System Information and House Rules.   Posted by The Stray.Group: 0
The Stray
 GM, 158 posts
 The Marshal
 'round these parts
Sat 10 Jul 2010
at 03:54
System Information and House Rules
This game uses the Savage Worlds RPG game system and is run using the most current version (which is Savage Worlds Deluxe at the time of this writing). This game also uses the Deadlands: Reloaded setting info, with some specific changes as noted below. In addition, material from The Flood Player's Guide and The Last Sons Player's Guide will be used in game, so I encourage you to examine both documents while building and upgrading your characters.

Some current errata:

The official errata document.
Some additional rules (and a change to shamans and The Old Ways Oath)
Deadlands Deluxe-ified, an update moving DL:R to the SWD rules.

Setting Rules in effect!

Joker's Wild!
  • Whenever anyone draws a Joker for any reason, every player may draw a Fate Chip.


Pulp Combat!
  • If you succeed at a Shaken roll, you are no longer shaken, and may take an action on your turn with a -2 Multi-Action Penalty. If you succeed with a Raise, you are no longer shaken and may act normally. This applies to all characters, Wild Card and Extra alike.


Henchmen!
  • There will be some NPCs that are a little tougher than Extras, but not as tough as Wild Cards. These characters are Henchmen. They get a Wild Die and 1 Fate Chip, but take damage like Extras. Extras that grow important to the game will likely become henchmen, then Wild Cards.


Multiple Languages!
  • Characters may know a number of languages equal to half their Smarts die. Please list the languages your character is proficient in on the OOC thread and your individual character sheets. You can know less than the maximum, if you desire.


Adventure Deck!
  • Each player may draw 1 card plus 1 card per Rank (Novices get two cards, Seasoned get three, and so on). The player may only play one each game session (defined as the periods between times I award Experience) for free. Each card after the first played in a session costs 1 Fate Chip.
  • Players may also trade cards at any time, but this must be a trade — you can never just give them away.
  • The players can use these cards whenever they want during the game, or as spelled out on the individual cards. Some cards allow the Marshal a draw from the fate pot - these are listed in the card description.
  • Any unused cards are discarded at the end of the game session. That’s all there is to it!


Nominations!
  • If you saw something awesome you saw another character do, whether a bit of badassery or a cool story plot or some interesting interaction, you may nominate that player for a Fate Chip. Post your Nominations to me on the OOC thread or via PM and I'll use the notes there when posing Fate Chip awards.


No Guts!
  • I do not use the Guts skill setting rule, though I still use Grit. Whenever you would make a Guts check, use Spirit instead. Characters may not take the Brave edge--if they want to improve their Fear checks, they'll need to take True Grit.


Other House Rules:

- Blessed can only call upon miracles of their rank or lower.

- Bonuses to Charisma are limited to +4. This is after all modifiers have been applied, so if a character has (or gains) a hindrance that lowers their charisma, they can make up for it with edges.

- The Gambler power only provides one chip at a time. Chips gained from the power must be spent before new chips can be gained.

- Characters are limited to 10 fate chips total. If you have 10 chips, you'll need to either spend some or trade them up.

- I will allow you to trade up to better colors of chips to gain space. You may trade 3 white chips for a red chip, and 3 red chips to get a blue chips. Please PM me or post on the OOC thread if you want to trade some of your chips out.

- The Totem Spirit edge actually grants the power it modifies, acting as a New Power edge with benefits.

- Being Shaken while on Hold causes the character to loses Hold status. Likewise, a Shaken character cannot make attacks if a character withdraws from melee with them and cannot make attacks with the First Strike edge. A Shaken character cannot maintain a grapple, allowing the grappled person to escape as a free action with no roll. Being Shaken has no effect on a character's rolls to resist an effect that affects them.

- The Healing skill can only be attempted on each individual's fresh wounds once per healer in the "Golden Hour" (Plus an attempt to revive if the target is Incapacitated). Multiple healers may each make a single attempt on the same wounded character, if applicable. Incapacitation is a different application of the Healing skill, and does not count against this limit. This applies only to the Healing skill, not magical healing.

- Non-Lethal Damage simply knocks out for 1d6 hours, with no Incap roll

- Area effect attacks get an extra 1d6 damage for a raise (like most attacks)

- Full Defense now rolls Fighting +2 (instead of just Fighting)

- Grappling can produce cover. Unless stated otherwise, a grappling target has Medium Cover from everything except point blank (Melee Range) ranged attacks, though Innocent Bystander rules apply. By default, the shooter is assumed to be trying to avoid harming the other person, and as such is pulling their shots, aiming for legs or limbs, etc. Shots that miss due to the cover bonus are assumed to be just normal misses by default. If the shooter doesn't care about injuring the hostage, see below.

- Unless a hostage is wearing armor, a bullet from a gun larger than a derringer will go through two people just as easily as one. If someone makes a ranged attack at a hostage taker and specifically states they don't care about harming the hostage in the process, then the target gets Medium Cover as above for the obstruction, but a miss that happens only because of the cover penalty will hit the hostage for full damage, and the actual target for half damage.
More will be added as they become important.

- Ties on Opposed Checks maintain the status quo. In many cases, this defaults to the defender effectively "winning" ties.

This message was last edited by the GM at 23:57, Tue 20 Jan 2015.

The Stray
 GM, 216 posts
 The Marshal
 'round these parts
Sat 24 Jul 2010
at 22:48
Savage World Standards
To help keep track of Parry and toughness, as well as wound and fatigue levels, and bennies, all players will place the following information into the second line of their profile, where # is the number that is linked to the particular stat.

P:# T:# W:# F:# B:#

The first line is up to the user, but it is recommended that it be used to remind others of their specialty, or 'class'.




