Karl Green
First Post
This space reserved for any rule changes, etc. (if I use VP/WP and extra Heroic Feats, etc)
Here is how I would like characters to be written up like...
John Westen Human Male Gunfighter 1; Init +3 (+3 dex); Armor Class 13 (+3 dex); Spd 30'; VP/WP 9/12; Atk +2 melee (1d3+1 unarmed) or +5 ranged (2d6+1 colt peacemaker, 6 shots, crit 19-20, Range Inc 30') with rapid shot +3/+3 ranged with peacemaker or +4 ranged (2d8+1 Winchester rifle, 16 shots, crit 19-20, Range Inc 60'); SV Fort +2 Ref +5 Will +0; SZ M; Chips 1; Str 12, Dex 16, Con 12, Int 12, Wis 10, Cha 14.
Skills: Bluff +3 (1/+2), Gamblin' +2 (1/+1), Gunplay +7 (4/+3), Intimidation +4 (2/+2), Knowledge (Dodge City) +2 (1/+1), Ride +7 (4/+3), Speed Load +6 (3/+3)
Feats: Proficient (simple weapons), Proficient (firearms), Point Blank Shot (pistols), Rapid Shot (pistols), Weapon Focus (colt peacemaker)
Equipment: ($150): Colt Peacemaker ($15, 2 lb), 50 shots of Ammo ($2, 2 lb), Gunbelt and Quickdraw holster ($13, 2 lb), Winchester '73 ($25, 7lb), 50 shots of Ammo ($3, 3lb), Rifle scabbard ($3, 1/2lb), Cowboy Hat ($3, 1lb), Boots ($8, 4lb), Duster ($10, 4lb), Work Shirt and Pants ($3, 3lb), Playing Cards (four sets, $1) [total spent $86, total weight 28 1/2lb]
Short background and history and how he knows the Pastor...
[COUPLE OF NOTES]
I am thinking that Horses are just a little to expensive, so I am changes some of the basic prices for them...
Riding Horse $75
Poor Riding Horse (a nag, etc) $50
Indian Pony (generally only Braves and Shaman can purchase them) $25
Yes for some reason they never included bows and arrows in Deadlands SO cost will be $20 for a short bow, and $1 for 20 arrows with a quiver.
Point Buying Cost for Attributes (from the DMG)
Attribute Cost
8...................0 pt
9...................1 pt
10.................2 pt
11.................3 pt
12.................4 pt
13.................5 pt
14.................6 pt
15.................8 pt
16...............10 pt
17...............13 pt
18...............16 pt
Vitality and Wound Points (note I think part of the vitality/wounds stuff it looking to be open content and that I can post this here… IF NOT let me know and I will take it down and we will just use Hit Points)
Hit Points are no longer the only reflection of how much abuse your character can take. Vitality Points represent the characters ability to “turn a blow” or flesh wounds or luck or even fatigue. They would be equal to a normal characters Hit Point Die and are rolled normally for the game (max at 1st level). A character's Wound Points total is equal to his or her Constitution score (i.e. a 12 CON = 12 Wound Points). Generally, a character must lose all of his or her Vitality Points before they start losing Wounds Points, but combat can be messy and Critical Hits can change all that. Every time a character takes a critical hit and the threat is rolled, the damage from the weapon is applied to the character’s Wound Points.
Subdual Damage, weather it applies to Vitality Points or Wounds it has the same effects as listed in the PHB and the DMG, and while a critical will go to the characters Wound Points it is not really lethal damage. Improved Unarmed Attack can be (attackers chose) considered lethal though (at no extra minuses).
When a character reaches 0 Vitality Points he must make a Fortitude Check DC 15 or be “wossie” for 2d6 rounds. Wossie characters cannot run or charge and are –2 to all Skill and Attack checks. Whenever a character (or anyone) takes Wound Point damage, they must make this “wossie” Fortitude roll or suffer the -2 to all Skill and Attack check and can’t run or charged, due to the strain of their injuries. This effect lasts for 1d6 rounds. You only roll for the worst effect if you character runs out of Vitality Points AND take Wound damage in one attack. The Endurance Feat adds its bonus to these Fortitude checks. Anyone who has less then ½ their Wound Points remaining cannot run or charge due to the effects on their body. Once a character reaches 0 Wound Points, they are in a very serious state. At zero WP they can still move very slowly (½ normal move only, no double moves etc.) but nothing else OR they can take a partial action but then the Character goes to –1 Wound Points. Characters can go to their Negative CON before they die. Each round the character is in the negatives roll 1d0 to check bleeding. On a "1" they stabilize; on anything else they continue to bleed.
