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(This page uses style sheets and the Deadlands Font to make it look
purty.)
These are my conversion notes for Deadlands. I referenced the 1st edition Deadlands book and some of the revised edition changes. After using these rules for character creation and 2 sessions of play I was not entirely satisfied, there was still a bit too much complexity in some areas. I decided to head the conversion back towards being mostly about feel and setting and less about mechanics. The Coordination rules I originally came up with can be found on the Optional Rules page. * The Basics * - The Main ConversionsTraits
Task Difficulty and Task Rolls
Modifiers - Halve all Deadlands bonuses and penalties, except a +/-1, rounding down.
* The Stuff Heroes Are Made Of * - Creating CharactersAttributes (Traits)Draw 12 cards as normal for Deadlands and use the tables below to interpret them.
Wind and DamageUse the standard Fudge Damage Track except that the number of Scratch boxes a character has depends on the characters Deadlands Wind rating. Scratches represent Wind at a ratio of one Scratch for every three wind, instead of having a Wind total. Use the table below to determine the number of scratches a character has.
Skills (Aptitudes)Skills (Aptitudes) have no connection to any Trait. Most Skills (Aptitudes) default to Poor, except for Hexes, Miracles and Rituals which have no default. Skills (Aptitudes) are chosen using a variation of the Five Point Fudge character creation system by Steffan O'Sullivan. Your character receives 5 Skill Points and must spend points in at least two different Groups.
Skill GroupsSkills marked with * are available in more than one group. Skills followed by [Concentration] require an area of that skill to be chosen as the main area of the characters skill, all other areas are one level lower. A Mediocre skill may be traded for a second concentration in a skill.
Gifts and Faults (Hindrances and Edges)Buy these using the Deadlands rules. * Gear * - Characters EquipmentWeaponsKeep most of the same stats except for range which is worked out as shown below. RangeInspired by John Harpers gunslinging rules, descriptive ranges and distances used in many other FUDGE rule sets and my habit and desire as a GM to give distances roughly rather than to the exact metre. Ranged weapons have three ranges, Short, Long and Extreme. Each range always has the same difficulty but the distance varies for each weapon. Distances are as shown below. Descriptive Rough Distance Range Inc Short GOOD Long GREAT Extreme SUPERB ----------------- -------------- ---------- ---------- -------------- In yer face 2 m Across the room 10 m 5 Across the street 30 m 10 5 Down the street 50 m 15 10 5 Few Hundred Yards 200 m 15 10 Half a Mile 500 m 15 * Blowin' Things All to Hell * - CombatThe Action DeckMake a Quickness roll and use the table in the Basics to determine the number of extra cards received. Then choose 1/2 of the cards to keep (round down, max 2). Movement and CarryingIf you want to be bothered working these out use the die type equivalents for the relevant Traits. Shootin'Use the range rules presented above with the weapons to determine the base difficulty. Fightin'Fightin' is an opposed roll between the attacker and the defender. DamageDamage rolls, Hit Locations and Armour all work as in the Deadlands book. All damage done is assessed against the modified Fudge Damage Track shown below.
Wind Scratches represent Wind so ignore the Wind component of damage unless the damage is
only to Wind, in which case it does one Scratch for every D6 or part thereof.
Healing: One Scratch is healed every 4 minutes. All other wounds heal at the rate of their Deadlands equivalent.
Stun rolls are made against Vigor using the wound just taken but including any penalties for existing wounds. Higher wound levels will cause wound penalties. You can either represent wound penalties using Wound Dice (Fudge dice which are only counted if they come up showing '-', they are added to all dice rolls for the character.) or as a penalty to every roll (these are not cumulative, use the worst wound).
* Fate Chips and Bounties *Fate ChipsThese give either a bonus to a roll or reduce wounds or wind taken.
Bounty PointsThe costs to improve Traits when spending Bounty Points are shown below.
Arcane AbilitiesHuckstersNo special notes. Hucksters & HexesTreat Tricks as Gifts (Edges) that may be bought at character creation instead of a Mediocre skill or later for bounty points. Mad ScientistsNo special notes. The BlessedNo special notes. ShamansChoose one favour for each level above Poor in the highest ritual. The HarrowedNo special notes. * Fear *No special notes. |