Once initiative cards are posted all responses must be within 24 hours or your character will be assumed to be on full defense that round.  This applies to all initiatives posted on Monday thru Thursday.  Any initiatives posted on a Friday, Saturday or Sunday will have a response no later than end of day Monday.  If all players are able to post sooner the game may progress faster than this rate.  This is intended to be a minimum.  All Federal Holidays will be treated as a Friday Saturday or Sunday.  You do not need to post in order of initiative that is only to determine the order in which you character acts.  This will be worked out by the GM in the narrative.




In the Initiative section of the GMs post, the GM will place the Parry and Toughness of the adversaries the characters will face.  This will allow for faster resolution combat.

Example

NPC1 Queen of Spades (P:5 T:7)
NPC2 Seven of Diamonds (P:4 T:4)

This message was last edited by the GM at 20:09, Mon 26 Sept 2011.

The Stray
 GM, 234 posts
 The Marshal
 'round these parts
Sat 31 Jul 2010
at 03:59
Fate Chips
Fate Chips!

White - Reroll a trait test, make a soak roll, remove Shaken (let's you act that turn)

Red - As white, or can add d6 to a trait test (Marshal gets a chip from the Pot)

Blue - As white, or can add d6 to a trait test

Legend - As blue but add +2 to the total, or reroll ANY roll, including damage, chart rolls, etc. If not spent at the end of a chapter, the hero gets 1 XP. (Not that you'll be seein' many of these, hombres)

To determine your initial Fate Chips, use the dice roller to roll a d35 3 times (remember to record each die separately).

1-20: White Chip
21-30: Red Chip
31-35: Blue Chip
36: Legend (if available)

Characters are limited to 10 fate chips total. If you have 10 chips, you'll need to either spend some or trade them up before you can get more.

I will allow you to trade up to better colors of chips to gain space. You may trade 3 white chips for a red chip, and 3 red chips to get a blue chips. Please PM me or post on the OOC thread if you want to trade some of your chips out.

This message was last edited by the GM at 20:12, Mon 26 Sept 2011.

The Stray
 GM, 507 posts
 The Marshal
 'round these parts
Sat 9 Oct 2010
at 20:33
Adventure Deck!
I am implementing the Adventure Deck (with heavy modifications) for this game.

Using the Adventure Deck is as simple as everything else in Savage Worlds (TM). Just use the Deck of 54 to draw 1 card plus 1 card per Rank (Novices get two cards, Seasoned get three, and so on). Each player keeps all his cards, but may only play one each game session (defined as the periods between times I award Experience).

Players may also trade cards at any time, but this must be a trade—you can never just give them away.

The players can use these cards whenever they want during the game, or as spelled out on the individual cards. Many cards also have a Fate Chip expenditure listed on them as an additional cost to play the card. If a color isn't specified, you can use any color fate chip for the cost. Some cards allow the Marshal a draw from the fate pot - these are listed in the card description.

Any unused cards are discarded at the end of the game session. That’s all there is to it!

So, everyone draw two cards and post your results on the OOC thread. The next post here will be the different cards and their effects.
The Stray
 GM, 508 posts
 The Marshal
 'round these parts
Sat 9 Oct 2010
at 20:41
Re: Adventure Deck!
Card List:

Jokers!

BJ! - Quick Funeral
“I guess it wasn’t my time.”
Play on any character that has died. That character returns to the game harrowed. However, the Manitou has control of that character for the first 24 hours after he has risen.

RJ! - Relic
“This is the sword that cleft the witchking from crotch to chin.”
Play after accomplishing an important task. An item associated with your victory gains magical powers. (See GM’s Guide.)

Spades

AS - Ace
“Never tell me the odds.”
Play instead of rolling to make a trait test with a single automatic raise. The Marshal gets to draw 2 random chips from the fate pot.

KS- High Noon
“Let’s settle this once and for all.”
Play when in group combat. Combat stops. Your character and the leader of the opposing group settle the fight with a one-on-one duel.

QS - Extra Effort
“Impressive! Most impressive.”
Play to add 1d6+2 to any trait roll. This roll may Ace.

JS - Epiphany
“Beginner’s luck.”
Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. The Marshal gets a draw from the fate pot.

10S - Get a Clue
“Wait! I’ve got an idea!”
Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem. The Marshal gets a draw from the fate pot.

9S - Revelation
“I read about this once…”
Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc. The Marshal gets a draw from the fate pot.

8S - Arcane Inspiration
“I have no idea how I managed that.”
A character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. The Marshal gets a draw from the fate pot.

7S - Karma Thief
“The hell?”
Take a fate chip of any color from any other Wild Card (this may include other player characters).

6S - Renown
“You’re the one who defeated the dragon of Innsburg?”
Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance). Charisma bonuses from multiple Renown cards do not stack.

5S - Seize the Day!
“Out of my way!”
The character acts as if he had drawn a Joker this combat round (may go at any time, +2 on Trait rolls and damage). The Marshal gets to draw 2 random chips from the fate pot.

4S - Last Stand
“Stand together now!”
Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt. The Marshal gets to draw 2 random chips from the fate pot.

3S - Shakin’ in thar Boots
“I won’t just shoot ya. I’ll kill ya good!”
Play in a combat situation. Your character does or says something so intensely horrific and intimidating that it brings the area to a standstill. All other characters, friend or foe, are Shaken.

2S - Out of the Frying Pan
“Quick! Down this garbage chute!”
Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.

Hearts

AH - Here Comes The Cavalry
“I thought you guys would never get here.”
Help arrives on the scene from some source determined by the GM. The Marshal gets a draw from the fate pot.

KH - Contact
“Reggie. You old scoundrel. How you’ve been?”
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return. The Marshal gets a draw from the fate pot.

