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Start Over Advanced Search. Products found in this section Deadlands Reloaded: Player's Guide Strap on your six-gun and saddle up, partner. There's Hell to pay and the currency is hot lead! The year is , but the history is not our own. The guns of the Civil War are silent in a tense cease-fire. California is shattered by the Great Quake Quake of '68, a superfuel called ghost rock revealed in the new channels and cliff faces. Powerful Rail Barons strive to complete a transcontinental railroad, The town of Sundown is a lot like many others on the frontier.

Rumors reached the Twilight Legion and your posse has been sent to investigate. The action is equal If you already have the original Deadlands Classic Player's Guide and Marshal's Handbooks, this book does not present new material.

It is a re-release of the original with a little cleanup and all The Tombstone Epitaph has always been filled with lurid tales of daring desperadoes and deadly drifters, but lately the West's most-read tabloid claims there's something more sinister stalking the frontier's lonely plains: Monsters.

Fortunately, where there are monsters, there are heroes. Squint-eyed gunfighters, card-chucking hexslingers, savage braves, and From ancient crypts to forgotten buried tombs to ornate sarcophagus filled with other mummies, valuable amulets, secret treasures, and tributes for the afterlife. Mummies come to life, ressurrect, awaken, reanimate, and rise from the dead.

This even has a tool to help generate random adventure story scene Wild West Soiled Dove Generator Soiled doves, saloon girls, ladies of the evening, and many other names have been used to describe practitioners of what is known as the oldest profession: prostitution. In the wild west they can be found in all kinds of bordellos, brothels, houses of ill repute, opium dens, hotels, tents, and saloons. Their lives were colorful if not socially acceptable, as they struggled to find a place and a home It tells you how to rope your amigos into your adventures and keep 'em on the run from the insidious horrors of the Weird West.

It's also got a whole passel o' nasty critters to throw at those do-gooders, all in glorious full-color. The Weird West Player's Guide is also required for those who plan on being Deadlands Reloaded: Good Intentions The year is , but the history is not our own.

Decades ago, Dr. Next, he courted and won over the people of Deseret , making himself indispensable to them as his factories multiplied. Finally, Hellstromme 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. The Last Sons has everything This means different things to different blessed, however.

A Christian teacher, for example, must obey the ten Commandments and the teachings of the Bible. A minor infraction such as Christian who curses or takes the Lords name in vain deprives the hero of his miracles for hours.

A more serious infraction, such as stealing, turning his back on the needy, or committing adultery, deprives the blessed of his spells for days. A blessed who commits mortal sin, such as murder, has fallen from grace. He cannot regain any of his powers miracles, protection, and so on , until he finds a blessed of the same denomination willing to cast atonement Then the character must perform a holy quest to redeem himself.

The nature of the quest is completely up to the Marshal but should be proportional to the crime involved, and should set it right if such a thing is possible. A white lie told for the right reasons won't likely offend any but the strictest powers.

Shooting someone in the back isn't likely excusable in any religion, but there may be exceptions in rare cases. Some female "braves may be dispossessed Widows or former Captives raised by the tribe. Braves ate aso woriacn with ight armor and shields. By letting out a fierce war cry, he calls upon the spirits to reward his bravery and ald him in his efforts.

The effects of a war cry last a number of rounds equal to the hero's Constitution score, but he may choose to end it sooner. Following a war cry, the brave suffers -2 Strength and -2 Dexterity and can't run for the dation of the encounter or approximately 10 minutes! The spirit grants its first special ability at 1ith level and the second at f7th. A guardian spirit does not grant a brave its third and fourth special abilities, sec Guardian Spirits in Chapter Seven: Magic. She's the legendary gun-for-hire of the West.

Whatever her clothes and motivations, the gunslinger makes her living with a pistol, rifle, or shotgun by her side. Characteristics: The gunslinger is the master of firearms. Gunslingers also come in all ages and genders.

An aging marshal, a young kid out to prove himself, or a lady suteshot like Annie Oakley all fit this class. Bonus Feats: Beginning at Ist level, the gunslinger gains bonus tats in addition to those normally granted to all characters. The gunslinger Gains one bonus feat at Ist level and an additional one at every three levels hereafter 4th, 7th, 10th, etc.

