Cheat Sheets.   Posted by The Marshall.Group: 0
The Marshall
 GM, 4 posts
 aka "helbent4"
 aka Tony
Thu 17 Jun 2010
at 06:35
Cheat Sheets
Master List of Edges and Hindrances

Hell on Earth: The Main Book


Ailin: You are sick. 1/3/5
All Thumbs: No good with machines. 2
Bad Ears. 3/5
Bad Eyes. 3/5
Bad Luck. 5
Big Britches: Overconfidence. 3
Big Mouth. 3
Big 'Un: You're fat. 1/2
Bloodthirsty. 2
Cautious. 3
Clueless. 3
Curious. 3
Death Wish. 5
Doubting Thomas: You'll believe it when you see it. And not even then. 3
Geezer: You're old and decrepit. 5
Greedy. 2
Grim Servant o' Death: People are always dying around you, and you're feeling the angst. 5*
Habit. 1-3
Hankerin. 1/3
Heavy Sleeper. 1
Heroic. 5
High-Falutin: You look down on others. 2
Illiterate. 3
Intolerance. 1-3
Kid. 2
Lame. 3/5
Law o' the West 3
Loco: You're crazy. 1-5
Loyal 3
Lyin Eyes 3
Miser: You're stingy. 3
Mean as a Rattler. 2
Night Terrors: You have nightmares, and might lose some chips. 5
Oath. 1-5
Obligation. 1-5
Outlaw. 1-5
One Armed Bandit. 3
Pacifist. 3/5
Poverty 3
Randy 3
Scrawny 5
Self-Righeous 3
Slowpoke 2
Squeaky 2
Squeamish 3
Stubborn 2
Superstitious 2
Tinhorn: You come from an affulent background, and people don't think much of you. 2
Thin Skinned 3
Tuckered: You get knocked out easier 1-5
Ugly as Sin 1/3
Yearnin: You want something 1-5
Yeller 3


Arcane Background: You're special in some way. 3 (All arcane Backgrounds relocated under appropriate sourcebooks.)
Belongins: You own things 1-5
Big Ears: 1
Brave 2
Brawny 3
Dinero: You own things, and have a source of income. 1-5
Eagle Eyes 1
Fleet footed 2
Friends in High Places 1-5
Gift o' Gab (errated): You learn languages easier. 1
Keen 3
Law Dog: You have authority, and an Oath. 1/3
Level-Headed: Faster in combat 5
Light Sleeper 1
Luck o' the Irish (errated): You get extra chips. 5
Mechanically Inclined 1
Nerves o' Steel 1
Purty 1
Renown 1/3/5
Sand: You're tougher than normal 1-5 (Not recomended, uses obscure rules that rarely come up.)
Sense o' Direction 1
Sidekick 5
"The Stare": You are intimidating 1
Thick-Skinned: Lower wound penalties 3
Tough as Nails: Knocked out less often 1-5
Two-Fisted: You use two guns at once. 3
Veteran o' the Wasted West: You get FIFTEEN extra skill points which you can buy edges with, but I get to draw on a random table and give you a random disadvantage, one that might really hose you over. But then, it's FIFTEEN skill points.
"The Voice": You're good at certain social rolls. 1

Hell on Earth: The Wasted West: The Companion Book


Arcane Background: Witch: You're a hedge magician. 3
Berserk: RAGE ON! 2
Don't Get 'Im Riled!: That which does not kill you makes you stronger. 3
Hardy 3
Librarian: You are a member of the Librarians. You have an Obligation. 2
Omega Man: You don't age. 3
Rad-Tolerant: Radiation doesn't hurt you as much. 1-5
Super Soldier: You were genetically engeinered, and are bigger and tougher, but also dumber. 5
Veteran o' the Weird West: Make a character from Deadlands. Then add 3 Grit and TWENTY FIVE points, plus special rules for upping stats (it's a good deal.) However, I get to draw on the super-nasty Veteran Chart, which is even worse than the normal one. Also, your character's been around for over two hundred years, so think up a good reason.