QH - Love Interest
“Come here often?”
Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of his/her abilities, but may frequently cause trouble as well.

JH - Enemy
“We meet again.”
Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw 2 extra fate chips each game session until the enemy is “retired.” You may only have one sworn enemy at a time.

10H - Peace
“Wait. I know that guy…”
Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.

9H - Spill the Beans
“You don’t wanna get her riled, amigo.”
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force. The Marshal gets a draw from the fate pot.

8H - Turncoat
“How much are they paying you?”
Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc. The Marshal gets a draw from the fate pot.

7H - Eulogy
“Arthur was a good man. Not so good with explosives, but a good man…”
Play after a PC dies and say a few words about his life to your comrades. Every PC present gets to draw 2 random fate chips. If at the end of an adventure, the extra draw occurs in the next game session.

6H-Parley
“I call on the ancient rite of parley!”
Spend a fate chip. All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

5H - Villainous Verbosity
“Hah! You fools! Did you really think you could thwart such an ingenious plan?”
Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan. The Marshal gets a draw from the fate pot.

4H- Folk Hero
“He robbed from the rich and gave to the poor...”
Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.

3H - Snake Oil
“Step right up for Dr. Bitz’s Miracle Elixir!”
Play at any time. A snake oil salesman arrives in the middle of the scene, complete with wagon and entourage, promoting his wares.

2H - Reinforcements
”They’re everywhere! Game Over, man!”
Play during combat. Reinforcements arrive for the bad guys. The exact number and type is up to the GM. Every player character may immediately draw 2 random fate chips, however.

Diamonds

AD - Mysterious Treasure!
“Ah…my precious…”
Spend a fate chip and play when your hero searches an area containing treasure or loot. He finds a minor Relic of some sort. Use the Relic Table, but discard Kings, Aces, or Jokers until a lower card is drawn.

KD - Sagebrush and Starlight
“Sometimes a nap in the saddle is all you need!”
Play when a character has at least a half hour of undisturbed downtime to restore a character as if she had a full night’s rest. This restores all power points and removes all fatigue. The Marshal gets a draw from the fate pot.

QD - Windfall
“Solid gold goodness!”
Spend a fate chip and play when your hero searches an area for treasure, loots a fallen foe, etc. He finds everything that can be found in that location. If rolling on a random table, the character gets the best possible result.

JD - Dressed To Kill
“Wow. You clean up nice, kid.”
Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”

10D - Hidden Stash
“You need an Allen wrench? In the middle of the desert? Yeah, I think I can do that.”
Spend a fate chip. Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.

9D - Liquid Courage
“Just a quick sip and I’ll be OK.”
Play at any time to gain a +4 bonus to a single guts roll or to gain a +2 bonus to rolls to recover being Shaken for the current scene.

8D - The Pass!
“We can head him off at the pass.”
Play when you are in pursuit of a character or monster. The posse knows a shortcut that will put your characters ahead of whatever you were pursuing. The Marshal gets a draw from the fate pot.

7D - Inspiration
“We only have one shot at this. It’s all or nothing, gang.”
Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round. The Marshal gets a draw from the fate pot.

6D - Rally
“To me!”
Spend a fate chip and play to cause all allies in sight and/or hearing to immediately lose their Shaken status.

5D - Spurred On
“Ride hard and we should make it by sundown.”
The posse’s travel distance is doubled for a day or one character gains double Pace for one encounter. If you are in a chase, this allows you to draw an extra card for the duration of the chase, and use the better of your draw.

4D - Tale Teller
“It was a dark and stormy night…”
Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.

3D - Mechanical Malfunction
“SPROING!”
A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.

2D - Noble Sacrifice
“Gotta take one for the team...”
Play when an adjacent ally suffers damage. You suffer the damage instead.

Clubs

AC - Lucky Break
“Thank God I had that silver flask in my shirt pocket!”
Play this card to completely negate the damage from one attack. The Marshal gets to draw 2 random chips from the fate pot.

KC - Not Today
“Missed me. Now it’s my turn.”
Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure. The Marshal gets a draw from the fate pot.

QC - Bullseye!
“Even plate mail has eyeslits.”
Spend a fate chip and play after damage is rolled to double the total of a successful ranged attack.

JC - Deadly Blow
“Oooh! That’ll leave a mark!”
Spend a fate chip and play after damage is rolled to double the total of a successful melee attack.

10C - Second Wind
“I’m feeling much better now.”
Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well. The Marshal gets to draw 2 random chips from the fate pot.

9C - Let’s Settle This
“You gonna skin that smokewagon or just stand there and bleed?”
Spend a fate chip and play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

8C - Riled Up
“That hurt. Now it’s my turn.”
Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.

7C - Payback
“This is for my father!”
Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene. The Marshal gets to draw a random chip from the fate pot.

6C- Flesh Wound
“Get up, Hicks. You ain’t foolin’ anyone.”
Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).

5C- Feel It
“It’s like the gun took over and aimed itself”
Spend a fate chip. Make a called shot with a ranged weapon with no penalties.

4C - Hot Iron and Whiskey
“Here, bite on this.”
Play on a wounded character. That character has ONE wound healed, but gains a permanent scar. Roll on the Injury Table in the Savage Worlds core book for location. The character gains a –1 to charisma if the scar is visible.

3C - Better You Than Me
“Fritz! They shot Fritz!”
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

2C - Uh-Oh
“We’re gonna need a bigger boat.”
Play this card at the beginning of a combat. One foe you are facing (GM’s choice) has its Size and Strength increased two steps. Every player gets to draw 2 random fate chips.

This message was last edited by the GM at 22:19, Sun 04 Dec 2011.

The Stray
 GM, 539 posts
 The Marshal
 'round these parts
Wed 13 Oct 2010
at 19:10
Improvised Weapons!
A rule I've been using that I now realize is a house rule is how I handle improvised melee weapons. here are my Improvised Weapon rules.

