Deadlands Reloaded: The Weird West
Bennies/Fate Chips: Bennies will be used in place of Fate Chips due to the nature of running a game on Tabletop Forge. In the event an effect requires knowledge of the color Fate Chip, roll a 1d6. Results 1-3 = White, 4-5 = Red, and 6 = Blue. Legendary Beenies are Bennies carried over games by each character that earned one and work like Blue Fate Chips for the purpose of this game.
Called Shot: Legs: By attacking the legs of an opponent, the attacker forces an Agility roll or be knocked Prone. Prone characters use half their Pace to stand up.
Cover Fire: A character, with a RoF: 2 or greater weapon with at least ten times the ROF ammunition, may make a Shooting roll to place a Medium Burst Template within range. The roll suffers recoil, range, lighting, and cover penalties as normal, and can deviate if the roll fails.
All characters in the affected area must make an opposed Spirit roll, modified by cover. Failure of the Spirit roll means the character is Shaken. A 1 on the Spirit die means the character was hit by a bullet (roll damage).
The template remains on the field until the shooter’s next turn. Any character in the template attempting to take an action requires another modified Spirit roll, against the original TN. Any character wishing to enter the template also requires a Spirit roll.
The attack uses the weapon’s ROF times 10 in ammunition. A roll of a 1 on the Shooting die means the weapon has malfunctioned and requires a Repair check to get back in action.
Double Handling: If a character wields a melee weapon with two hands that is not normally two-handed, they may ignore the Minimum Strength requirement and gain a + 2 to being disarmed (as per all two handed weapons). Additionally, they suffer a -1 to Parry.
Dual Wielding: A character wielding two weapons that cause Strength + d8 (or greater) or require a Minimum Strength of d8 (or greater). Suffer a -1 to Parry and Attack rolls in addition to any other penalties.
Duels: During 3. Reach for It! there are now several levels of Speed vs. Accuracy modified by Edges, Powers, and Gear. Each player during the Reach for it! decides on their Speed which directly modifies their accuracy by the same number up to 4. So a gunslinger can decide on a 4 Speed causing a -4 Accuracy (-4 to Shooting) but can further be penalized from the Face Off. The Level-Headed, Improved Level-Head, Quick, and Quickdraw Edges and Quick Draw Holsters each reduce the penalty for Speed by 1 and stack. The Quickness Power reduces by 2 (4 with a Raise) but does not interact with any of the above Edges and Gear. Example: Sam Mars has Quick, Quickdraw, and Quickdraw Holsters allowing him to reach for his guns on a 3 or lower without penalty.
Fear and Terror: The Fright Table from the Core Rules has been alter to the new table below. The new table now has the worst results at the bottom. Creatures with Fear special abilities that give minuses to the Guts also minus the same number off the new Fear Effects Table;
20 Fights Better With Fear: Character has a +1 all Fighting, Shooting, Throwing, and Damage rolls for the rest of the encounter.
18-19 Adrenaline Surge: +2 bonus to all Trait/Damage rolls for next round.
17 Berserk: Character acts as if they had the Berserk Edge
12-16 Paralyzed with Fear: Character is Shaken
9-12 Vamoose: Character is panicked
8 Jittery: Character suffers a -2 to all Skill rolls during the encounter
7 Temporary Minor Phobia: -2 to all Trait rolls during encounter
6 Terrified: -4 to all Skill rolls during encounter
5 Temporary Major Hindrance: -4 to all Trait rolls during the encounter
4 Permanent Minor Phobia: Character has Minor Phobia of Fear generating creature type
3 Permanent Major Phobia: Character has Major Phobia of Fear generating creature type
2 The Mark of Fear: As per Fright Table (page 85 SWD)
1 or Less Heart Attack: As per Fright Table (page 85 SWD)
Terror effects; sometimes what the characters witness is horrifying but they are in not immediate danger. When this occurs, the players make Guts rolls to resist the horrifying scene. If their characters should fail, consult this table:
20 Fear leads to Hate: If the character encounters the source of the horror later they receive a +2 to Trait and Damage rolls for their first action against it.
