Editable Character Sheet (.pdf)

     Players can take as many Hindrances as they want for their character. Some people are messed up in so many ways 10 points can't nearly reflect all their flaws. This allows players to collect Fate Chips for roleplaying the Hindrances, but only the first 10 points count towards character points.

Expanded Mysterious Past
     I can't remember who wrote this and I posted it "as is", but I use this table (or you can get one randomly selected for you) instead of the normal table in the books. Sence there where so many people on the Pinnacle Forums asking me for a copy, I figured why not just post it up here. If the orriginal author wants to contact me the would be great, I love to give credit where credit is do.

     Pinnacle's official ruling on Grit is that it can only be raised to 5. This makes things difficult for adventurers who hunt the 'Bad thing out there.' After reading several different sources I've come up with the solution. "Colored Grit." Grit will be broken down into six colors; black, white, green, red, yellow & gray. Each color corresponds to a certain Horsemen or the Harrowed or radiation. All Grit has one similar effects (or restriction) tied to them. That is that a character can have no more than 5 Grit in each color. The colors are broken down and explained bellow, in the descriptions you'll find the color, what the Grit comes from and what the Grit can be used for. The colors are as follows:

     Every now and again our posse’s going to do something (read Tail Tellin’) that will get them known to more than the locals they help. Doing good deeds in the Wasted West tends to get one noticed. Each time a posse earns a Legendary Chip each member earns a Renown Level. The base TN for those that meet you is listed by the Renown level, adding any modifiers for the city’s size of if they have access to the Grand Library or the Convoy. If the character has the edge Renown, add the Edge’s value to the roll.
Renown Level
City Size
50 or less
100 – 250
250 – 500
500 +
On Convoy rout
Grand Library access

Solder Background Additions
     I am thinking of some expansions for the soldier background they are as follows:

Military Police Concentration
Accademia: Law 2
Shootin': Pistol 2
Fightin': Night Stick, Brawlin' 2

Pilot Concentration
Flyin':Any 4
Survival: Any 1
Shootin': Pistol 2

     Salior would be able to choose from the following "Army" concentrations:
MP, Pilot, Logistics, SF/MET (SEALs), Combat Engineer (SeaBees), Medic. In addition they would have two of their own concentrations

Surface Warfare Specialist
Gunnery: Missle, Main Gun 3
Tinkerin': 2
Swimmin': 2
Salin': 1

Nuke Reactor Specialist
Academia Nuclear Physics 3
Tinkerin': 3
Swimmin': 2

     Marines would have all the same specialties as army except for: Armored Infantry, SF/MET, Medic, MP (the last two are provided by the Navy). The only difference would be they would get +1 to Shootin': Rifle, and Fightin': bayonet. They would need however, a min d8 in Vigor (this can be reduced in character generation by mutations).

Grenades and other delayed detonation explosives:
     The problem with grenades is that in a game, the character (or NPC) pulls the pin, throws the grenade, it lands and explodes all at the same time. Grenades don't work that way. The following rules can be used for any item with a delayed detonation (grenades, dynamite, etc.), not something that detonates on impact or is a triggered device.
     Using an action, the character (or NPC) can pull and throw the grenade, or just pull the pin a wait. Should the character hold the grenade, they need a second action to throw it later. An explosive with a three second delay goes off 1d4+4 segments (for info on rounds and segments see page 83 of the core rule book) after it's activated (pin pulled, fuse lit, etc.). Every second beyond three is a +2 to the roll (so a 5 second delay is 1d4+8).
     Jack the soldier goes on Queen. He pulls the pin and waits to throw the grenade. The Marshal rolls a 4 on the d4 (for a total of 8), meaning that on four in the same round the grenade goes off. Waiting till 6 (a risky move if you ask me) Jack throws the grenade at a Black Hat and ducks. The Black Hat still has a card and uses a Vamoose to dive for the nearest cover.

     Vamoosin' can help the intended victim of the grenade. The character must make a Hard (9) Dodge roll. Success gets the character her Strength die type in feet away from the bomb, should there be cover near by they dive behind that (if it's in range). The Black Hat in that example could have waited (and hoped the grenade didn't go off) till his turn on 4 and try to pick up, but throwing it would be a second action, making it smarter to Vamoose and duck or wait and try and run out of the blast area.
     This adds some extra book-keeping for the Marshal, but it adds a little tension/excitement and makes grenades work more like they are suppose to.
     A final note, a player (or NPC) preparing a device with a fuse (like dynamite) needs to succeed on an Fair (5) Demolition roll. A failure means the character cuts the fuse wrong. Roll a 1d6. If the roll is a 1, 2 or 3 it is cut to go off that many seconds early, on a 4, 5 or 6, it's half (round down) that many seconds late.