Healing is also handled differently now; Vitality Points heal back at a rate of the Characters level back an hour, and Wound Points recover at a rate of 1 point every day with "light" activity. Resting doubles these rates and being attended by a Healer (whom makes a daily DC15 healing check) also doubles the Wounds healing rate. Strenuous activity (combat, riding a horse all day long, etc) can slow down both healing rates (½ or less). All of these affects are cumulative. Subdual Damage heals normally weather it is applied to Vitality Points or Wounds (generally 1 point an hour per level, Vitality Points first). A Healer with at least a rank of 1 in Healing, who can make a roll within an hour of "combat", can also restore some of this damage. When attempting to heal a comrade after battle, you make a heal check of DC 15 to heal 1 Vitality Point of damage, +1 additional VP is healed for every 10 over DC 15 the check is made by (i.e. so 25 would heal 2 VP). Wound points can’t be healed this way but you can Stabilize a person in negative Wound Points (DC 15; but see the Expert Healing Feat).
Magical Healing is a whole nother can of worms. Basically all Cure Spells will heal EITHER their normal amount of Hit/Vitality Points OR 1 Wound Point per die from the Spell (so a Cure Light Wounds would heal 1 WP, no matter the healer’s level). Heal and similar spells still restore all Vitality Points and Wound Points. A Cure Minor Wound will only stabilize a dieing person, or heal 1 VP.
Last note on Vitality Points, as they represent so many different things also reflect fatigue, which means that some powers or spells or abilities can be powered by them. Hucksters, Blessed and Shaman all gain so many “Free Spell Points” per day. If they want, and AFTER they have burned all of their Spell points, they can fuel their powers with Vitality Points (BUT not Wound Points without Blood Magic, under Huckster) at a cost of Spell Points times two. i.e. a 1st level Spell cost the Huckster 6 Vitality Points to cast. If the spell caster has Blood Magic, then he can use his Wound Points to fuel his Magic at a cost of ½ (round up) the normal Spell Points i.e. a 2nd level Spell would cost the Huckster 3 Wound Points.
Weapons and Critical Hits
Generally all weapons do no crit multiplier now, and all have a crit of 20, except firearms which have a 19-20 treat range. Any weapon that has a greater range then normal for critical hits (so a Sharps Big .50, with a crit 19-20/x3 or a Bowie Knife with 19-20/x3) has its critical threat number lowered by one additional points (so a Sharps Big .50 now has a critical threat range of 18-20 and the Bowie Knife has a 19-20).
Some Heroic feats will also have to modified a bit to make them not “overly powerful”. The first two that come to mind are Dead Eyes and Sneak Attack which will only "fully" apply their damage to Vitality Points, or ½ of their damage when applied to Wounds.
Here is how I would like characters to be written up like...
John Westen Human Male Gunfighter 1; Init +3 (+3 dex); Armor Class 13 (+3 dex); Spd 30'; VP/WP 9/12; Atk +2 melee (1d3+1 unarmed) or +5 ranged (2d6+1 colt peacemaker, 6 shots, crit 19-20, Range Inc 30') with rapid shot +3/+3 ranged with peacemaker or +4 ranged (2d8+1 Winchester rifle, 16 shots, crit 19-20, Range Inc 60'); SV Fort +2 Ref +5 Will +0; SZ M; Chips 1; Str 12, Dex 16, Con 12, Int 12, Wis 10, Cha 14.
Skills: Bluff +3 (1/+2), Gamblin' +2 (1/+1), Gunplay +7 (4/+3), Intimidation +4 (2/+2), Knowledge (Dodge City) +2 (1/+1), Ride +7 (4/+3), Speed Load +6 (3/+3)
Feats: Proficient (simple weapons), Proficient (firearms), Point Blank Shot (pistols), Rapid Shot (pistols), Weapon Focus (colt peacemaker)
Equipment: ($150): Colt Peacemaker ($15, 2 lb), 50 shots of Ammo ($2, 2 lb), Gunbelt and Quickdraw holster ($13, 2 lb), Winchester '73 ($25, 7lb), 50 shots of Ammo ($3, 3lb), Rifle scabbard ($3, 1/2lb), Cowboy Hat ($3, 1lb), Boots ($8, 4lb), Duster ($10, 4lb), Work Shirt and Pants ($3, 3lb), Playing Cards (four sets, $1) [total spent $86, total weight 28 1/2lb]
Short background and history and how he knows the Pastor...
[COUPLE OF NOTES]
I am thinking that Horses are just a little to expensive, so I am changes some of the basic prices for them...
Riding Horse $75
Poor Riding Horse (a nag, etc) $50
Indian Pony (generally only Braves and Shaman can purchase them) $25
Yes for some reason they never included bows and arrows in Deadlands SO cost will be $20 for a short bow, and $1 for 20 arrows with a quiver.