* To encourage people using the scenery as weaponry, anything about the size of a pistol can be picked up and wielded as a weapon (rocks, chair legs, rifles in melee, etc.) without penalty by a character trained in Fighting.

* An improvised weapon is normally treated as a Club (str+d4 bashing damage, no other benefits) unless there's a compelling reason for it not to be (like when Wildcat used her Bowie Knife to create a sharpened stake in the fight with The Judge).

* While wielding an improvised weapon, characters aren't considered Unarmed Defenders unless their weapon is broken.

* Improvised Weapons are El Cheapo, and become unusable if the character rolls a 1 on a Fighting Roll using it (regardless of Wild Die). Some objects are more fragile, breaking on a 1 or 2.


There are now rules for Improvised Weapons in SWD, so I'm using those. Improvised Weapons have a -1 Atk, -1 Parry, and deal damage based on their size. They are sill El Cheapo and break on rolls of 1 on Fighting (or Throwing) rolls.

This message was last edited by the GM at 16:46, Thu 15 Dec 2011.

The Stray
 GM, 876 posts
 The Marshal
 'round these parts
Thu 9 Dec 2010
at 00:11
Other Rules Referances
Poker Hands
Here's a handy list of poker hands for you duelists and hucksters.
Hand                 Effect
Ace High             1 PP
Pair                 2 PP
Jacks or Better      3 PP
Two Pair             4 PP
Three of a Kind      5 PP
Straight             6 PP
Flush                Hex goes off with raise
Full House           As flush, with double duration
Four of a Kind       As flush, with 10 times duration
Five of a Kind       As flush, and can use hex at will for 24 hours
Straight Flush       As Five of a Kind, and get Fate Chip from pot




Incapacitation Rules

Incapacitation

Incapacitated characters aren’t necessarily dead, but are generally too beaten, battered, or bruised to do anything useful. They may not perform actions and are not dealt Action Cards in combat. Incapacitated Extras are removed from play.

Wild Cards are Incapacitated if they suffer more than three wounds(cumulatively or all at once). When a Wild Card becomes Incapacitated, make an immediate Vigor roll:

Total of 1 or Less: The character dies.
Failure: Roll on the Injury Table. The Injury is permanent
and the victim is Bleeding Out (see below).
Success: Roll on the Injury Table. The Injury goes away
when all wounds are healed.
Raise: Roll on the Injury Table. The Injury goes away in
24 hours, or when all wounds are healed.




Injury Table
2d6        Wound
2          Unmentionables: If the injury is permanent, reproduction is out  of the question without miracle surgery or magic. There is no other effect from this result.
3-4        Arm: Roll left or right arm randomly; it’s unusable like the One Arm Hindrance (though if the primary arm is affected, off-hand penalties still apply to the other).
5-9       Guts: Your hero catches one somewhere between the crotch and the chin. Roll 1d6:
    1-2   Broken: Agility reduced a die type(minimum d4).
    3-4   Battered: Vigor reduced a die type(minimum d4).
    5-6   Busted: Strength reduced a die type(minimum d4).
10        Leg: Gain the Lame Hindrance (or the One Leg Hindrance if already Lame).
11-12     Head: A grievous injury to the head. Roll 1d6:
    1-2   Hideous Scar: Your hero now has the Ugly Hindrance.
    3-4   Blinded: An eye is damaged. Gain the One Eye Hindrance (or the Blind Hindrance if he only had one good eye).
    5-6   Brain Damage: Massive trauma to the head. Smarts reduced one die type (min d4).

►►Bleeding Out: The injured character must make a Vigor roll at the start of each round after the one in which he was injured and before Action Cards are dealt:
Success: The victim must roll again next round, or every minute thereafter if not in combat.
Raise: The victim stabilizes and no further rolls are required.
Failure: The character dies from blood loss. For nonlethal damage, he’s rendered unconscious for 1d6 hours.

Other characters may stop a victim’s bleeding by making a Healing roll. If successful, the victim stabilizes immediately and no further rolls are required. This use of the Healing skill just stops the bleeding. See Savage Worlds book (page 78) for the use of the Healing skill to recover actual wounds.




Fright Table (Roll d20)
1-4 - Adrenaline Surge - +2 to all trait rolls for next action.
5-8 - Shaken
9-12 - Move full pace plus running die from danger, Shaken
13-16 - Minor Phobia - gains a Minor Phobia from the experience
17-18 - Major Phobia - as above, but Major Phobia
19-20 - Mark of Fear - Shaken, -1 Charisma permanently
21+ - Heart Attack - Incapacitated, roll Vigor -2. On success, character is Shaken, can't attempt to recover for d4 rounds. On failure, dies in 2d6 rounds. Healing roll at -4 saves life, but PC is still Incapacitated.




Called Shots
Limb (-2): An attack to a limb causes no additional damage but may ignore armor or have some other special effect (see the Disarm maneuver).

Head or Vitals (-4): The attacker gains +4 damage from a successful attack to these critical areas. The target must actually have vital areas, and the attacker must know where they are to gain this advantage.

Small Target (-4): Attacks against small targets such as the heart of a vampire or a missing scale on a large dragon’s chest are made at -4. The effect of success depends on the situation–the vampire might die instantly, the missing scale may mean the dragon gets no armor, etc. If the GM has no particular effect in mind, it adds +4 damage just like a shot to the head or vitals.

Tiny Target (-6): Particularly small or narrow targets, such as the eye-slit of a knight’s helmet, carry a -6 modifier. The effects of a hit depend on the target. In the case of the knight, the blow ignores armor and inflicts +4 damage because it’s a head shot (as above).