Mounted Archery. The gunslinger must meet all requirements for a feat, such as ability score or base attack onus levels. Quick draw doesnt normally require a roll except in duels see Chapter Three That's when this bonus applies.

The character who slaps leather first has a much better chance at surviving these deadly showdowns. Weapon Specialization: A gunslinger may select the weapon specialization feat upon reaching 4th level or higher. She may not use the weapon specialization feat for any other type of weapon Dead Eye: At 6th level, the gunslinger gains the extraordinary ability to make a deadly shot with a firesrm. See the new Dead Eye feat in Chapter Three for more information. A huckster is a mysterious soul who Dealing with manitous is 2 dangerous has learned the secrets hidden in one of game of wits and chance, but allows for the most inconspicuous of all magical unspeakable power.

To lessen his risk, texts-Hoyles Book of Games Within that Hoyle trained his mind to impose certain cryptic text are said to be encoded rules on his diabolic conversations. He messages revealing ancient rituals and visualized the exchange as hand of arcane secrets. To mislead gleaned from Hoyle's Book of those who would persecute them.

Nothing puts a published. An unfortunate damper on a night on the town incident with a family member like being burned at the stake for who found the journal resulted in witchcraft! Concentration magic came [rom an unseen spirit world. The cards fade to nothing a second or so after. To hide this mystical occurrence from others, most hucksters are gamblers and keep a deck of real cards handy for quick shuffling and sleight of hand.

Because cards materialize in hucksters' hands, all of their spells are considered to have somatic components. A huckster whose hands are bound cannot cast spells. Hoyle's original edition is particularly valuable most hucksters would kill to get their hands on one. Old Hand reduces the damage from backlash by 2 points at sth level, 4 points at 10th level, 6 points at 16th level and 8 points at 20th level.

Half the huckster's Old Hand value is also deducted from his Intelligence loss as well so a Isth level huckster ignores 3 points of intelligence loss due to backlash Blood Magic: At 91h level, a huckster may substitute his own hit points for spell points at a two for one basis le.

Clockwork and steam engines, ghost rock and steel-these are the tools of the mad scientist. Working on the fringes of sanity, she crafts inventions and concocts gizmos beyond the imaginations of most flks, and some claim only a fool would use them!

His gizmos, while powerful, cant be thrown together in the heat of combat. Their unorthodox methods result from-or some even claim cause-mental instability. Very few inventors of this sort are without at least a couple of instabilities in the mental department. Most, however eventually end up as freelance inventors hoping 10 create a better mousetrap, flamethrower or Gatling gun.

A high Dexterity helps him wneld gadget weapons more effectively as well as improving his AC. A good Constitution adds to his hit points, making him more likely to survive a fight. Due to the nature of mad science, gadgets vary greatly in function even though they may appear much the same.

Mad Science: Through bursts of unexplainable insight, mad scientist can design and build unique gadgets that are more technologically advanced than Current science allows.

See Chapter Seven: Magic for full details on using mad science to invent incredible devices for your hero to use Alchemy: Mad scientists can select the Alchemy skill and use it as described in the Player's Handbook.

Starting Gadget: A mad scientist begins play with any one gizmo sclected from Chapter Four Alternatively. This feat can only be applied to the following skills: Demolitions, Disable Device, Knowledge any science , Heal, or Tinkerin Each time he gains this bonus feat, he must apply it to a different skill, although each Knowledge skill counts as a separate skill.

Jinx: Beginning at 13th level, a mad scientist gains aft uncanny insight Into the weak points of technological devices. IF successful, he may immediately attempt a melee touch attack against it. If the attack succeeds the gizmo immediately suffers a malfunction.

The Marshal has the final say when deciding if this ability is usable against a particular device. Mavericks are those folks who live on the Tringes of civilized society and rely on their smarts and quick hands to keep them out of trouble-or at least get them out of it once they're int Characteristics: The maverick is a jack-of-all-trades, educated in the ways of the world.

