Search found 195 matches

by Fists-of-Dorn
Sat Apr 29, 2017 7:34 pm
Forum: Deadlands: Hell on Earth & Lost Colony
Topic: Classic into Reloaded
Replies: 1
Views: 177

Re: Classic into Reloaded

You could always have each of your current players create a character for the second group. Have the two groups work together enough that it feels right for one group to head to Banshee while the other stays behind on Earth. If you ever decide to run Lost Colony, your players have a character alread...
by Fists-of-Dorn
Sun Apr 02, 2017 12:34 am
Forum: Deadlands: Hell on Earth & Lost Colony
Topic: [HOE] Stablity checks for always on equipment.
Replies: 5
Views: 262

Re: [HOE] Stablity checks for always on equipment.

A badass gun that explodes once a week is trading reliability for power; a refrigerator that explodes once a week is just useless. You'll never get enough benefit from it to make up for the cost in time, risk, and resources. That fridge though has an instant-cooling ability, or flash-freezing, whic...
by Fists-of-Dorn
Wed Mar 29, 2017 5:00 am
Forum: Deadlands: Hell on Earth & Lost Colony
Topic: [HOE] Stablity checks for always on equipment.
Replies: 5
Views: 262

Re: [HOE] Stablity checks for always on equipment.

Going by the rules: A device must make a Stability check the first time it is used each day. All devices, used or not, must make at least one Stability Check a week. You would check any "always-on" device at the beginning of the day- whenever you and the Marshal decide the 'beginning' of t...
by Fists-of-Dorn
Fri Mar 17, 2017 10:23 am
Forum: Deadlands: The Weird West
Topic: Awarding bounty points(Classic)
Replies: 2
Views: 314

Re: Awarding bounty points(Classic)

To add on: I have found that awarding Fate Chips during play and awarding Bounty Points at the end of an adventure (or at the end of 'Chapters' of a long adventure) really encourages players to spend the Chips during play because they aren't as concerned about saving chips to convert after the sessi...
by Fists-of-Dorn
Fri Dec 30, 2016 6:32 pm
Forum: Deadlands: The Weird West
Topic: [Reloaded] Common Knowledge
Replies: 17
Views: 903

Re: [Reloaded] Common Knowledge

I am wondering if a Setting Rule that I came up with for a zombie campaign might also fit Deadlands. That is, that the Doubting Thomas Hindrance is considered to be the norm, and if a character does not want it they have to buy it off with an Edge/Advance. In this case, it would need to be bought o...
by Fists-of-Dorn
Tue Dec 20, 2016 5:00 am
Forum: Deadlands: Hell on Earth & Lost Colony
Topic: [Classic] Does armor stack?
Replies: 4
Views: 242

Re: [Classic] Does armor stack?

Unfortunately my gm said unless it says so in the errata or hell on earth he wont allow armor to stack. Can anyone offer a source one way or the other in hell on earth? Bear in mind that the Weird West rules were updated after the release of Hell on Earth core book, with changes and clarifications....
by Fists-of-Dorn
Fri Dec 16, 2016 1:40 am
Forum: Deadlands: The Weird West
Topic: Vengeful Gang of Harrowed
Replies: 8
Views: 468

Re: Vengeful Gang of Harrowed

So, theirs Clinton, Ox, Sterling and finally Miss Stedding that i want to come back and haunt the players. Story-wise, is there some way of explaining all them coming together in their revenge? What do y'all think? To gimmicky? How about let your players play each of the Harrowed as they rise from ...
by Fists-of-Dorn
Tue Dec 13, 2016 12:28 am
Forum: Deadlands: The Weird West
Topic: [Classic] Looking for a good one-shot
Replies: 5
Views: 378

Re: [Classic] Looking for a good one-shot

drfaust176 wrote:MS: "You'll need to be more specific."


Ha!
Well deflected that man!
by Fists-of-Dorn
Wed Dec 07, 2016 10:40 pm
Forum: Deadlands: The Weird West
Topic: [Classic] Speed Load/Reloading Rules Conflict
Replies: 1
Views: 228

Re: [Classic] Speed Load/Reloading Rules Conflict

The reference, under the Reloading section of the Combat rules, to using the Speed Load aptitude would imply that the Speed Load aptitude should be faster than the standard method of loading a speed-load cylinder (So Speed 2 normally, Speed 1 with a successful Speed Load TN5).