Minor Mutation: You're a mutant, but you can hide it. 1
Mute 3
Rad-Intolerant: 1-5

Waste Warriors


Background: Operation Damocles Soldier: You get lots of nifty perks. You were frozen with some gear to come back later. 5
Background: Soldier. You get some free skills, edges, and bonuses for belongings, but the Marshall gets to draw on a table. 5
Rank: You had military rank during the war, and there are folks that respect that. You get some free levels of Leadership and/or the skil Profession: Military. 1-5**


American Legion: After taking Background soldier, if you were a foreign legioniarre, you can take this. You get Sand or Tough as Nails 2, but also Intolerance (Authority) and Ferner. And two bonus skill points to your Soldier skills. 2
Ferner: You're a strange foreigner. 3
Pentinent: After taking Background: Soldier, you may take this. You were a criminal turned soldier. You're a badass, but you've got issues. 3/5
You Bastard!: Like Rank, but with none of the skill bonuses, and your troops hated you... and still do. 1-5.

This message was last edited by the GM at 10:26, Thu 17 June 2010.

The Marshall
 GM, 5 posts
 aka "helbent4"
 aka Tony
Thu 17 Jun 2010
at 06:54
Re: Cheat Sheets
Deadlands Skill Master List

Unless otherwise specified, all skills are from Hell on Earth main rulebook. Not all possible specializations are listed.


Artillery: Missile/Grenade Launchers
Artillery: Rockets
Artillery: Howitzers
Artillery: Various
Arts: Various
Minesweepin' (Waste Warriors)


Shootin': Bow
Shootin': Pistol
Shootin': Machine Gun
Shootin': Rifle
Shootin': Shotgun
Shootin': Submachine Gun
Shootin': Various
Sleight o' Hand
Speed-Load: Various, by Shootin' weapon types
Throwin': Balanced
Throwin': Unbalanced
Throwin': Various (typically only required by very specific powers/maneuvers)


Academia: History
Academia: Occult
Academia: Various
Area Knowledge: Various
Blastin' (Brainburners, used by Sykers to activate mental powers)
Language: Various
Medicine: General
Medicine: Surgery
Medicine: Veterinary
Professional: Various
Science: General
Science: Various
Trade: Various
Witchcraft (HoEWW, used by Witches for spellcasting)


Animal Wranglin'
Performin': Acting
Performin': Singing
Performin': Various


Drivin': Battlesuit (Waste Warriors, used for Powered Armor)
Drivin': Various
Fightin: Brawlin'
Fightin': Florentine (Last Crusaders, 2 swords at once.)
Fightin: Knife
Fightin: Sword (Gives Sword Maneuvers- see Last Crusaders)
Fightin: Various- by weapon type
Flyin': Various (Iron Oasis)



Survival: City
Survival: Desert
Survival: Mountain
Survival: Toxic Wastes (Spirit Warriors)
Survival: Various


Faith: Doomsayer (Children o' the Atom, used by Doomsayers)
Faith: Various


The Marshall
 GM, 6 posts
 aka "helbent4"
 aka Tony
Thu 17 Jun 2010
at 07:04
Re: Cheat Sheets
Deadlands: Rules Cheat Sheet

The Core Mechanic: Every roll you make, you will be rolling some number of dice, and looking for the best one. For example, if you roll 4d12, roll four twelve sided dice, but instead of adding them up, take the highest. If you roll the highest number possible on the die, reroll and add it to the previous result.

Target Numbers and Raises: You are looking to meet or beat some Marshall set target number. A typical target number is 5, but it can be higher or lower depending on the task. For every five you beat the target by, you get one ‘raise’ to your roll, which represents some extra good thing happening.
Target Numbers:

Difficulty     Target Number
Foolproof           3
Fair                5
Onerous             7
Hard                9
Incredible          11

Modifiers: Any modifier to the die roll, like a +2 or a -1, modifies the final result (i.e. highest die) of the roll.