She may be a smooth-talking diplomat or a light-fingered pickpocket She might make her living fleccing tinhorns at the card table or spiriting secrets out of the enemy's military encampments, Whatever her specialty, she counts on her smarts, reflexes, looks, and good old-fashioned luck to keep her scalp on her head. Background: Mavericks typically bounce from livelihood to livelinood-or at least town to town.

Game Rule Information Abilities: Depending on the concept behind your maverick character, either a high Dexterity or high Charisma is likely to be your best choice. For physically- oriented characters like burglars ot pick pockets, Dexterity is your best bet; it boosts skill rolls most often associated with this sort of hero. For smooth-talking con artists or gamblers, Charisma is probably going to be more useful.

Extraordinary Luck: A maverick adds her Charisma bonus if positive to all saving throws Evasion: At 2nd level, a maverick gains the special ability evasion. Evasion is an extraordinary ability, Uncanny Dodge: At 31d level, a maverick can react to danger before she would normaily be allowed to do so.

She retains her Dexterity bonus to AC if positive when caught flat-footed or when being attacked by an invisible being. This ability prevents opponents from being able to use sneak attacks against her unless the attacker is at least four levels higher than the maverick, This is an extraordinary ability.

Skill Focus: At sth level, the maverick gains the bonus feat skill focus. The maverick gains this feat again at 8th, ttth, lath, and [9th level, This feat may only be applied to maverick class skills and she may not select the same skill twice.

If successful, she takes only half damage from the blow. She must be aware of the attack and able to react to it to use this ability. This ability may not be repeated Iniproved Evasion: This ability is similar to evasion, but in addition to suffering no camage on a successful Reflex save, the maverick now takes only half damage against such attacks even If she fails the saving throw.

Slippery Mind A maverick with this special ability is extraordinarily difficult to control through magical means. Any lime the hero falls a Will saving throw against a magical effect, she can immediately attempt the saving throw again. She may only attempt this retoll once per effect Sneok Attack: A maverick with this ability Is able to take advantage of ill- prepared opponents and strike at vital spots for extra damage. Ranged attacks count as sneak attacks only if the maverick is within 30 feet of her target.

Beyond that distance, she cant strike with deadly accuracy The maverick can only make a sneak attack against living creatures with discernible anatomies. Also, any target immune to critical hits is immune to sneak attacks as well.

It also dangerous increases her already high opponent. A rowdy work is often seasonal or short-term in nature, so she's often looking for employment as often. The rowdy must meet all requirements for a teat, levels, Gee Chapter Three for descriptions of feats and their perquisites her other feats.

Thick Skin: At 2nd level, the rowdy from bar brawls and the like. Most rowdies choose theit fists or hickory ax- handles clubs for skull-cracking. She may subtract the tough as nails bonus from all actual damage taken. This is cumulative with thick skin. He knows how Knowledge nature to move quietly and strike int , Language suddenly, taking his foes none , Listen wis , off-guard and fading back Move Silently Dex , into the shadows of the Ride Dex , Search night.

Alertness: A scout gains the Alertness feat as a bonus feat at 2nd level. Sixth Sense: At 3rd level, a scout gains the ability to detect ambushes and Abilities: The scout benefits from high scores in just about every ability.

Any time the scout's target is denied her Dexterity onus to AC whether she actually receives such a bonus or not, or if he flanks the target. Ranged attacks only count as sneak attacks if the target iS within 30 feet The scout can only make a sneak attack against living creatures with discernible anatomies, Also, any target immune to critical hits ts immune to sneak attacks as well.

The scout must be able to see his target well enough t0 pick out a vital spot and be able to reach it. He cant sneak attack while striking a target with concealment or if striking the limbs or tentacles or whatever! Skill Focus: At th level, a scout gains the bonus feat skill focus. The scout gains this feat again al 9th, 13th, 18th level. This feat may only be applied to scout class skills. His spells and Armor and Weapon abilities are Proficiency: A shaman is, oriented toward the proficient with all simple natural order and weapons and short BOWS.

It determines how many the spirits favors he knows and how well he favor. They despise items of mass-production such as firearms and trains. Only hand-made goods made from nature are acceptable to those who follow the Old Ways movement. The penalty persists for 24 hours following the end of the transgression.

