house_rules
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| + | ==== Heath and Healing ==== | ||
| === Vitality/ | === Vitality/ | ||
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| Wound is represented by your constitution stat, Damage reduces wound points only after all vitality points are gone, or when a character is struck by a critical hit. | Wound is represented by your constitution stat, Damage reduces wound points only after all vitality points are gone, or when a character is struck by a critical hit. | ||
| + | |||
| + | A critical hit does not cause you to roll additional damage dice. Instead, the attack' | ||
| === Natural Healing === | === Natural Healing === | ||
| Line 20: | Line 23: | ||
| For example, cure moderate wounds heals 2d8 points of damage, +1 point per caster level (maximum +10). Under this system, a 10th-level cleric could cast it to heal 2d8 vitality points and 10 wound points. | For example, cure moderate wounds heals 2d8 points of damage, +1 point per caster level (maximum +10). Under this system, a 10th-level cleric could cast it to heal 2d8 vitality points and 10 wound points. | ||
| - | ===Spell DC & Casting Level === | + | ---- |
| - | Casting Spells in Deadlands is a skill. The table shows the minimum level required to learn spells of a certain level and the DC to Cast them. Cantrips cost 1 point per cast And have a base DC of 13 to cast. | + | ==== Mad Science ==== |
| - | Each class has spell points equal to their casting stat + it's modifier, per level. Increases in stats increase spell points retroactively. | + | ===Background=== |
| - | Hucksters | + | Being a Mad Scientist is considered a background, instead of an exclusive class. It allows you to understand, replicate |
| - | Blessed - WIS | + | |
| - | Spell LVL Caster level DC to Cast Point Cost | + | Mad Scientists usually come from an academic background, but the necessity of invention |
| - | 1 1 15 3 | + | |
| - | 2 3 16 6 | + | |
| - | 3 5 17 9 | + | |
| - | 4 7 18 12 | + | |
| - | 5 9 19 15 | + | |
| - | 6 11 20 18 | + | |
| - | 7 13 21 21 | + | |
| - | 8 15 22 24 | + | |
| - | 9 17 23 | + | |
| - | 27 | + | |
| - | === Exceptional Casts & Backlash === | + | Skill Proficiency |
| + | * Mad Science [Int] (Exclusive) | ||
| + | * Insight [Wis] | ||
| + | * Sleight of Hand [Dex] | ||
| - | Rolling a 20 or a 1 on a casting check will result in either a critical success, or a backlash on the caster. | + | Item Proficiency |
| + | * Tinkerers Tools/ | ||
| - | Hucksters on a critical success cast the spell as if it was 1D6 levels higher, and take 2D6 damage and 1D4 INT loss (restored at a rate of 1 point per hour) | + | ===Blueprints=== |
| - | Blessed on a critical success, cast their spell using no points, and on a fail, the spell doesn' | + | Blueprints are how mad scientists build their inventions. Once a blueprint is created or owned, the invention can be replicated as long as the parts are available. |
| - | Shaman in a critical success will cast their spell for free, and on a failure, take 1D6 damage and expend | + | Once the idea has been thought of, the mad scientists must make a DC 8 Wisdom check to successfully crystallise the idea in their mind. If you succeed by 10 or more (18+ total), you gain Inspiration when rolling |
| - | === Mad Science === | + | Any found blueprints will require a Mad Scientist to roll on the innovation table to comprehend what they' |
| - | Being a Mad Scientist is considered a background, instead of an exclusive class. It allows you to understand, replicate & create blueprints. | + | === Innovation Table === |
| - | Blueprints are how mad scientists build their inventions. Once a blueprint | + | Depending on the device they' |
| - | Once the idea has been thought of, the mad scientists must make a DC 8 Wisdom check to successfully crystallise | + | {{tablelayout? |
| + | ^ | ||
| + | | 10 | Existing Technology | ||
| + | | 15 | Improvement | ||
| + | | 20 | New Invention | ||
| + | | 25 | Revolutionary | ||
| + | | 30 | Impossible Science | ||
| - | Depending on the device | + | Once a blueprint is created, making |
| - | DC to Create Item Description Examples | + | === Active Inventions === |
| - | 10 Repair or build a device based on the current level of technology available in the world. Gatling Gun, | + | |
| - | 15 Slight, but reasonable improvement on current | + | A Mad Scientist can only reasonably manage |
| - | 20 Entirely new, but reasonable invention. (Cutting Edge) Automatic weapons, flame throwers. | + | |
| - | 25 Unique, but still realistic invention Steam Powered Wagons, airships. | + | {{tablelayout? |
| - | 30 Something that flaunts, or flat out defies the current laws of science. Time Machine, Mind Control device, | + | ^ Level ^ Active Inventions |
| + | | 1-4 | 1 | | ||
| + | | 5-10 | ||
| + | | 11-16 | 3 | | ||
| + | | 17-20 | ||
| + | |||
| + | ===Innovation Progression=== | ||
| + | |||
| + | In order to innovate at higher levels, your proficiency must reach a certain level, as shown in the table below. | ||
| + | |||
| + | {{tablelayout? | ||
| + | ^ Proficiency Bonus ^ Maximum Innovation | ||
| + | | +2 | ||
| + | | +3 | ||
| + | | +4 | ||
| + | | +5 | ||
| + | | +6 | ||
| + | | +6 | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ==== Players and Roleplay ==== | ||
| === In Character/ | === In Character/ | ||
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| Your next attack roll, saving throw or skill check on a pass or fail will count as either a Nat 20, or Nat 1. The DC still needs to be hit or passed as normal, no matter how easy or hard it is. | Your next attack roll, saving throw or skill check on a pass or fail will count as either a Nat 20, or Nat 1. The DC still needs to be hit or passed as normal, no matter how easy or hard it is. | ||
| + | |||
| + | Any successful attack rolls made with this, are considered critical hits. | ||
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