As mentioned, for this game we'll be playing through the Last Sons Plot Point Campaign.
Arrogant gunfighters draw shootin’ irons at the slightest provocation. Jayhawkers, Bluebellies, and Rebs murder each other over tiny plots of Kansas soil. Soldiers massacre Indians. Indians butcher miners. Sisters kill brothers, and vice versa. Everyone knows a stranger is never to be trusted. And it isn’t rage that’s the cause of all this fighting—it’s sheer terror.
We'll start out on a stagecoach heading towards Deadwood in the Sioux Nations, from Bismarck which was moved to Minnesota in Deadlands. Deadwood is the only mining town in the Sioux Nations. Ghost Rock can be found in the Black Hills of Dakota, and so miners want to be there. The indians allow them to be in Deadwood, and allow them to have mining claims. They are prohibited from leaving their claims/deadwood, and are killed if caught away from town. People complain, but nothing's done.
Rules / House RulesDeadlands: Reloaded is a setting using the Savage Worlds Rules. You can check out their free test-drive rules here:
http://www.peginc.com/freebies/SWcore/TD06.pdfThere are a few things not in there, and some setting-relevant changes, but it should give an idea.
In addition Deadlands introduces several setting rules to help things feel more like the Weird West.
GM=Marshall...I'll use them interchangably
-Dueling-
Dueling is handled through a combination of rolls and a poker hand.
Face Off: Roll opposed Intimidation/Taunt, winner gets a +2 on their shooting roll. Loser went for his gun first according to observers.
Luck o' the Draw: Texas Hold-em style poker hand. Deal 2 cards +1/grit to each combatant. Reveal 3-card "flop", 1-card "turn", 1-card "river". Either combatant can call "Draw" after each reveal (starting after the flop).
Reach for It!: Each combatant chooses to go speed or accuracy. If speed, then they have to draw and shoot in one action (and suffer appropriate penalty, usually -2). If accuracy, they shoot after someone who went speed.
Swappin' Lead: roll shooting, if you hit roll damage. Damage gets a +1d6 per hand difference in the poker hands.
After the initial trade of damage if either is still standing, it moves to normal combat rounds.
-Fate Chips-
Instead of bennies players get fate chips (poker chips), they come in 3 colors: White, Red, and Blue.
White chips work like bennies.
Red chips can be used as white OR used to add 1d6 to a roll. If used to add 1d6, Marshall gets a chip draw.
Blue chips can be used as white OR used to add 1d6 to a roll. Marshall doesn't get a chip.
Legend Chips (these can be earned over the course of the campaign).
Can be used as blue chip with a +2 bonus. Or to reroll ANY roll (whites only reroll your trait rolls), Or for +1 XP at the end of a "session".
-Gambling-
Handled similar Dueling (see here if interested:
http://www.peginc.com/freebies/DL_Reloaded/DLRSecondPrintingAdditions.pdf)
-Revolvers-
(Fanning the Hammer)
With a single-action revolver you can make up to 6 shots at once, as for auto-fire (roll 1 shooting die per shot, bot only one wild die for all shots), but you suffer a -4 penalty on all the shots. You hit innocent bystanders on 1 or 2. (Note: there are edges to improve this)
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Double-action revolvers can double tap. This uses 2 shots, and gives a +1 bonus to hit and damage.
-Grit-
Your character has a Grit stat (equal to +1 per rank) which acts as a bonus to guts rolls to resist terror. This is especially important because the environment will apply penalties to your guts rolls.
House RulesAthletics (Strength): This skill absorbs Swimming, Throwing, and Climbing. It uses Strength as the linked attribute.
Fate Chips: can also be spent for some minor narrative control. Basically, this allows you to spend fate chips for qualitative things as well as quantitative.
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Particular PbF RulesOutside combat, the game will be run pretty freeform. You're free to narrate things (including minor NPC interactions) in order to help bring the world to life, and help bring out your character.
Combat is handled a little differently:
-Please try to give me a Modus Operandi (MO) for your character. If you don't I'll take my best guess at what your character would do.
-While I'll pull cards for initiative, I'll be dividing it into blocks around "enemies". You can act any time within your block. If you want to wait until a friendly has acted, please leave a conditional order to that effect.