This message was last edited by the GM at 20:25, Mon 26 Sept 2011.

The Stray
 GM, 997 posts
 The Marshal
 'round these parts
Wed 6 Jul 2011
at 06:36
Advancement
Every 5 points accumulated grants a hero an Advance. An Advance lets a hero do one of the following:

* Gain a new Edge.
* Increase one skill that is equal to or greater than its linked attribute by one die type (up to d12)
* Increase two skills that are lower than their linked attribute by one die type each (up to being equal to their linked attribute).
* Buy a new skill at d4.
* Increase an attribute by one die type (up to d12. You may select this option only once per rank)

Every 20 experience, characters gain a new rank, and may take more powerful edges.

Exp    Rank
00-19  Novice
20-39  Seasoned
40-59  Veteran
60-79  Heroic
80+    Legendary

This message was last edited by the GM at 20:39, Mon 26 Sept 2011.

The Stray
 GM, 1033 posts
 The Marshal
 'round these parts
Mon 26 Sep 2011
at 20:40
Dueling
The Art of the Duel

1. Face Off

Deal each duelist two face-down hole cards (adjusting for Edges).

Each duelist rolls Intimidation or Taunt and compares results. If they tie, give each duelist another face-down card and roll again. Otherwise, remember who wins for Swappin’ Lead.

2. Luck o’ the Draw

Deal three cards face-up. Either duelist can yell “Shoot!” to go to Reach for It!

Deal another card face-up. Either duelist can yell “Shoot!” to go to Reach for It!

Deal the final face-up card.

3. Reach for It!

Each duelist decides to go for speed or accuracy in Swappin’ Lead.

The duelists show the best five-card poker hand they can make from the face-up cards and at least two of their hole cards. Remember, Jokers are wild!

4. Swappin’ Lead

A duelist can only fire a single shot: no Double Taps or Fannin’. Whoever lost the Face Off suffers a –2 to his Shooting roll. The duelist with the better poker hand adds 1d6 to damage for each rank over his opponent (e.g., a Flush against Two Pairs adds +3d6 damage).

All shots for speed are resolved at –2 unless the duelist has the Quick Draw Edge (–0) or a quick-draw holster (–1).

All shots for accuracy are resolved if necessary.

If anyone’s still alive, go to combat!
The Stray
 GM, 1148 posts
 The Marshal
 'round these parts
Fri 14 Oct 2011
at 16:34
New Edges!
These are the new edges from Savage Worlds Deluxe that I am allowing in this game:

Background:

Linguist
Requirements: Novice, Smarts d6+
The character has an ear for languages and a rare talent for recognizing similarities between them. A character with this Edge starts with a number of languages equal to his Smarts die, and can make a Smarts roll at –2 to make herself understood in any language or dialect she has heard spoken for at least a week.

Combat:

Brawler
Requirements: Novice, Str d8+
Frequent fights with his bare hands have given this thug a powerful punch. When he hits a foe with a successful bare-handed Fighting roll, he adds +2 to his damage.

Bruiser
Requirements: Seasoned, Brawler
When the bruiser gets a raise on his bare-handed Fighting attack, he rolls a d8 instead of a d6.

Counterattack
Requirements: Seasoned, Fighting d8+
Fighters with this Edge know how to respond instantly to an enemy’s mistakes. Once per round, the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against him. This attack is made at –2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense.

Improved Counterattack
Requirements: Veteran, Counterattack
As above but the character may ignore the –2 penalty.

Extraction
Requirements: Novice, Agility d8+
When a character normally withdraws from a melee, his attacker gets a free attack before he does so—a very dangerous proposition for most. Your hero is adept at retreating from an engagement. Make an Agility roll. If successful, one opponent doesn’t get a free attack anytime you disengage (see page 76).

Improved Extraction
Requirements: Novice, Extraction
As above but if you succeed with a raise all opponents currently in melee with the character lose their free attack as your warrior withdraws.

Improvisational Fighter
Requirements: Seasoned, Smarts d6+
Heroes often find themselves fighting with pieces of equipment or furnishings not designed for combat. A character with this Edge has a knack for using such improvised weapons, and does not suffer the usual –1 penalty to attack and Parry when wielding them. See page 73 for details.

Martial Artist
Requirements: Novice, Fighting d6+
This character is highly trained in hand-to-hand fighting. He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (page 76). With a successful unarmed attack, he adds +d4 to his Strength roll (as if he were using a small weapon).

Improved Martial Artist
Requirements: Veteran, Martial Arts, Fighting d10+
The character now adds +d6 to his bare-handed damage.

I'm not sure what to do with the DL version of Martial Arts yet...John, going to need to speak with you to decide what to do.

Professional:

Adept
Requirements: Novice, Arcane Background (Miracles), Faith d8+, Fighting d8+
Adepts are holy warriors who have trained themselves to be living weapons. Some do so to be ultimate warriors; others do it in the service of a cause or deity. Their unarmed attacks do Str+d4 damage, and they are always considered armed for purposes of the Unarmed Defender rule.
In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of one of the following powers to work only on themselves but be activated as a free action: boost/lower trait, deflection, healing, smite, or speed. The Adept must have the power to begin with, and this does not allow him to activate more than one power in a round.

Assassin
Requirements: Novice, Agility d8+, Climbing d6+, Fighting d6+, Stealth d8+
Assassins are trained killers who know how to kill with deadly precision — if they can properly approach their prey. Assassins add +2 to any damage roll where they strike a foe unawares (even with ranged attacks).

