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PINxxxx - Deadlands - Deadlands d20 Optional Rules

PINxxxx - Deadlands - Deadlands d20 Optional Rules

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Published by Yendorma

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Published by: Yendorma on Jan 19, 2013
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created by Shane Lacy HensleyPinnacle Entertainment Group, Inc.P.O. Box 10908
Visit our web site for free updates!Deadlands, Weird West, Dime Novel, theGreat Rail Wars, Lost Colony, Showdown,the Deadlands logo, and the Pinnaclelogo areTrademarks of PinnacleEntertainment Group, Inc.© 2001 Pinnacle Entertainment Group,Inc.All Rights Reserved.Printed in the USA.
See Deadlands D20 and Hell on Earth D20 for the Open Gaming Licenseand Product Identity. All material contained in this supplement, with theexception of Product Identity, is released as Open Gaming Content.
Deadlands D20 and Hell on Earth D20Optional Rules
As found in
Deadlands Epitaph #4.
 Epitaph Preview: 2
 D20 Update 
Deadlands and D20
We stirred up quite a ruckus when webecame the first company to do a d20 versionof an existing game line, and then make allsubsequent releases dual-statted. Those onthe
listserv know there was a fairamount of dissent there, though we’re happyto report that fans of both
classicand the d20 version now get along like oldtrail mates.During the many discussions, a few thingsbecame apparent to us. Most notably, fans of
really like a few of our wackymechanics, such as Edges & Hindrances,cards for initiative, and so on.In these pages, you’ll find absolutely officialrules you can add to your D20
Deadlands, Hell on Earth,
Lost Colony 
game to bettercapture the original flavor of the classicsystem while still using the d20 rules.
One of the first things folks complain aboutin the d20 system is hit points. We decidednot to change the basic d20 system or it justwouldn’t be compatible with all the other d20books out there, but we’ve since been playingwith a change to the “massive damage” rulesthat makes
a bit more deadlywithout ruining its 100% compatibility.Anytime a character suffers damage greaterthan his Constitution in one shot, he mustmake a Fort save equal to the damage takenor immediately drop to -1. He continues losinghit points until he reaches -10 and dies unlesshe is stabilized.This rule only applies to non-supernaturalcreatures that are subject to critical hits.Supernatural creatures or mortals who aresomehow immune to criticals are not subjectto these rules.
The following first appeared in
Way of the Gun.
Since we’re making basic changesanyway, it seemed a good idea to repeat it andmake it official. Note that this version isslightly different than what appeared there.A character’s ability to withstand pain andfatigue or cope with injuries is measured byhis hit points. The way the rules work,however, losing hit points doesn’t affect thecharacter until he actually keels over fromwounds and blood loss. That’s not veryfrightening—or very in keeping with the spiritof
.Use these rules to make gunfighting (andcombat in general) a little more worrisome.First, divide each character’s or critter’s hitpoints into fifths. Leave the remainder in thevery last portion if the hit points don’t divideevenly by five. For example, a character with65 hit points divides them this way: 13/13/13/13/13. If he had 68 hit points, they’d divide outlike this: 13/13/13/13/16.Those five parts of your hit points arecalled “Wound Levels.” They define how muchpunishment you can withstand before it startsto take its toll.The first level, the one at the end thatoften has an extra portion of hit points, iscalled
As long as you’re within thatportion, you’re fine—just a little tired ornicked, at worst. The remaining four levels are
Light, Heavy, Serious,
As you losehit points, you gradually drop from one levelto another.The problem with this is the more hurt youget, the harder it is for you to function: you’rein pain, you’re tired, maybe you’re evenbleeding. To represent this, for each WoundLevel you cross into, you suffer a cumulative -1circumstance penalty on all rolls you make.See the table below for a crystal clearbreakdown.
Wound LevelHit Points Lost
Healthy20% or lessLight21-40%Heavy41-60%Serious61-80%Critical81-100%
Example: Let’s look at our cowpoke with 68 hit points and Wound Levels of 13/13/13/13/16. If he suffers 16 or fewer hit points of damage in a fight, he remains Healthy—no problems there. But when he loses that 17 
hit point, he has a Light level of injury and subtracts -1  from all future skill or attribute checks.
 Epitaph Preview: 3
 D20 Update 
Cards for Initiative
We know some of you love ‘em, and someof you hate ‘em, so consider this one optional.Instead of using the standard d20 methodfor resolving initiative, characters are dealt aplaying card from a standard poker deck (withtwo Jokers) instead. The Marshal then countsdown from the Ace to the Deuce, with eachplayer resolving his action when his “ActionCard” comes up.So what does an initiative modifier do foryou? Half that number (rounded up) is thenumber of cards you’re dealt. You then takethe highest of the cards as your Action Cardand discard the rest.
You’ll need to forget about delaying,readying, and refocusing if you’re using cardsfor initiative. Fortunately, you can use a muchsimpler system instead, called “holding.”You can always go later than the card youdrew. When your Action Card comes up,simply turn it face-down and tell the Marshalyou’re “holding your action.”You may then go at any point in the roundas long as you still have your held card. If youhaven’t acted before the next round comes up,you aren’t dealt a new card. Once your heldcard is used, you’re done for that round, butare dealt in normally again in the next round.
You can also interruptanother character’s action with a held card. Todo so, you must beat the opponent in anopposed Initiative check (Dexterity plus youroriginal Initiative bonus). If successful, youinterrupt the foe. If failed, your action takesplace immediately after the foe’s is resolved.
The fear rules in d20 are intended for bigbrawny barbarians who don’t run whenCthulu himself rises from the depths. That’s just not the way things work in
Anytime a character fails a Will save due tofear or terror, roll on this brand spankin’ newFear Table instead.
Grisly Scenes:
In addition to the effects onthe table below, failed fear checks from agruesome scene make the character
for 1d20 rounds as well.
Fear Table
1d20 RollEffect1-5Startled:
The character ismomentarily shocked. If incombat, she loses her next action.
6-10The Willies:
The character suffersa -1 morale penalty to all actionsfor the next 2d10 minutes.
11-15Heebie Jeebies:
The hero is sotaken aback that he suffers 1d6hit points subdual damage.
16-20Minor Phobia*:
The hero gains aminor phobia of some mundaneelement associated with thescene. When he is in thepresence (usually sight) of thiselement, he suffers a -2 moralepenalty to all actions.
21-25Major Phobia*:
As above, but thecharacter suffers a -4 penalty andwon’t go within 50’ of such anelement if he can help it.
26-30Corporeal Alteration:
The herogains a Major Phobia and suffersa physical change as well. Awhite streak appears in his hair,his eyes change color, etc. Thissubtracts 1 from his Charisma.
31+Heart Attack:
The hero suffers amassive heart attack. He mustmake a DC 15 Fort save or die in2d6 rounds. A DC 15 Heal roll, or ahealing spell of 3rd level or morecan halt the effects as well.*Phobias should never be of a creature.Fearing a vampire isn’t a phobia, it’s commonsense. Corpses, blood, and other phobias areokay, but more mundane elements the hero just happens to associate with an event aremuch more interesting. For example, say ahero encounters a Hangin’ Judge along theChisholm Trail one night and gains a phobia.Maybe he gains a fear of judges, or courts, orof tress with thick, overhanging limbs(hanging trees), or badges. The exact nature ofthe fear is up to the Marshal, of course.

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