Jan 2007
at 23:43
Re: Deadlands: Reloaded
do shamens still do dance, painting, etc as rituals, or is that all just rolled up into trappings?

do voodoo guys still make the gris-gris bags?
Belirahc
 GM, 17 posts
 Where savage fans go
 for savage discussions.
Thu 4 Jan 2007
at 23:57
Re: Deadlands: Reloaded
Shamen must often perform a sacrifice of some sort to entreat the aid of spirits.  This can be anything from a period of fasting or a pledge, to a ceremonial dance, or even a ritual scarring or maiming.  Generally the more time required for a ceremony or ritual, or the more permanent the effect, the more it impresses the spirits.

And yes, the voodoun still have to make gris-gris bags, but they are called medicine bags now.

There is also a section on martial artists as well, so they are available for play at the beginning.  (I think they intrioduced Chi and such in the Great Maze set originally)

Here's an example of a spell, and how they differentiate between the classes.


Bolt
Rank: Novice
Power Points: 1-6
Range: 12/24/48
Duration: Instant
Bolt hurls a beam of energy, a projectile, or other missile at a target. The arcane skill roll is used as the attack roll, and the base damage is 2d6.

Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. This must be decided before the power is cast. The bolts may be spread among targets as the character chooses. Firing the additional bolts does not incur any attack penalties.

Additional Damage: The character may also increase the damage to 3d6 by doubling the Power Point cost per bolt. This may be combined with the additional bolts, so fi ring 3 bolts of 3d6 damage costs 6 Power Points.

Trappings:

Blessed: Not available.

Huckster: The huckster hurls a playing card from his sleeve with devastating force. Called soul blast.

Mad Scientist: A ray gun, lightning cannon.

Martial Artist: Pebbles or other small projectiles are hurled. Called stones fly from the hand.

Shaman: Not available.


Hope thqat helps some.
Dark_Fenix
 player, 17 posts
Wed 10 Jan 2007
at 23:05
Re: Deadlands: Reloaded
OggyBenDoggy:
do shamens still do dance, painting, etc as rituals, or is that all just rolled up into trappings?

do voodoo guys still make the gris-gris bags?


Here is a transcript of the rules regarding Tribal Medicine.
To use a power, the shaman must perform some sort of ritual. At the very least this involves chanting and a Tribal Medicine roll. If the shaman cannot speak, he cannot use any powers.
The shaman can choose to chant and dance to gain a +1 on his Tribal Medicine roll. Again, he must be able to speak and move freely for a full minute to gain this bonus.
If he has time, the shaman can chant, dance and perform some physical trial (scarring, maiming or some ritual endurance test), to gain a +2 on his Tribal Medicine roll. This takes at least 20 minutes, but could be more than a day, depending on specific ritual. The Marshal may grant a larger bonus for particularly elaborate ceremonies.


So whilst nothing more then chanting is required, more grants a better chance of casting the spell.

In regards to things like gris-gris bags, there is an Edge called Fetish Creator, which lets them create one fetish once per session.
Dark_Fenix
 player, 18 posts
Wed 10 Jan 2007
at 23:16
Re: Deadlands: Reloaded
One thing I've been wondering, is what style of adventure have others played in, Marshaled themselves, or been interested in?

Are they deep horror games, where the unknown lurks in the shadows, with a Lovecraftian feel to it?

Is it more spagetti western, with all the classic cliches thrown in, and the horror/arcane plays a smaller part?

Have there been themes, such as an all Agency posse, with a Men in Black feel to it, where they investigate the horrors whilst protecting the innocent? Or what about a Smith & Robards team, testing new equipment, recruiting new scientists, etc? What about employees of one of the Great Rail barons, expanding their business and stopping competitors?