Point Buying Cost for Attributes (from the DMG)
Attribute Cost
8...................0 pt
9...................1 pt
10.................2 pt
11.................3 pt
12.................4 pt
13.................5 pt
14.................6 pt
15.................8 pt
16...............10 pt
17...............13 pt
18...............16 pt
Vitality and Wound Points (note I think part of the vitality/wounds stuff it looking to be open content and that I can post this here… IF NOT let me know and I will take it down and we will just use Hit Points)
Hit Points are no longer the only reflection of how much abuse your character can take. Vitality Points represent the characters ability to “turn a blow” or flesh wounds or luck or even fatigue. They would be equal to a normal characters Hit Point Die and are rolled normally for the game (max at 1st level). A character's Wound Points total is equal to his or her Constitution score (i.e. a 12 CON = 12 Wound Points). Generally, a character must lose all of his or her Vitality Points before they start losing Wounds Points, but combat can be messy and Critical Hits can change all that. Every time a character takes a critical hit and the threat is rolled, the damage from the weapon is applied to the character’s Wound Points.
Subdual Damage, weather it applies to Vitality Points or Wounds it has the same effects as listed in the PHB and the DMG, and while a critical will go to the characters Wound Points it is not really lethal damage. Improved Unarmed Attack can be (attackers chose) considered lethal though (at no extra minuses).
When a character reaches 0 Vitality Points he must make a Fortitude Check DC 15 or be “wossie” for 2d6 rounds. Wossie characters cannot run or charge and are –2 to all Skill and Attack checks. Whenever a character (or anyone) takes Wound Point damage, they must make this “wossie” Fortitude roll or suffer the -2 to all Skill and Attack check and can’t run or charged, due to the strain of their injuries. This effect lasts for 1d6 rounds. You only roll for the worst effect if you character runs out of Vitality Points AND take Wound damage in one attack. The Endurance Feat adds its bonus to these Fortitude checks. Anyone who has less then ½ their Wound Points remaining cannot run or charge due to the effects on their body. Once a character reaches 0 Wound Points, they are in a very serious state. At zero WP they can still move very slowly (½ normal move only, no double moves etc.) but nothing else OR they can take a partial action but then the Character goes to –1 Wound Points. Characters can go to their Negative CON before they die. Each round the character is in the negatives roll 1d0 to check bleeding. On a "1" they stabilize; on anything else they continue to bleed.
Healing is also handled differently now; Vitality Points heal back at a rate of the Characters level back an hour, and Wound Points recover at a rate of 1 point every day with "light" activity. Resting doubles these rates and being attended by a Healer (whom makes a daily DC15 healing check) also doubles the Wounds healing rate. Strenuous activity (combat, riding a horse all day long, etc) can slow down both healing rates (½ or less). All of these affects are cumulative. Subdual Damage heals normally weather it is applied to Vitality Points or Wounds (generally 1 point an hour per level, Vitality Points first). A Healer with at least a rank of 1 in Healing, who can make a roll within an hour of "combat", can also restore some of this damage. When attempting to heal a comrade after battle, you make a heal check of DC 15 to heal 1 Vitality Point of damage, +1 additional VP is healed for every 10 over DC 15 the check is made by (i.e. so 25 would heal 2 VP). Wound points can’t be healed this way but you can Stabilize a person in negative Wound Points (DC 15; but see the Expert Healing Feat).
Magical Healing is a whole nother can of worms. Basically all Cure Spells will heal EITHER their normal amount of Hit/Vitality Points OR 1 Wound Point per die from the Spell (so a Cure Light Wounds would heal 1 WP, no matter the healer’s level). Heal and similar spells still restore all Vitality Points and Wound Points. A Cure Minor Wound will only stabilize a dieing person, or heal 1 VP.
Last note on Vitality Points, as they represent so many different things also reflect fatigue, which means that some powers or spells or abilities can be powered by them. Hucksters, Blessed and Shaman all gain so many “Free Spell Points” per day. If they want, and AFTER they have burned all of their Spell points, they can fuel their powers with Vitality Points (BUT not Wound Points without Blood Magic, under Huckster) at a cost of Spell Points times two. i.e. a 1st level Spell cost the Huckster 6 Vitality Points to cast. If the spell caster has Blood Magic, then he can use his Wound Points to fuel his Magic at a cost of ½ (round up) the normal Spell Points i.e. a 2nd level Spell would cost the Huckster 3 Wound Points.
Weapons and Critical Hits
Generally all weapons do no crit multiplier now, and all have a crit of 20, except firearms which have a 19-20 treat range. Any weapon that has a greater range then normal for critical hits (so a Sharps Big .50, with a crit 19-20/x3 or a Bowie Knife with 19-20/x3) has its critical threat number lowered by one additional points (so a Sharps Big .50 now has a critical threat range of 18-20 and the Bowie Knife has a 19-20).
Some Heroic feats will also have to modified a bit to make them not “overly powerful”. The first two that come to mind are Dead Eyes and Sneak Attack which will only "fully" apply their damage to Vitality Points, or ½ of their damage when applied to Wounds.
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