Weird:

Liquid Courage
Requirements: Novice, Vigor d8+
Your hero processes alcohol far differently than most. The round after consuming a stiff drink (at least 8 ounces of hard liquor or equivalent), the character’s Vigor increases by one die type (increasing Toughness as well). The hard drinker can also ignore one level of wound modifiers (which stacks with other abilities that do the same). The effect lasts for one hour after it begins. If the drunkard seeks inebriation he suffers –2 to Smarts and Agility-based rolls for as long as he continues to drink and the next 1d6 hours thereafter.

Scavenger
Requirements: Novice, Luck
Once per session the hero may “suddenly remember” that he has a much-needed piece of equipment on his person. The item must be capable of being stored in the hero’s pocket or bag (assuming he has one), and the Game Master has the final word on what can be found.

This message was last updated by the GM at 06:17, Mon 07 Nov 2011.

The Stray
 GM, 1212 posts
 The Marshal
 'round these parts
Thu 27 Oct 2011
at 16:58
Chase Rules
Chase Rules

Roll Agility, Ride, Pilot, or Boating (depending on what is chasing what) and draw 1 card for each success and raise.  Keep one as your action card.

1. If your card is higher or equal, you have advantage over your foe, you can attack
2. If you have a Club, that's a complication, the lower the card, the worse the complication

CARD    RANGE                         COMPLICATION
2       Out of range, no attack       Disaster: a trait roll at -4, if failed, you are out of the chase
3-10    Long range -4                 Major Obstacle, rol at -2, or get 1 level of fatigue
J-Q     Medium range -2               Minor Obstacle, troll, or fatigue
K-Jkr   Short (no penalty) or melee   Distraction.  You can't attack this round

The Stray
 GM, 1286 posts
 The Marshal
 'round these parts
Mon 7 Nov 2011
at 06:59
More New Edges!
Here are a few more edges I'm allowing into this game:

Dirty Fighter
Requirements: Novice, Smarts d6+, Agility d6+
There is no honor among thieves, and the Weird West has more than it's fair share of scoundrels. Those with this Edge will do anything to win a fight. The character adds +2 to all Trick maneuver rolls (both attempting and resisting).

Really Dirty Fighter
Requirements: Seasoned, Dirty Fighter
This rogue is extremely skilled in tactical deceit. Once per combat he may automatically get The Drop on any single opponent by describing a trick and spending a Fate Chip.

Iron Jaw
Requirements: Novice, Vigor d8+
The hero can take a hit like he was made of cast iron. He gets +2 to Soak rolls.

This message was last edited by the GM at 07:16, Mon 07 Nov 2011.

The Stray
 GM, 1621 posts
 The Marshal
 'round these parts
Thu 19 Apr 2012
at 04:13
Powers and SWD!
Howdy, folks! There's a brand new DLR errata sheet up, to represent additions made. most interestingly, there's a whole mess o' new powers in DLR that folk might want access to. Here's the low-down on NEW POWERS FOR ARCANE BACKGROUNDS:

Powers
The following powers are not allowed in Deadlands: banish, divination, intangibility, and mind reading. As the marshal, I reserve the right to waive this prohibition if I like.

The power descriptions in the Deadlands Player’s Guide are superseded by the Savage Worlds Deluxe versions (but Trappings are unchanged).


Blind
Rank: Novice
Power Points: 2–6
Range: 12/24/48
Duration: Instant

This power temporarily blinds a target or targets. Those affected must make an Agility roll at –2 to avert their gaze and avoid the effect (at –4 if the caster got a raise on the attack roll). On a failure, victims are Shaken and –2 to Parry until their next action. If the target rolls a 1 on his Agility die (regardless of the Wild Die), he’s Shaken and fully blind until he recovers from being Shaken. Blinded victims suffer a –6 penalty to all Trait rolls that require vision and have their Parry reduced to 2.

►►Additional Effects: For 2 Power Points, the power affects a single target. For 4 Power Points, the power affects everyone in a Medium Burst Template. For 6 points, it affects everyone in a Large Burst Template.

quote:
Blessed: Holy light springs forth.
Huckster: The huckster’s fan of cards burst into brilliant light. Called bedazzle.
Mad Scientist: Ocular Paralysis Spray, Flash Grenade.
Martial Artist: Not available.
Shaman: Call upon the spirits to steal sight.


Confusion
Rank: Novice
Power Points: 1
Range: Smarts x 2
Duration: Instant

Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.

►►Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

quote:
Blessed: The blessed poses a philosophical conundrum. Called enigma.
Huckster: Illusory shapes swirl all around. Called confound.
Mad Scientist: Befuddlement Serum, Mind Eraser Ray.
Martial Artist: Not available.
Shaman: A chaotic, disorienting chant.


Damage Field
Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 3 (2/round)

Damage field creates an effect around a character that deals damage to anyone who contacts them in close combat. The damage affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks).

If a character with a damage field strikes someone in unarmed combat, the target takes the field’s damage plus the character’s Strength die (Str+2d6). The character may also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field’s damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise.

With a success, the power does 2d6 damage. With a raise, damage field causes 2d8 damage.

quote:
Blessed: Not available.
Huckster: Dehydrates everything in range. Called parch.
Mad Scientist: Entropy Generator.
Martial Artist: No visible effect.
Shaman: Not available.


Darksight
Rank: Novice
Power Points: 1
Range: Touch
Duration: 1 hour (1/hour)

Whereas light creates a source of illumination usable by others, darksight affects only a single person and can be much more clandestine.

On a success, this spell halves any darkness penalty for the subject (round down). For example, a character in Dim (–1) lighting would suffer no penalty, and one in Pitch Darkness (–4) would only suffer a –2. On a raise, the spell negates all darkness penalties up to the maximum of –6.

►►Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

quote:
Blessed: Voodooists only. Called eyes of the loa.
Huckster: Not available.
Mad Scientist: Ghost-Rock Goggles.
Martial Artist: No visible effect.
Shaman: Dancing, purification rituals.