Going Bust: If half or more (round up) up the dice rolled are ones, even if the skill roll would have been a success, the skill roll is a botch. You fail, and at the GM’s option, something extra bad happens.

Trait and Skill/Aptitude Rolls: Your character has ten traits. When making a roll based on just the trait itself, roll the trait’s dice normally. When rolling a skill, take that number of dice of a type the skill is based on. For example, if you have a Nimbleness of 3d8, and a Fightin’ skill of 5, when you roll just Fightin’, it’s 5d8.

Unskilled Rolls: If you don’t have a skill, you can use one die of the related trait at a -4 penalty. If you didn’t have any dice in Fightin’, you’d be rolling 1d8 -4. If you have a related skill, at the GM’s option, you can use all your dice in that skill at a -2 penalty.

Chips: Chips come in four varieties: White, Red, Blue, and the extra-special Legend. You’ll get some each session, and the Marshall can assign more for good play. You can spend them to modify your rolls,  or gain Bounty (experience.)

White: Re-roll one die after the roll. (This is the whole die, not something like the reroll on an exploded die.) This can’t negate a botch. OR Gain one bounty.

Red: Roll a die of the same type and add it to your final roll, but the Marshall gets to draw a chip. OR Gain two bounty.

Blue: Roll a die of the same type and add, and the Marshall gets nothing. OR Negate three wounds just taken OR Gain three bounty.

Legend: Roll a die of the same type and add, just like Blue. OR Gain five bounty OR turn a botch into a regular failure.

Giving Chips Away: If you want to give your chips to another player to help them out, you must pay a chip of the same type or better to do so. You can’t otherwise spend your chips on the behalf of others.

This message was last edited by the GM at 04:30, Mon 25 Jan 2016.

The Marshall
 GM, 148 posts
 aka "helbent4"
 aka Tony
Wed 7 Jul 2010
at 20:01
Re: Cheat Sheets
Improvin' Yer Character

This is the quick and dirty guide to character improvement in Deadlands.

When: Character improvement is done at the beginning and end of each game session.  For our purposes, that starts when the Marshal calls the game to a close and through the first day of the new game session.  The spirit of this is lengthy improvement period is in accommodating for the delay of the online format.

What: You can improve any Aptitude, Trait Number or Trait at which you have succeeded in the prior game.  Succeeding at a Trait Number or Trait includes not only rolling the Trait itself, but any aptitude under a Trait.  Also, you can buy Edges (though they will take effect when the Marshal determines them).

How: The Fate Chips you draw and are otherwise rewarded for gameplay are converted into a currency called "Bounty" as listed below in the Bounty Table.  You lose the chips you choose to convert, but gain Bounty instead, which you use to improve your character.  The Bounty is then spent to improve abilities, as listed below on the Improvement Table.

Bounty Table
Chip Type   Bounty
 White         1
 Red           2
 Blue          3
 Legend        5

Improvement Table
Improvement Type                 Improvement Cost

Raising a Trait's Die Type       3 x New Die Type
Raising a Trait Level            2 x New Level
Raising an Aptitude up to 5      1 x New Aptitude
Raising an Aptitude above 6      2 x New Number
Adding a Concentration           3 x New Concentrations
Purchasing an Edge               3 x Edge Level
Purchasing Arcane Ability        Special (Ask Marshal)
(ie, Hexes, Miracles, Etc.)

John Smith has 3d8 Cognition with Search 3 as well as Deftness with Shootin: Pistols 2.  In Game 1, John Smith successfully fired a shot at an enemy with his pistol.  In Game 2, John Smith successfully searched and found something.  Now Game 2 is over, and Game 3 is beginning.

(a) John Smith wants to improve his Search from 3 to 4.  Since he succeeded in the prior Game (Game 2), he can do this. It will cost him 4 Bounty (1 x New Aptitude).

(b) John Smith wants to improve his Cognition Trait Number, so he will have 4d8 instead of 3d8.  Since he succeded in the prior Game (Game 2) in Search, which is a Cognition ability, he can raise his Cognition. It will cost him 8 Bounty (2 x new Number).