See Chapter Seven: Magic. Guardian spirit: A shaman gains a guardian spirit at level L The guardian Spirkt Dequeaths its base ability to the shaman immediately. The spirit grants its first special ability at Sth level and subsequent abilities every five levels thereafter oth, 15th, and 20th. See the section on Guardian Spirits, in Chapter Seven: Magic for all the information on what guardian spirits are available and what special abililies they provide Nature Sense: At 2nd level, the shaman gains an innate tie with the natural world.

He can identify normal plants and animals with complete accuracy. He can also determine whether water found in a natural setting such as a pond or stream is sae to drink Vision Quest: At 7th level. At the end of that time, if he succeeds at a DC 25 Ritual check, the spirits provide him a vision pertinent to the knowledge he 's seeking. He no longer accrues ability penalties for normal aging, although he can be magically aged. Open Portal: At ISth level, the shaman can open a portal to the Hunting Grounds, allowing himself and others to enter them physically.

This requires six hours of preparation and a Ritual check against a DC If the attempt fails, he must wait one week before attempting it again. The portal lasts for id5 minutes. Most skills work in the usual fashion. These are explained below under Existing Skills. With the Civif War still raging, this abijity is very important for spies and infilttators on either side. Most encrypted messages have a DC of 25 to 30 to decipher.

Knowledge int; Trained Only Here are a few additional types of Knowledge focuses available in the world of Deadlands. Your character either knows the answer or she doesnt. However, the Marshal may allow a retry if your character gains access to new materials on the topic.

Raising your heros rank in the skill also allows retry. Language Int; Trained Only Your hombre begins play knowing one language at rank 6. Characters in Deadiands do not get additional languages due to Intelligence bonuses.

Having rank in a language means your character can speak a few words. TWO ranks means he can compose basic sentences. Three skill ranks allows a hero to say all but the most complex sentences. At four ranks, the character can speak simple sentences with an accent good enough to fool native speakers in short conversations, At ranks, the hombre is fluent in the language and can accurately maintain a native accent in fluid conversation, Six ranks in a language allows the speaker to accurately mimic particular dialects Literacy is fairly widespread in the Deadiands setting.

A character is assumed to be able to read and write any language she speaks. Of course, you'te welcome to decide your hero cant tead based on her background, but thats purely optional! Indian tribes within a family can speak with each other. Fumbies a natural resorts in a misspeak of epic proportions A scout might want to call the Chief's daughter a beautiful virgin.

Each follows the siandard rules and mechanics for skill usage unless otherwise noted Demolitions int; Trained Only Sometimes you just have to blow the snot out of some giant creepy crawler.

This skill ges your character knowledge of how much and what kind of explosive material, where to place it, and how far avay to stand when it blows. Check: Explosives in the Deadiands setting are notoriously volatile and even selling simple charge requites a skill check.

In either case, your hero must roll an opposed check of his Demolitions skill versus that of the character who built the device If the explosive device is trapped, the bomb detonates immediately if your hero fails the contest. Special: Anytime your hero gets a natural on his Demolitions skill check while actually handling explosives, the device detonates. Horseless carriages and flying gadgets powered by steam and springs require a new set of skills.

The biessed have true Faith, the kind that can work miracles and wonders in the name of good. Check: Faith allows a blessed to work her miracles. See the Blessed character class and Chapter Seven: Magic. Check: Your hombre can use this skill to earn some spending money. There are a couple of ways to handle gambling in Deadlands single hand or multiple hands. The losers all must pay the winner of the check an amount equal to the stake.

The character with the lowest result pays the character with the highest total the difference in their rolls times the average stake. Then, the character with the next lowest roll pays the character with the next highest roll, and so. Everyone in the game or those watching closely from the sidelines makes a Spot check opposed by the gamblers Sleight of Hand roll.

The cheater must subtract his cheating modifier from his Sleight of Hand roll. This bonus also stacks with those from Bluff and Sense Motive. Or at least a circus sideshow act. Some of those ticks are nothing but a lot of flash, but others might just give your shootist an edge in a gunfight, Some of the more common uses of this skill are listed below. Other uses are possible, but the Marshal has final say on what your character can and cant accomplish with this skill.