New Skills

Fightin’: Shields
By: Mojo JoJo
     May be used passively or actively. Passive use provides a flat defensive bonus, in addition to any provided by other melee weapons.  This should be available only for front or shield-side attacks.  Active use provides the shield's armor rating against the attack.  The defender gets to add the shield's DB to his fightin' total for determination of a successful block.   An active use requires the defender get a raise over the attacker's total and acts as a vamoosin' action.  If used actively, they take one point of damage for every point that gets through to affect their user.  Every loss of durability lowers the AV by one (to a minimum of 0).  Yes, that means bucklers and small shields get trashed quickly.

Guts & one arm  
Small/Round Wood
 Head guts & one arm
Small/Round Metal
Head guts & one arm
Medium/Kite Wood
Head guts & one arm
Medium/Kite Metal
Head guts & one arm
Large/Tower Wood
All but one arm
Large/Tower Metal
All but one arm
Riot Shield

Remote Operatin’
     During the Last War, casualties began to mount so high that most Armed forces were forced to supplement their armies with remote controlled drones and robots. Remote Operators, who could be active far away from the front lines, could command up to a dozen combat remotes at once. To use a remote, the operator must posses a headset control command system and integrated backpack command center. Battery powered, these systems have two components; the headset, which provides sensory information to the controller, and the vest, which has the battery and built in nerve-simulated controls. The vest is equivalent to AP 1, but a bullet would damage the control center. These systems were fairly fragile, as they were designed to operate well away from combat. Their range is much depleted in the post-war environment. Originally, the signals were bounced between military satellites, which meant an operator in Cleveland could direct drones in Australia, but nowadays the operator has to control and command remotes in battle.

Junker Spiritual Battery
     No this ain’t the G-Rock burnt battery that every Junker and his mother uses but a Cyborg inspired spirit in a Battery. Very few Junkers know how to create such a device because of the need for multiple powers. For the size of the device it doesn’t put out as much power as a device built using the Reactor power but it will late indefinitely as long as the device is not abused. The Junker needs to know the powers Reactor, Shield, Spirit Trap and Spirit Weapon. Of course knowing the Tool Tricks Miniaturize would help in the end to make the finished device smaller and easier to fit in other devices.
     The first thing the Junker needs is a subdued (captured stunned or other wise incapacitated) or willing spirit. The Junker then needs to build a Spirit Trap with enough power to hold the spirit to be used (i.e.: if the spirit has a 2d8 Spirit then the device have to be frame size 3 [3d8] or higher). The Junker then needs to use the Shield and Spirit Weapon powers to fortify the device. Once the device is completed the Junker has some time to breath before the final step or he can move on and incorporate the spirit, but once she/he starts the Junker has to work strait through or the device will suffer a critical failure. The next step is to transport the spirit into the device with out zapping the spirit out of existence. This requires three raises on a continuing Science: Occult Engineering roll against a Onerous (7) + the Frame Size. Then a second Science: Occult Engineering using the TN of the Reactor power (i.e.: 11 + Frame Size) to start the spiritual drain.
     Once finished the device will put out G-Rays equal to the Spirit Die Type of the spirit plus the Coordination each round. A Spiritual Battery can be linked to a device like any other battery based on it’s size, but can never be built in like a powerpack.

Spiritual Battery
     The Spiritual Battery has a spirit inside with a Spirit equal to d6+ 1 step for each frame size over 2 and a Coordination of 1d4. The battery puts out G-Rays equal to the Spirit Die Type of the spirit plus the Coordination each round. The battery will keep turning out G-Rays forever as long as the device is cared for and not Overdrained too much.
     The Spiritual Battery can be drained for more power than it normally puts out by Overdraining the device. When the Spiritual Battery is Overdrained it provides double the power for one round. Each time it’s done the Marshal draws a card. If a face card comes up the spirit inside loses a step of it’s Spirit as it loses part of it’s self. If the spirit’s Spirit ever drops below a d4 the spirit is destroyed and the Spiritual Battery becomes nothing more than components.

Part of RPGFanSite.com; My Ju Ju's Fan Sites.

This site is a Deadlands: Hell on Earth fan site. Deadlands is the property of the Pinnacle Entertainment Group and Hell on Earth is a post apocalyptic, alternate history setting. I use both the "Classic" rules and well as the Savage rules for this site (sorry no D20...yet). By default the rules for everything are "Classic" but by clicking on "Smiling Jack" (the Savage Worlds' logo) at the bottom of the navigation pannel you can change (almost) all the rules information to Savage Worlds. Have fun, enjoy and please let me know what you think or if there are any problems, questions or you would like to submit something/content.

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