Disguise
Rank: Seasoned
Power Points: 3 – 5
Range: Touch
Duration: 10 minutes (1/10 minutes)

Disguise allows the character to assume the appearance (but none of the abilities) of another person. The base cost is 3 Power Points, plus 1 point per level of Size difference between the character and the person she is impersonating. The character cannot emulate someone more than 2 Size levels different from themselves. It requires a Notice roll at –2 to see through disguise if someone is familiar with the specific person mimicked; the penalty increases to –4 with a raise. If unfamiliar, the penalties are –4 and –6 respectively.

quote:
Blessed: Not available.
Huckster: The huckster’s features morph and change. Called impostor.
Mad Scientist: Self-Altering Mask, Automated Wax Impressionizer.
Martial Artist: Not available.
Shaman: Fetish mask.


Drain Power Points
Rank: Heroic
Power Points: 3
Range: Smarts
Duration: Instant

This spell removes a spellcaster’s source of power, limiting his ability to cast magic. The caster picks a single target within range and makes an opposed arcane skill roll. The caster suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, for example).

With a success, he drains 1d6+1 Power Points from the victim. On a raise, the victim loses 1d8+2 Power Points. These rolls don’t Ace. Targets with Arcane Background: Weird Science lose the Power Points from all “gizmos” on their person equally.

The victim cannot be reduced below zero Power Points. Drained Power Points are not taken by the caster — they are simply lost to the victim. Drained Power Points recharge as normal. The spell works only on creatures with an Arcane Background — it has no effect on magic items except those created through Arcane Background: Weird Science as noted above.

quote:
Blessed: Not available.
Huckster: Not available.
Mad Scientist: Ectoplasmic Reversal Field, Soul Trap.
Martial Artist: No apparent effect. Called fangs of the serpent.
Shaman: Dreamcatcher, medicine bag.


Farsight
Rank: Seasoned
Power Points: 3
Range: Touch
Duration: 3 (1/round)

This spell endows the recipient to see over great distances. With a success, ranged penalties are halved for the subject (–1 at Medium and –2 at Long). If a raise is achieved, all range increments for the subject are doubled in addition (12/24/48 becomes 24/48/96).

quote:
Blessed: Not available.
Huckster: Uses an ordinary mirror like a crystal ball. Called looking glass.
Mad Scientist: Etheric Transmission Accelerator, Mega-telescope.
Martial Artist: Not available.
Shaman: Dancing, purification rituals.


Growth/Shrink
Rank: Seasoned
Power Points: 2+
Range: Smarts
Duration: 3 (2/round)

Growth doubles the overall size of the target. The subject gains +1 Size for each 2 Power Points invested when the spell is cast. Each step of Size grants the target a one-step increase to Strength and a point of Toughness. This spell may be cast multiple times on the same target, though the caster must track each casting separately.

Shrink reduces the Size of the subject by one step for each 2 Power Points, down to a minimum of Size –2 (approximately the size of a rat). Each level of Size reduction reduces the target’s Strength by one die type (minimum of d4) and his Toughness by 1 (minimum of 2).

Subjects from Size +4 to +7 have the Large ability and fill a 2” square on the table-top. From Size +8 to +10, they are Huge and occupy an area 3” square. If the target is +11 or more, he is considered Gargantuan and occupies a 4” square area. Creatures of Size –2 have the Small ability.

For unwilling targets, the caster’s arcane skill roll is opposed by their Spirit.

quote:
Blessed: Not available.
Huckster: Not available.
Mad Scientist: Shrink only. Shrink Ray.
Martial Artist: The chi fighter modulates his breathing and heart rate.
Shaman: Growth only. The shaman asks the spirits of the trees to grant her size and resilience.


Havoc
Rank: Seasoned
Power Points: 2 – 4
Range: Smarts x 2
Duration: Instant

While unpredictable, this spell allows a wizard to change the field of battle in an instant as targets are thrown in every direction.

With a success, the caster places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1 – 2), stays level (3 – 4), or is moved away from the ground (5 – 6).

►►Additional Effects: For double the Power Points, havoc affects a Large Burst Template.

quote:
Blessed: Not available.
Huckster: An invisible field of force directed by the huckster. Called clear out!.
Mad Scientist: Kinetic Dispersal Field, Automatic Billiardizer.
Martial Artist: The martial artist throws a punch into mid-air.
Shaman: Not available.


Pummel
Rank: Seasoned
Power Points: 2
Range: Cone Template
Duration: Instant

Pummel allows a character to knock down multiple foes. The caster makes an arcane skill roll and then places a Cone Template in front of him. Any friend or foe touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked back 2d6” and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll.

quote:
Blessed: The blessed prays, and the earth rumbles and shakes.
Huckster: A loud peal of thunder erupts. Called thunderclap!.
Mad Scientist: Ghost Steel Magneto-repulsifier, Personal Pressurized Water Cannon.
Martial Artist: The fu-fighter leaps into the air and punches the earth so it buckles.
Shaman: Dancing, purification rituals.
I, Garland, shall knock you all down!


Slow
Rank: Seasoned
Power Points: 1
Range: Smarts x 2
Duration: 3 (2/round)

Skilled fighters and monsters with fast reflexes can strike before lesser beings have time to blink. Slowing their reflexes reduces their advantage.

The caster makes an arcane skill roll opposed by the target’s Spirit. With a success, movement becomes an action, giving the target a multi-action penalty if he wants to move and act in the same round. With a raise, the target must redraw initiative cards above 10, except Jokers.

A victim who usually draws multiple initiative cards discards only those with a value higher than the spell allows.