De Task 20 Trick shot entertainment only 20 Road agent spin 25 Border shit 25 Distracting shot Trick shot: This covers shooting a shot glass off a friend's head, putting a bullet hole through a silver dollar tossed in the ait, and so on. Unless your gunslinger is suddenly attacked by shot glasses or silver dollars, that is.

In effect, your gunslinger can substitute his Gunplay skill check for a standard attack rol! The gunslinger holds her pistol or pistols out butt-first, as if to surrender to her opponent. Your character can immediately make a Bluff check opposed by her opponent's Sense Motive skill , if she wins the contest, the poor sap is surprised and your hero catches the opponent flat-footed! On a , she drops one gun. On a , she drops both guns if she had two.

On a 6, she accidentally shoots herself! Border shift: This maneuver is a favorite among gunslingers who carry two guns but don't fight two-fisted. To use this maneuver, your hero must have both guns drawn, one in each hand, When her primary weapon runs out of ammunition, she can then, as a free action, attempt a Gunplay check to make a border shift— tossing the two guns from hand to hand 30 a8 to move the fully loaded pistol to her shooting hand and the empty one to her off hand.

She can continue firing in that round without pause up to her full number of attacks. Distracting shot. Your gunslinger can, as a standard action, place shots dangerously near an opponent, kicking up dirt of debris, knocking over nearby items, or just whizzing disturbingly close to his ears. She can attempt such a distracting shot even if her target is behind total cover, as long as she knows where the opponent is located so she cant use this maneuver against an invisible or otherwise unseen foe.

The opponent must immediately make a Will saving throw against a DC 15 or be limited toa partial action on his next round, This, tactic is handy for keeping a target relatively pinned down during a protracted gunfight Retry: Yes, although your hero may often k foolish when she attempts a fancy maneuver the first time and fails!

Check: This skill allows your hero to actual cast a hex. Holdout Dex It never hurts to have a backup weapon stashed away in vest pockel of boot, Or maybe your character is a spy trying to sneak message or other contraband across the border.

Either way, this skill lets yout hero hide things om, het person. If the final result of your hero's check is below 15, another character can notice the hidden gun or other item on an opposed Spot check versus your hero's original roll. Check: This skill allows an inventor to devise designs and blueprints for gizmos and devices far beyond the normal limits of technology-or even common sense!

See Chapter Seven: Magic for details on how this skill works. A character can only gain one such synergy bonus, regardless of how many relevant scientific Knowledge skills he possesses. Ridicule int There's a fine art to making fun of someone in the Weird West where trigger fingers are itchier than saddle sores. Knowing when and just how far to push your opponent is actually the real talent to this skill.

However, since a Ridicule check works on its targets embarrassment and anger rather than ar, Iis effects are also slightly different. Your character must designate a specific action she wants the target to do. Ridicule can't adjust a target's overall altitude. A smart mouth and insults arent too likely to endear your hero to an opponent no matter how clever she is! Ridicule requires a full-round action to use.

If your cowpoke is successful in her mocking the target has three choices. This penalty lasts for a number of minutes equal to your hero's level. If he instead decides to fight back with his own insults, he rolls an opposed Ridicule check against your hero's original roll. The loser of the contest then suffers a penalty to his Charisma-based ability and skill checks equal to the amount by hich he lost the contest, Its not a good ica to enter a batile of wits unarmed! This lasts for a number of minutes equal to the winner's level.

There is one other option. The victim of your hero's tongue- lashing can just call her Out, although he does still suffer the penalty to Charisma-based rolls So before your tinhorn goes making fun of the local gunslinger, shed better he ready fo back up her mouth!

See Chapter Seven: Magic for the details on how Ritual checks work. Sleight of Hand Dex; Trained Only Cheating at cards can get your character plugged with lead In the Weird West-assuming he is dumb or clumsy enough to get caught! Sleight of Hand is useful not just for card sharps, but also folks ranging from stage magicians to simple pickpockets. This skill lets your hombre manipulate small tems without notice. Check: A check against a DC 10 lets, your hero secret a coin-sized object.