(c) John Smith wants to improve his Cognition die type, so he will have 3d10 instead of 3d8.  Since he succeded in the prior Game (Game 2) in Search, which is a Cognition ability, he can raise his Cognition.  Assuming he has the Bounty to pay for it, this will cost him 30 Bounty (3 x New Die Type).

(d) John Smith wants to improve his Deftness or his Shootin': Pistols.  However, since he did not succeed in these in Game 2, the prior game, he cannot raise either.

(e) John Smith wants to purchase the Luck o' The Irish Edge (5).  This will cost him 15 Bounty (3 x Edge Level).  Note that unlike the above modifications, this will not immediately take effect, and the Marshal will determine the amount of time it takes to take effect.

This message was last edited by the GM at 11:19, Thu 08 July 2010.

The Marshall
 GM, 912 posts
 aka "helbent4"
 aka Tony
Fri 30 Dec 2011
at 02:08
Re: Cheat Sheets
Detailed Combat Rules I

1.  The Quickness Test

The PCs are out in some situation and either initiate combat or have combat initiated upon them. This usually begins with the Marshal calling for a Fair Quickness test. Based on your results, draw a card for initiative where you take 1 or more actions.

The initiative cards determine the order of play, with Ace of Spades going first and 2 of Clubs going last.  Red Jokers can go whenever, and Black Jokers make you lose all of your cards.
Result     Cards
 Bust        0
 2-4         1
 5-9         2
 10-14       3
 15-19       4
 20+         5

The RPOL Version:  After the results are in, I will draw the cards, deal them, and post the order to make things simple.

Card Order


2. Attack!

The next thing to do is attack, which involves making your Shootin' or Fightin' roll for the appropriate weapon and attack you are using. The Marshal will tell you whether you've hit or missed, and whether you got any raises.  (For each raise, you can boost either your Hit Location or the Damage).

FYI:  There are various modifiers involved depending on the situation of movement, concealment, light/darkness, size, called shots, and other things.  We'll cover that later.

2.a Dodge?

If you get hit, you can sacrifice a future action if your card hasn't come up yet (or a held action from a previous Card), for a Dodge or Fightin’ roll. Your result increases the base target number to hit you (instead of 5, or 5 plus your Fightin’).

House Rule: increased TNs for Dodge and Fightin' stay in effect until the player's next Action.

3. Hit Location & Damage
Let's assume you hit.  Now you roll for location and then damage.  For location, you roll 1d20 and you hit on the following table:
Random Hit Location
Result   Location

 1-4      legs*
 5-9      lower guts
 10       gizzards (one extra damage die!)**
 11-14    arms*
 15-19    upper guts
 20       noggin (two extra damage dice!)**
  • Each Raise adds or subtracts from the roll by 1 point if the attacker wishes.
  • If Fightin' add +2.
  • If Shootin' add +2 if at point blank range.

*Even rolls indicate a right limb, odds are left.
**Extra Damage Dice are of same die code as other dice if shootin' or STR die code if Fightin'.


Each weapon has a damage rating. This is a number of dice, that you roll and add them all together. The total number you roll is your damage. You can’t chip this roll. Some weapons are based on strength, and do a Strength roll plus some other roll. The Strength roll is rolled normally, so you can chip it, if you like.


Armor comes in two kinds: Hard and Soft. Each point of Hard Armor reduces any incoming damage by one die type, and negates dice if it brings it down to d4s. Soft Armor just subtracts from the final damage total.


Now that you’ve got your damage total, divide it by the character’s size (normally 6). This is how many Wounds are taken.

Immediate Effects of Wounds: The character takes 1d6 points of Wind for each wound taken. If his Wind reaches 0, he’s unconscious, and lots of negative Wind can even kill someone. Also, the character has to roll Vigor to resist being Stunned, with a target number based on the size of the wound. A Stunned character can’t do anything except make Vigor rolls each action to try and regain his composure.