►►Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
quote:
Blessed: Not available.
Huckster: Targets grow extremely lazy. Called lethargy.
Mad Scientist: Time-Contraction Sphere, Molasses Spray.
Martial Artist: The martial artist seems to move much faster than his foes.
Shaman: Not available.


Slumber
Rank: Seasoned
Power Points: 2
Range: Smarts x 2
Duration: 1 minute (1/minute)

Blasting a hoard of enemies into tiny pieces may be popular with some mages, but those who favor stealth or have a pacifistic bent are drawn to this spell.

The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep.

Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.

quote:
Blessed: Not available.
Huckster: The huckster shuffles cards hypnotically. Called nighty-night.
Mad Scientist: Delta Wave Enhancement Modulator, Ghost-Rock-Infused Warm Milk Grenade, Lulla-beam.
Martial Artist: Not available.
Shaman: The shaman blows strange dust at the target and petitions the dream-spirits.


Summon Ally
Rank: Novice
Power Points: 3+
Range: Smarts
Duration: 3 (1/round)

This power allows the character to summon a loyal and obedient servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned.

All Allies are Extras, even Mirror Selves (see below). A character may learn this spell while of Novice Rank, but he cannot summon more powerful allies until he attains the appropriate Rank. The cost in Power Points depends on the type of ally the character wishes to summon. Use the Summon Ally table as a guideline for unlisted creatures.

A caster of sufficient Rank to summon more powerful allies may instead choose to summon additional lower Rank allies instead at the same cost. For each decrease in Rank, he gains one additional ally. For example, a Veteran caster could spend 5 Power Points to summon one Veteran-Rank-allowed ally, two Seasoned-Rank-allowed allies, or three Novice-Rank-allowed allies. Allies summoned by a single casting must all be of the same type.

quote:
Blessed: Not available.
Huckster: Can only be used to summon animals—see below. Named call o’ the wild.
Mad Scientist: Not available.
Martial Artist: Not available.
Shaman: Can only be used to summon animals—see below. The medicine man calls out to the spirit of the animal he wishes to summon.


Cost   Rank       Animal Types
3      Novice     Hawk, rabbit, cat
4      Seasoned   Dog, wolf, deer
5      Veteran    Lion, tiger
6      Heroic     Bear, shark
7      Legendary  Great white shark


Wall Walker
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)

Spellcasters are frequently targeted in combat because of their arcane prowess and high-utility spells such as this are great for getting the caster safely out of harm’s way. Of course, it has countless other uses too.

Wall walker allows the recipient to function much like a human spider. He can stick to any surface, allowing him to climb walls and even hang from the ceiling. With a success, the character can move along such surfaces at half his normal Pace. With a raise, he may move at full Pace and even run.

►►Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
quote:
Blessed: Not available.
Huckster: The card sharp’s palms and soles get sticky. Called flypaper fingers.
Mad Scientist: Suction Gloves and Boots, Gravity Nullifier.
Martial Artist: The martial artist runs with blinding speed—right up walls and across ceilings.
Shaman: The shaman petitions a spider spirit to borrow its skills.


Warrior’s Gift
Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 3 (1/round)

Even combat mages cannot afford to spend all their time learning new combat maneuvers and martial skills. For those who enjoy the thrill of melee or want to improve their companions’ skills, this spell provides a quick solution to a lack of training.

With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must be one Rank higher than the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the spell, the recipient gains all the benefits of the Edge. Edges gained through this power provide no additional benefit if the character already has the Edge.
quote:
Blessed: The blessed sings a battle hymn.
Huckster: Not available.
Mad Scientist: Ghost-Rock Pep Pill, Combat Enhancement Helmet.
Martial Artist: No apparent effect.
Shaman: Self-lacerations, frenzied dancing. Called spirit warrior

The Stray
 GM, 1623 posts
 The Marshal
 'round these parts
Thu 19 Apr 2012
at 07:01
The Last Sons Player's Guide!
Deadlands: The Last Sons is out, and Pinnacle has released a Player's Guide chock full of new rules for players. Check it out! You know I will.

http://www.peginc.com/freebies...SonsPlayersGuide.pdf
The Stray
 GM, 1728 posts
 The Marshal
 'round these parts
Mon 7 May 2012
at 04:51
Shaken House Rule!
Here is the house rule I will be implementing on the Shaken condition:

quote:
If the damage of an attack is a simple success (0-3 points over Toughness), the target is Shaken. Shaken characters are rattled, distracted, or momentarily shocked. They aren’t stunned but are temporarily suppressed enough that they must make a Spirit roll to be effective.

On their action, a Shaken character must attempt to recover from being Shaken by making a Spirit roll:

Failure: The character remains Shaken. He can only perform free actions (see page 66).

Success: The character is no longer Shaken. He may take a single normal action this turn, but at a -2 Multi Action Penalty.

Raise: The character is no longer Shaken and may act normally.

The Stray
 GM, 1729 posts
 The Marshal
 'round these parts
Mon 7 May 2012
at 04:55
Nominating for Bennies!
If you saw something awesome you saw another character do, whether a bit of badassery or a cool story plot or some interesting interaction, you may nominate that player for a Fate Chip. Post your Nominations to me on the OOC thread or via PM and I'll use the notes there when posing Fate Chip awards.

This message was last edited by the GM at 04:57, Mon 07 May 2012.

The Stray
 GM, 1957 posts
 The Marshal
 'round these parts
Wed 15 Aug 2012
at 18:36
Re: Nominating for Bennies!
Here's an edge from Deadlands: Hell On Earth Reloaded that works well for our game!

Don’t Get ’im Riled!
Requirements: Wild Card, Seasoned, Spirit d8+
Your hero adds his wound levels to both his Fighting rolls and the damage he causes from them. A hero with 3 wounds, for instance, adds +3 to his Fighting and Fighting damage rolls.