Attempting to pull the stunt with a larger item, like say a derringer. Your light-fingeted hero can also accomplish simple magic tricks, like making a coin appear or disappear or palming a playing card on a DC If it sticceeded, she suffers no such penalty Special: Sleight of Hand can be used as a substitute for the Quick Draw feat on a roll of 20 or better.

Speed Load Dex Theres nothing more embarrassing than running out of ammo in the middle of a shootout. With this skill. On a DC 15 skill check, your hombre can instead load one round as a move-cquivalent action, though this still provokes an. You must decide which option your character is going to attempt before jou roll the dice. Mad science devices are harder to fix when they break down; more often than not, those sorts of gizmos appear to violate at least one of the basic premises of engineering and physics!

The DC to repair a mad scientist's gizmo is based on its construction DC, which you can find listed in Chapter Seven: magic. Equipment for information on malfunction checks , Taking the time to make a proper repair and a sticcessfusl check against the full DC for the job removes these penalties. This is also the skill a mad scientist or his assistant uses to actually construct the gadgets he designs. Full details on this use of the skill are located in Chapter Seven: Magic. Certain NPCs under the Marshals control may have these abilities, but player characters do not Metamagic fats may be used normally.

The empower spell feat, br cample, uses up a spell slot two levels higher than the spells actual level Ih Deadlands this raises the level for figuring DC and spell cost as well. Far Shut This fat cannot be used with shotguns and scaiterguns using shot. A cowpoke can use Far Shot when firing siugs ftom a shotgun or scattergun Mouatad Archery In the Deadlands setting, this feat applies to firearms as well.

Mounted archery also applies to shooters on vehicles, trains, airships. New FRAts Below are 2 whole herd of new eats for the heroes of the Weird West to use in their fight against bandits, marauding soldiers, mad science gone awry, and Supernatural evil Feat descriptions follow the standard format Armor Proficionoy Mad Stisnee, Heavy [General] Your character is proficient with the workings of steam-powered battlesuits and similar types of armor concocted by mad scientists.

Normal: Without this proficiency, 2 cowpoke wearing such armor suffers its armor check penalty to her attack rolls. A mad scientist is automatically proficient with armor she has designed or built Armor Proficiency Mad Srisnce, Medium [General] Your hero is familiar with personal armor devised by mad inventors, such as bulletproof vests and armored dusters.

Benefit: A hero with this feat can fire fully-automatic weapons without penalty, and may use the suppressive fire ability of Gatling guns and the like. In other words, she can fire her steam-powered Gatling gun to full effect, but she's unable to do so with any other automatic weapon she didnt design.

Brave [General] No one can accuse your character of being a yellow- belly. He's got more than his fair share of sand. Benefit: if the character uses the full- attack option while shooting he adds his level to the damage of his attack.

This feat applies to all the character's attacks in a round. The damage is multiplied if the shot is a critical a3 usual Special: Creatures that arent subject to criticals do not suffer the additional damage caused by Dead Fye. This feat may represent rich relatives Back East, a stake in a mining claim, stock in a railroad, or even filthy lucre from a bank job. Special: Your hero can gain this feat more than once. This feat gives the spellcaster five additional spell points.

Such hombres are deadly to their foes—and sometimes to thelt friends as well Benefit: The hero may spend a Fate Chip see Chapter Five to turn a successful attack into an automatic critical. Prerequisites: The character must have five total levels of experience. Special: Grim Servants o' Death are usually unwitting pawns of the Reckoners.

Improved Casting [Special] Your arcane hero isa little more skilled, ora little more lucky than usual. This 1S a very powerful ability, both for shamans and the blessed, who can cast more Spells with a litle luck, and hucksters, whose spells become much more powerful. Benefit: Your hero gains a spectacular spell success on a natural roll of 19 of 20 Level Headed [Goueral] Veteran gunmen claim speed and skill are vital, but they're overrated compared to keeping your cool, aiming at your target, and putting it down.