A character suffers a penalty to all rolls equal to his highest wound level. If any area reaches a level 5 wound, the limb is either crippled or gone. If the guts or head suffer a level 5 wound, the character is dead.

This message was last edited by the GM at 19:59, Tue 26 June 2018.

The Marshall
 GM, 151 posts
 aka "helbent4"
 aka Tony
Wed 7 Jul 2010
at 20:10
Re: Cheat Sheets
Detailed Combat Rules II

The following is a list of modifiers that covers situations that could come up during a fight.  These are modifiers on your Fightin' and Shootin' rolls as indicated in the first two tables.   The "Called-Shots" table is the penalty for aiming to hit someone in a particular location.

       Shootin' Modifiers
Situation               Modifier
Firer is walking           –2
Firer is running           –6
Firer is mounted           –2
Firer is wounded        Varies
Size                    Varies
Target moving Pace 20+     –4
Target totally concealed   –4
Torchlight, twilight       –4
Moonlight                  –6
Blind, total darkness      –8
Hip Fire                   -2
Drawing a Bead (+6 Max.)   +2 per Action

          Fightin’ Modifiers
Situation                   Modifier
Attacker is running           –4
Attacker has high position    +2
Attacker is wounded         Varies
Size                        Varies
Target totally concealed      –4
Torchlight, twilight          –4
Moonlight                     –6
Blind, total darkness         –8
Defender Armed              Weapon’s

Size              Penalty
Guts                –2
Legs, arms          –4
Head, hands, feet   –6
Eyeball, heart      –10

This message was last edited by the GM at 02:09, Thu 16 June 2016.

The Marshall
 GM, 152 posts
 aka "helbent4"
 aka Tony
Wed 7 Jul 2010
at 20:17
Re: Cheat Sheets
Detailed Combat Rules III

The Wound Penalty

The pain and suffering that are the result of wounds subtract from a character’s
dice rolls.

Wound       Modifier
Light          –1
Heavy          -2
Serious        –3
Critical       –4
Maimed (limbs) –5

This applies only for your highest level of wound.

Example:  Luke has Light Wound to his Leg.  All actions are at -1.
Example:  Corwin has a Light Wound to his Leg, an a Serious wound to his Upper Guts. All actions are at -3
Example:  Benjamin has a serious wound to his Upper Guts.  All actions at -3.
Example:  Miranda has a Heavy wound to her arm.  All actions are at -2.
The Marshall
 GM, 282 posts
 aka "helbent4"
 aka Tony
Fri 6 Aug 2010
at 06:59
Re: Cheat Sheets

TN Dice Description

3  1d6  A terrifying but otherwise normal
        creature, like an angry grizzly or
        a rattlesnake.

5  2d6  Something slightly strange and
        disturbing, but not immediately
        dangerous, like a radrat.

7  3d6  A bizarre but almost plausible
        creature, such as a croaker; a
        gruesome corpse.

9  4d6  An undeniably supernatural creature
        or a gruesome abomination such
        as a walkin’ dead; a sickening
        scene, such as a dismembered or
        mutilated corpse.

11 5d6  A unique and overwhelming horror
        like a wormling; a nauseating
        scene of mass carnage.

13 6d6  A creature that defies the
        imagination; grisly carnage that
        serves some arcane and evil
        purpose “man was not meant to


Roll  Effect

1–3   Uneasy: The character stops and stares
      for a moment at the grisly scene. For
      his hesitation, he loses his next
      Action Card.

4–6   Queasy: The victim stares in horror at
      the scene, loses his next Action Card,
      and subtracts –2 from any Trait or
      Aptitude rolls made the rest of the

7–9   The Willies: The character staggers
      back and stares in horror, missing his
      turn for the round. Just have him toss
      in all his Action Cards, including
      anything he might have up his sleeve.
      He takes 1d6 Wind, and his actions
      are at –2 until he makes a guts check,
      which he may attempt once per
      action—once this round is over and
      he again has cards to use.

