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house_rules [2026/07/09 12:41] adminhouse_rules [2026/08/19 22:57] (current) admin
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 +==== Heath and Healing ====
 +
 === Vitality/Wound === === Vitality/Wound ===
  
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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's normal damage is dealt directly to the target's Wound, bypassing Vitality.
  
 === Natural Healing === === Natural Healing ===
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 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 Shamans - INT +Being a Mad Scientist is considered a background, instead of an exclusive class. It allows you to understand, replicate create blueprints.
-Blessed - WIS+
  
-Spell LVL Caster level DC to Cast Point Cost +Mad Scientists usually come from an academic background, but the necessity of invention to survive the deadlands can also lead to someone walking this path.
-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/Inventors 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 fail, the spell doesn't cast but still expends points+Blueprints are how mad scientists build their inventions. Once blueprint is created or owned, the invention can be replicated as long as the parts are available.
  
-Shaman in critical success will cast their spell for freeand on a failure, take 1D6 damage and expend the points needed to cast the spell+Once the idea has been thought of, the mad scientists must make 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 on the innovation to create the blueprint.
  
-=== Mad Science ===+Any found blueprints will require a Mad Scientist to roll on the innovation table to comprehend what they've discovered and have the technical knowledge to replicate the item. 
  
-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 is created or owned, the invention can be replicated as long as the parts are available.+Depending on the device they're trying to blueprint and design, the Mad Science roll DC will increase and the difficulty will be decided by the DM and players depending on the innovation level of what they're trying to design
  
-Once the idea has been thought ofthe mad scientists must make a DC 8 Wisdom check to successfully crystallise the idea in their mindIf they roll over 20 in totalthey gain advantage on their roll to create the item and complete their blueprint.+{{tablelayout?rowsHeaderSource=Auto&colwidth="116px,157px,265px,221px"}} 
 +^  DC - INT  ^  Difficulty            Desription                                                                                  Examples                             ^ 
 +|  10  |  Existing Technology  |  Repair or build a device based on the current level of technology available in the world  PistolsShotguns, Stoves, etc       | 
 +|  15  |  Improvement          |  Slight, but reasonable improvement on current tech                                          Faster Train, more efficient gear.   | 
 +|  20  |  New Invention        |  Entirely new, but reasonable invention. (Cutting Edge)                                      Automatic weapons, flame throwers.   | 
 +|  25  |  Revolutionary        |  Unique, but still realistic invention                                                      |  Steam Powered Wagons, airships.      | 
 +|  30  |  Impossible Science    Something that flaunts, or flat out defies the current laws of science                    Time Machine, Mind Control device,   |
  
-Depending on the device they're trying to createthe Mad Science roll DC will increase and the difficulty will be decided by the DM and players+Once a blueprint is created, making the device is a simple matter or materials, cost, time, and having access to a workshop
  
-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 tech Faster Trainmore efficient gear+A Mad Scientist can only reasonably manage the maintenance and upkeep of so many inventionsFor current active itemsyou can only have so many running at once as per the table below.  
-20 Entirely newbut reasonable invention. (Cutting Edge) Automatic weaponsflame throwers.  + 
-25 Uniquebut still realistic invention Steam Powered Wagons, airships.  +{{tablelayout?rowsHeaderSource=Auto&colwidth="127px,144px"}} 
-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    2                  | 
 +|  11-16  |  3                  | 
 +|  17-20   4                  | 
 + 
 +===Innovation Progression=== 
 + 
 +In order to innovate at higher levelsyour proficiency must reach a certain levelas shown in the table below
 + 
 +{{tablelayout?rowsHeaderSource=Auto&colwidth="176px,189px"}} 
 +^  Proficiency Bonus  ^  Maximum Innovation 
 +|  +2                  DC 10               | 
 +|  +3                  DC 15               | 
 +|  +4                  DC 20               | 
 +|  +5                  DC 25               | 
 +|  +6                  DC 30               | 
 +|  +6                  DC 30               | 
 + 
 +---- 
 + 
 +==== Players and Roleplay ====
  
 === In Character/Out Character === === In Character/Out 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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