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Table of Contents
Heath and Healing
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.
Casting & magic
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 Level | 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
Background
Being a Mad Scientist is considered a background, instead of an exclusive class. It allows you to understand, replicate & create blueprints.
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.
Skill Proficiency
- Mad Science [Int] (Exclusive)
- Insight [Wis]
- Sleight of Hand [Dex]
Item Proficiency
- Tinkerers Tools/Inventors tools
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 you succeed by 10 or more (18+ total), you gain Inspiration when rolling on the innovation to create the blueprint.
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.
Innovation Table
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.
| DC - INT | Difficulty | Desription | Examples |
|---|---|---|---|
| 10 | Existing Technology | Repair or build a device based on the current level of technology available in the world. | Pistols, Shotguns, 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, |
Once a blueprint is created, making the device is a simple matter or materials, cost, time, and having access to a workshop.
Active Inventions
A Mad Scientist can only reasonably manage the maintenance and upkeep of so many inventions. For current active items, you can only have so many running at once as per the table below.
| Level | Active Inventions |
|---|---|
| 1-4 | 1 |
| 5-10 | 2 |
| 11-16 | 3 |
| 17-20 | 4 |
Innovation Progression
In order to innovate at higher levels, your proficiency must reach a certain level, as shown in the table below.
| 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 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.