(Basically all PCs are considered to be on hold choosing to act only before a hostile acts, and allowing other PCs to act before them).
-In order to keep combat moving (this can really bog down PbF games), please try to post at least once every 24 hours during combat. Any player not posting, will have their character act according to their MO. This means that an initiative block will not last more than 24 hours...ideally we can finish at least 1 combat round/day.
I'll give you defense numbers up front. Ideally you'll be able to determine for yourself whether you hit, and even better narrate the effects. If you don't feel competent to do so (especially at first), just roll damage and attack every time. I'll handle whether it hit, and how much damage it did. If you don't roll damage, I'll roll it for you.
Outside of Combat I'll say a minimum of one post every 72 hours or so, preferably at least once a day.
Character Creation ParticularsIf you want to do all your own character creation, you can reference the Quick-Drive Rules linked above. This will also be helpful: (
Savagepedia's list of Hindrances/Edges Core Rules and Deadlands :Reloaded/Flood Plot Point only). Ask about anything that seems interesting and I'll fill you in on the full rules as needed. There are some Edges/Hindrances not listed there and some Core Hindrances/Edges are not available in Deadlands, so run by me whatever you're thinking of taking.
Here's a list of Hindrances/Edges from Last Sons which haven't been added to savagepedia:
Hindrances:
Allergy, Coup Counter, Intolerant, Trouble Magnet.
(All except Coup Counter have minor and major variants, Coup Counter is minor.)
Edges:
Gallows Humor (Taunt d6; make a joke to resist fear effects)
Two-Gun Kid (Veteran, Marksman, Two-Fisted, Shooting d10; apply marksman to 2 separate targets )
Liquid Courage (Vigor d8; bonus from drinking alcohol)
Patron Spirit (AB (Miracles), Spirit d8; Spend a Fate Chip to extend miracles)
Seen the Elephant (Veteran, True Grit, Guts d8; -4 on fear effects table roll)
Totem Spirit (AB(Shamanism), Spirit d8; powers cheaper with a raise)
New Power: Contact Spirit World. Lets you contact spirits. Gets more powerful with Rank.
You'll also be wanting equipment. You have $250. Here are some pages with a decent equipment list:
http://www.obsidianportal.com/campaigns/deadlands-weird-west/itemsTwo Notes:
1: it's missing gatling weapons and most weird science devices. If you are interested in such items let me know. It's also missing Horses, a horse will run you $150. Though since you're starting on a stagecoach, you'll want to buy the horse in Deadwood, or have some other means of getting it there. It's fine to spend the 150 on a horse now, and just say "I have a horse waiting for me in Deadwood"
2: You can buy El Cheapo stuff for half price. It has a tendency to fail, or gives a charisma penalty. If you buy an El Cheapo horse, he'll have some hindrances.
Alternatively, feel free to come up with a concept, and I'll help you flesh it out into stats. Note: I do mean help you, you'll still create the character, I'll just guide you through the process and give pointers to help you get to the concept.
Your character also needs to be more than stats. Backgrounds are important, at least a paragraph-story of who they are. Ideally your character should be tied to either the Native Americans or someone else in the party. This will be important to give motivation for why the party stays together, and why they might be willing to pursue the main storyline (which involves Native Americans).
Finally, for Deadlands specifically, you need to invent your character's "Worst Nightmare". This is legitimately important to help you get into the horror-setting, and is important for getting a feel of what might make your character scared. I'm sure it has no other impact
See a list of sample character concepts in the next post.
Important Unusual Backgrounds (Arcane and otherwise)Just calling out some of the more iconic Deadlands Edges. These are the folks that are part of the weird in the weird west, rather than mundanes.
Veteran o' the Weird West: Character starts as Seasoned (4 advances), but gets a random Major Hindrance.
Federal Agent (Pinkerton): These are the MIB guys for the USA.
Texas Ranger: These are the MIB guys for the CSA.
Blessed: Holy-type. High potential, but must avoid sin.
Voodooist: Works like a blessed, but uses voodoo trappings.
Huckster: Magic-user. Card-based trappings, usual a gambler/city-slicker.
Mad Scientist: Inventor. Uses crazy devices to do cool things...slowly goes crazy.
Shaman: Native American shaman. Eschews technology, in favor of spirits.
Chi Master: Asian martial artist, can channel chi to do impressive things.