17-19 Enraged: The character automatically goes Berserk (as per the Edge) if they encounter of the source of the horror again.
10-16 Nausea: The character becomes sick at the sight of horrify image. They suffer 1 level of Fatigue.
8-9 Death Wish: The character receives the Death Wish Hindrance to stop what whatever caused the horror
6-7 Minor Phobia: As per Fright Table (page 85 SWD)
4-5 Major Phobia: As per Fright Table (page 85 SWD)
3 Dementia: Roll on the Dementia Table
2 Mark of Fear: As per Fright Table (page 85 SWD)
1 or less Heart Attack: As per Fright Table (page 85 SWD)
Garrots: Using a garrote requires making a Grappling attack at -4 to hit the throat (making it most useful when combined with the Drop to negate the penalty). If successful, the grappler gains a +4 to Strength and +2 to Agility for opposed rolls against his target for the duration of the grapple. Targets of a garrotte must make a Vigor roll at -4 to be able to speak in any way; yelling requires a raise on the roll.
The bonus makes it harder to escape a garrotte once placed, and it makes it more likely the grappler will get a success or raise on his roll to do damage if he chooses. If it is a wire garrotte, then make the damage Str + d4.
Healing Rates: The Healing Skill and Healing Power can only heal at most two wounds to character. The remaining wounds must be recovered via Natural Healing or the Greater Healing Power.
Huckster Hexes: A huckster characters select their powers from the Huckster Hexes list rather than the powers listed to them in the Player’s Guide. This list has all the powers listed within the Player’s Guide as well as updated versions of hexes from Deadlands Classic.
Initiative: If playing cards are unavailable, initiative will be rolled with a 1d20 to determine order. Characters with the Level-Headed Edges roll additional times (2 rolls for Level-Headed, 3 rolls for Improved Level-Headed) and take best result. Quick characters re-roll for any result less than 5. Any power of effect that allows the character to re-draw a card less than a certain number now re-rolls any result less than that number.
Jack of All Trades Edge: Characters with this Edge also receive a +1 to their Common Knowledge rolls.
Non-Lethal Damage: All blunt weapons can cause non-lethal damage without any penalty to wield. The player simply states that the attack is non-lethal and attacks normally. Wounds from non-lethal attacks can be healed either normally or with natural healing rolls. Natural Healing rolls are made every 5 hours rather than every five days.
Performing actions that normally require two hands with one hand: Any character attempting something that normally requires both hands with only one of their hands suffers a -4 to any roll involved per the One Armed Hindrance.
Tenderfoot Hindrance: Any character that takes the Tenderfoot Edge does not have to spend an advance to remove it. At the end each game session the player rolls a d20 minus 5 against their current XP total. If the number they roll is lower than their current XP, no longer have the Tenderfoot Hindrance. Example: A player with a character with Tenderfoot just finished his 3rd game session. His first to game sessions he failed the d20 roll, but after getting XP from the third session his character has 8 XP. He rolls a 7 on the d20. His character is no longer a Tenderfoot, though the character may not be as tough as other cowpokes (and could receive Fate Chips due to this). No matter how poorly they roll, the character will no longer have the Hindrance beyond 25 XP. Players cannot take Veteran o’ the Weird West with this Hindrance, and it goes without saying any characters pre-generated at Seasoned or higher XP cannot take it as well.
Tests of Wills: The +2 bonus can be yielded by by the character making the Test of Wills to another character within 6". Character’s with Common Bond or Command increase this distance to 12".
Targeting Limbs: If a character makes Called Shots to the arms or legs (or other limbs) they cause damage as normal. However, if the character is Incapacitated from such Wounds, they cannot be killed no matter how bad the roll. Any injuries are not randomly chosen, rather the one most applicable will be chosen instead.