-Fists.
by Fists-of-Dorn
Thu Nov 24, 2016 6:48 am
Forum: Deadlands: The Weird West
Topic: [Classic] Rules Questions
Replies: 11
Views: 505

Re: [Classic] Rules Questions

Dodge has a TN of "foes attack roll". So, once you equal that number, you've avoided the hit. If it was Opposed it would be a very different ruling. The Hell on Earth book expresses this as the way to use the Vamoosin' result: The TN for the bad guy to hit you is now the greater of either...
by Fists-of-Dorn
Sat Oct 22, 2016 1:29 pm
Forum: Deadlands: The Weird West
Topic: Deadlands Classic Harrowed Question
Replies: 1
Views: 208

Re: Deadlands Classic Harrowed Question

For new characters created as a Harrowed, the cost of a power is double its rank (so level 3 power costs 6, level 5 costs 10). The Book o' the Dead covers creating Harrowed characters from scratch, including mandatory hindrances, points granted for Veterans of the Weird West, and of course the amoun...
by Fists-of-Dorn
Thu Oct 20, 2016 6:54 am
Forum: Deadlands: Hell on Earth & Lost Colony
Topic: Vickers’ Saber
Replies: 13
Views: 2026

Re: Vickers’ Saber

I read aboiut vicker's saber abd wondered how it kept working with the instability rules. Wouldn't it destabilize as soon as it rolleda 20 after a few months? Remember that an exceptional quality Junk-tech item may well just have a very high Stability rating (over 20), meaning that more often than ...
by Fists-of-Dorn
Thu Oct 20, 2016 6:18 am
Forum: Deadlands: The Weird West
Topic: Tinhorn Hindrance (Classic)
Replies: 2
Views: 230

Re: Tinhorn Hindrance (Classic)

How is this supposed to be role played as a hindrance? The only thing I can think of is an aversion to manual labor and dirtiness. Would it make sense is there were mechanical disadvantages as well, such as a -2 penalty on social skills towards non-cityfolk. The Classic Hell on Earth version includ...
by Fists-of-Dorn
Mon Oct 10, 2016 11:32 pm
Forum: Deadlands: Hell on Earth & Lost Colony
Topic: [HOE Classic] Mounting Locations
Replies: 1
Views: 210

Re: [HOE Classic] Mounting Locations

It means that it has 2 fuselage locations, and that both can carry 100 slots worth of equipment and weapons. Typically this indicates both sides of the aircraft fuselage, larger aircraft (like the cargo hauler) can have more locations (4 for the cargo hauler) which I read as meaning forward left fus...
by Fists-of-Dorn
Wed Oct 05, 2016 4:41 pm
Forum: Deadlands: The Weird West
Topic: Kanabo Damage (classic)
Replies: 11
Views: 333

Re: Kanabo Damage (classic)

We haven't work out a backstory for the Kanabo yet, so that makes figuring out its powers harder. I guess I need to watch suicide squad because that's the Harley Quinn she's really into and modeling after. The Suicide Squad movie version of Harley Quinn is more of a sadistic psychotic compared to t...
by Fists-of-Dorn
Sun Oct 02, 2016 10:25 pm
Forum: Deadlands: The Weird West
Topic: Revised Classic: More brutal backlash tables for hucksters.
Replies: 7
Views: 2013

Re: Revised Classic: More brutal backlash tables for hucksters.

I find myself fudging the rolls constantly to go to the dementia table or the twist of spell effects, because damage to the guts and a loss of hexslinging just seems uninteresting. Sounds like you are using the simplified Backlash Table on page 45 of the Marshal's Handbook. If that is the case, the...
by Fists-of-Dorn
Sun Oct 02, 2016 9:55 pm
Forum: Deadlands: The Weird West
Topic: Kanabo Damage (classic)
Replies: 11
Views: 333

Re: Kanabo Damage (classic)

I wonder how different the damage is between STR+2d6 and STR+d10, with the two-handed option? Does anyone know the math offhand? I've always looked at the difference between a normal hit, a hit against the gizzards, and a hit against the noggin'. 2d6/ 3d6/ 4d6 plus STR = 2-7-12/ 3-10-18/ 4-14-24 pl...
by Fists-of-Dorn
Wed Sep 28, 2016 10:45 pm
Forum: Deadlands: The Weird West
Topic: Kanabo Damage (classic)
Replies: 11
Views: 333

Re: Kanabo Damage (classic)

Make it STR+d6 one-handed and STR+2d6 two-handed. If it is one of the particularly long ones, it really ought to be an aptitude outside of just using Fightin': Brawlin' as other clubs would. Without training the wielder should just treat it as a regular over-sized club (STR+d6 would be fine). -Fists.
by Fists-of-Dorn
Wed Sep 14, 2016 3:50 pm
Forum: Deadlands: Hell on Earth & Lost Colony
Topic: Junkers and durability
Replies: 5
Views: 361

Re: Junkers and durability

The reason I ask is because I am looking for a reasonable metric for armor degradation. Even with the advancements in the HOE timeframe, if you shoot enough holes in armor it will eventually stop functioning as intended. --This got long on me, so fair warning... Here's the quick and simple method I...
by Fists-of-Dorn
Tue Sep 13, 2016 1:20 am
Forum: Deadlands: Hell on Earth & Lost Colony
Topic: Junkers and durability
Replies: 5
Views: 361

Re: Junkers and durability

Yes. Account for armor and then divide for weapon classification (Junker junk-tech item size only determines the item's durability rating, it does nothing else to mitigate damage). Under the normal rules, Junker armor wouldn't have to worry about damage any more than the basic Kevlar vest- which is ...

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