10–12 The Heebie-Jeebies: The character
      turns white as a sheet and loses his
      entire turn and 1d6 Wind. Again, he
      should simply toss in all of his
      Action Cards, including anything up
      his sleeve. All actions suffer a –2
      penalty for the rest of the encounter.

13–15 Weak in the Knees: The victim loses
      1d6 Wind. At grotesque scenes, he
      loses his lunch and staggers away,
      choking the entire way. At terrible
      scenes, he puts his tail between his
      legs and gets the Hell out of Dodge.
      In either case, he is completely
      ineffectual until he makes the guts
      check that caused this result. (He can
      try this on any action.) He suffers a –2
      penalty to any Trait and Aptitude
      rolls for the remainder of the
      encounter. A white Fate Chip negates
      this penalty once the guts check is

16–18 Dead Faint: The character takes 3d6
      Wind. If she’s reduced to 0 or less,
      she faints dead away until she
      recovers. Chips can be spent to
      reduce Wind normally. If the
      character has faith, she must make
      an Onerous (7) faith total immediately.
      If she fails, the horrors of the
      Deadlands cause her to lose 1 level of
      faith permanently.

19–21 Minor Phobia: The character
      goes weak in the knees and
      gains a minor phobia (a 2-point
      loco Hindrance) centered
      around the event. When affected
      by this irrational fear, he suffers a
      –2 penalty to any actions.

22–24 Major Phobia: The character goes
      weak in the knees and gains a major
      phobia (a 5-point loco Hindrance)
      focused on the event. This is the
      same as above, except the penalty is
      –4, and the victim must make a Hard
      (9) guts check to directly affect the
      object of his fear.

25–27 Corporeal Alteration: The character
      gains a minor phobia and suffers a
      physical defect of some kind, such as
      a streak of white hair, his voice box
      contracts and he can only speak in
      whispers, etc. Whatever it is, it
      immediately lets people know that
      this poor soul has had a brush with
      unspeakable horrors that has left an
      indelible mark on him. He may never
      be the same.

28–30 “The Shakes”: The survivor gets a
      major phobia and must make a Hard
      (9) Spirit roll or reduce her Deftness
      by –1 step permanently due to
      constantly shaking hands. If the Spirit
      roll is made, the terrible nervous
      condition is only temporary, and her
      Deftness is only affected for the next
      1d6 days.

31–35 Heart Attack: The poor sap’s heart
      skips a beat. He must make a Hard (9)
      Vigor roll. If made, he suffers 3d6
      Wind and gains a major phobia. If
      failed, he suffers 3d6 Wind, his Vigor
      is permanently reduced by one
      step, and he must make a second
      Hard (9) Vigor roll. If failed, he
      has a heart attack and dies
      unless someone else makes an
      Incredible (11) medicine or
      healing roll within 2d6 rounds.
      If his Vigor ever falls below d4,
      the victim automatically dies.

36+   Corporeal Aging: The character
      has a heart attack and ages 1
      year—if he survives.

This message was last edited by the GM at 10:43, Fri 06 Aug 2010.

The Marshall
 GM, 1182 posts
 aka "helbent4"
 aka Tony
Wed 23 May 2012
at 00:11
Re: Cheat Sheets

Type   Speed   Example Actions

Simple   0     Saying a single short sentence,
               moving, making a stun check,
               resisting a power or test of

Short    1     Saying a few short sentences,
               drawing and cocking a
               weapon, making a recovery
               check, making a test of wills,
               reloading a single shell or magazine,
               climbing, jumping, or any kind
               of movement that requires an
               Aptitude (skill) roll.

Long     2+    Relating complex information,
               short speeches, some powers
               and spells, searching a pack,
               or readying a gizmo.

Movement: generally, moving is not an Action in and of itself as it happens while other actions take place. For example, you can walk your Pace in yards and fire without penalty.

You can run at double your Pace, any Actions taken are at -4.

The only time movement is an Action is if you do something like jump, roll, climb, or push it to get extra speed.

This message was last edited by the GM at 00:41, Wed 23 May 2012.