User Tools

Site Tools


house_rules

This is an old revision of the document!


Vitality/Wound

Instead of straight hit points, you have two values, Vitality/Stamina & Wound/HP

Vitality is calculated like normal hit points are, Con modifier + hit die per level. Vitality is lost when taking normal “damage” and can only be regained by resting.

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.

Natural Healing

Characters recover vitality points after a long rest & their level + con stat on a short rest.

With a full night’s rest, a character recovers 1 wound point per character level (minimum 1 per night), or twice that amount with complete bed rest for 24 hours. Any significant interruption during the rest period prevents the character from healing that night.

Magical Healing

Spells that heal hit point damage work somewhat differently in this system. For spells that heal a variable amount of hit point damage based on a die roll (such as cure light wounds), apply the actual die roll as restored vitality points, and any modifier to the die roll (such as caster level, for cure spells) as restored 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.

Each class has spell points equal to their casting stat + it's modifier, per level. Increases in stats increase spell points retroactively.

Hucksters & Shamans - INT Blessed - WIS

Spell LVL Caster level DC to Cast Point Cost 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

Rolling a 20 or a 1 on a casting check will result in either a critical success, or a backlash on the caster.

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)

Blessed on a critical success, cast their spell using no points, and on a fail, the spell doesn't cast but still expends points.

Shaman in a critical success will cast their spell for free, and on a failure, take 1D6 damage and expend the points needed to cast the spell.

Mad Science

Being a Mad Scientist is considered a background, instead of an exclusive class. It allows you to understand, replicate & create blueprints.

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.

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 they roll over 20 in total, they gain advantage on their roll to create the item and complete their blueprint.

Depending on the device they're trying to create, the Mad Science roll DC will increase and the difficulty will be decided by the DM and players.

DC to Create Item Description Examples 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 Train, more efficient gear. 20 Entirely new, but reasonable invention. (Cutting Edge) Automatic weapons, flame throwers. 25 Unique, but still realistic invention Steam Powered Wagons, airships. 30 Something that flaunts, or flat out defies the current laws of science. Time Machine, Mind Control device,

In Character/Out Character

In a nutshell, anything you say when NOT holding a die/dice, your character says or does.

Feast or Famine (The "I Got This! rule")

You can declare at any point before a roll that “you got this…” or just invoke Feast or Famine.

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.

house_rules.1783600846.txt.gz · Last modified: by admin