A hothead who empties his hogleg too fast might soon find himself taking root in the local bone orchard Benefit: When rolling Initiative. That's the motto of the marksman. Whether hes a sniper picking off enemy officers or a gunslinger taking out the leader of a bunch of banditos, a marksman tries to put his enemy down with one bullet Benefit: A marksman spends one round aiming at his target.

The target must not be making a couble move or a Tun, On the second round, the marksman may make one attack at his usual bonus This is a full-round action and counts as a coup de grace. Special: Should something distract the marksman in this period, he must make a standard Concentration check against damage. Benefit: If your character is forced to flee as the result of a failed Will save versus fear, he can choose to stand his ground instead.

He still suffers any other effects from the failed save, such as ability or attack roll modifiers. Renown [General] Your cowpoke has made a name for herself in the Weird West. Now, whether that's a good name or a bad name is another mater.

Exactly what those benefits entail depends on whether your hombre Is known as a white hat or a black hat. You have to choose one of those two types of reputations when your character selects this feat White Hat. Your character is known as a genuine hero. She may have been featured in the Tombstone Epitaph, or even have dime novels written about her daring acts of bravery.

This book is highly recommended if you like roleplying in the supers genre. Part-Time Gods is a roleplaying game where players take the role of ordinary people imbued with the powers of a god. Powered by the new DGS-Lite system and packed with plenty of character options, players make any kind of character they can think of and can quickly jump into the world. Includes over 40 antagonists, flexible divine magic and an in depth view of the world from the eyes of the gods.

Intended as an introductory roleplaying game for children that will also be enjoyable for adults. The game employs a dice pool system for resolution with the emphasis being on description and moving the story forward. Most Role-Playing Games operate under the principle that there are players and there is a Game Master.

This usually requires a great deal of preparation on the part of the GM. Mythic is different in that it requires no preparation from the GM. Mythic adventures are meant to be played off the cuff, with perhaps a few minutes of brainstorming to come up with the initial setup.

Mythic can also be played entirely without a GM. The same mechanics in Mythic that allow a GM to run an adventure without preparation also allows a group of players to do without the GM. As the adventure unfolds, the GM is just as surprised by the twists and turns as the players are. Nevertheless, almost half this volume is genre-neutral and should be applicable to science fiction, horror, super heroes, etc.

To wrestle with the dragon and win… that is what I shall teach you! The Operations Manual gives you all the rules you need to play, from gathering your heroes to taking on the likes of Carnage and Mister Hyde in a desperate free-for-all! Easy to learn game rules make this a perfect entry point to super hero roleplaying games! Everway is set in a universe or multiverse of different worlds connected by Gates.

Characters are expected to frequently travel between worlds. The backround given is a little sketchy, but adequate given the intended use. The simple rules for Powers allow characters to take strange and unusual abilities of the sort found in myth, legend or fairy-tale. One of the most interesting innovations is the use of Tarot-like cards for action resolution.

The cards are interpreted in a qualitive way rather than representing numbers — using the meaning of the card and the symbolism and images on it as appropriate. The setting is very Byzantine, with a focus on intrigue, elaborate politics, and personal relationships. As a result the rules are more guidelines than strictures, and became the first widely popular diceless adjudication system. Despite only one supplement, the game was supported for years by an enthusiatic fan base and a number of Amber-specific gaming conventions.

This setting book provides new powers and edges, new takes on existing arcane backgrounds, a gazetteer and bestiary of Mutha Oith, and a complete plot point campaign. GURPS Fantasy is the complete toolkit to let you build a campaign of heroic deeds and wondrous magic.

It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many ways that magic and users of magic can work in a fantasy world. Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world.

Beyond espionage, beyond military mayhem, Spycraft 2. It takes the wildly popular Spycraft RPG d20 system to a whole new level: expanding and updating character options, condensing and refining the rules set, and providing the platform for any scenario you can envision!

Whether your play style is intimate or epic, freeform or stat-driven, this landmark release contains everything you need to launch into the adventure today!

Mage Character Generation Extensive rules and background for generating and running a Shek-Pvar mage character. The new convocation skills and fatigue systems make spellcasting more entertaining and rewarding.



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