Or maybe just regional, where everyone is a bitter Rebel, haters of the northern Unionists and supporting their brothers in arms? Or even independents in Deseret or the Maze, not feeling like they belong to the North or South, just themselves?
OggyBenDoggy
 GM, 12 posts
 Algiso on 50F.  Alfros in
 vs. the orcs.  GM WWII
Thu 11 Jan 2007
at 07:41
Re: Deadlands: Reloaded
personally, what I'd like to do/play in, is a game which starts with mostly western stuff, with a twist.  Like, a range war between cattle barons, one has a Mad Scientist and an armored steam wagon, the other hires a huckster, maybe a mercenary shamen.

undead bandits robbing stages,

stuff like that.
SeekerKasumi
 player, 1 post
Thu 11 Jan 2007
at 22:08
Re: Deadlands: Reloaded
Well, I'm starting up my first play by post Deadlands Reloaded game (first campaign of either of those) right here. At present I have a Blessed and an Investigator-kinda guy as characters, looking for more. I'd like at least one more person in the group, but since I'm keeping it low magic, no more arcane characters unless we get at least 4 people in the posse.

Its in the Western group, named "Deadlands Reloaded - Sticks, Stones, and Rail Wars". Send a PM to me here or on the Pinnacle boards if you're interested.

See you on the trails, cowpoke.
Dark_Fenix
 player, 22 posts
Thu 11 Jan 2007
at 22:13
Re: Deadlands: Reloaded
Glad to see you joined up to the board Seeker :)

I'll be applying to your game in a short moment!
Trilan
 player, 8 posts
Thu 11 Jan 2007
at 23:31
Re: Deadlands: Reloaded
Welcome to the group!

My RTJ is away too ;)
Brianna
 player, 3 posts
Thu 11 Jan 2007
at 23:57
Re: Deadlands: Reloaded
I applied too!
Dark_Fenix
 player, 23 posts
Fri 12 Jan 2007
at 00:07
Re: Deadlands: Reloaded
What you both thinking of playing as?

I'm waiting to see if VotWW is allowed, and if so playing as either an Agent or Texas Ranger.
Failing that, I'm thinking maybe a Tombstone Epitaph reporter - Whilst I can't afford a special camera, normal ones are cheap.
Trilan
 player, 9 posts
Fri 12 Jan 2007
at 00:29
Re: Deadlands: Reloaded
Some sort of 'slinger... possibly a lawman. Depends on what he's looking for.
Brianna
 player, 4 posts
Fri 12 Jan 2007
at 00:51
Re: Deadlands: Reloaded
I still have my doctor, the only Deadlands character I've ever managed to create.  *grin*
Dark_Fenix
 player, 24 posts
Fri 12 Jan 2007
at 01:11
Re: Deadlands: Reloaded
You still have Dr Becky Fleming then Bri :)
Brianna
 player, 5 posts
Fri 12 Jan 2007
at 02:32
Re: Deadlands: Reloaded
Yes, poor Rebecca, constantly being made homeless.  :-(
SeekerKasumi
 player, 2 posts
Fri 12 Jan 2007
at 03:33
Re: Deadlands: Reloaded
Thanks for all the support guys!

One thing, I'm looking to run this with weekly sessions. Its my first play by post game of any kind ever, so making it entirely free form is something I'm not ready for right now. At the moment, we'll be playing monday nights, 7-12 EST. Anyone whom this works for, write up a character, and shoot it to me another PM. Veteran of the Weird West is allowed for those of you who are interested.

Since this is my first pbp game, and I prefer smaller groups anyways, I'm gonna max the player count at 4, on a first come first serve basis.

Oh, and I'm looking to have the first session on January 22, so please try and get me those write ups ASAP. Can't wait to hear from you and to hit the trails.

Marshal
Brianna
 player, 6 posts
Fri 12 Jan 2007
at 05:30
Re: Deadlands: Reloaded
Ack, I can't promise to play at a particular time and day, and I think you'll find most people who play online can't, even if they think they will be able to.  I believe you are already looking at applicants from more than one time zone, for instance.  Please consider my application withdrawn, darn it, unless you change your mind.  And I'd suggest you put that requirement up ASAP, both in a thread and in the game info.