EABA Conversion for Deadlands RPG.
By Aaron Kavli
Deadlands is the role-playing game of the Weird West, by Pinnacle Entertainment Group Inc. SJGames has a license for Deadlands using its GURPS system. The information provided is my own personal work and is not endorsed by either company.
The Weird West presents a different history than we know, where expert
gunslingers, indian shamans, and miracle workers do battle against the
Reckoners and their horrid denizens. This conversion is for EABA by BTRC,
and requires the EABA core rules and the GURPS: Deadlands (abbr. DL) or
the Deadlands from PEG
Inc. This conversion uses the information from
the GURPS version as its foundation (a conversion from a conversion in
essence), as that's what I own.
Campaign Basics.
Era and Measurements.
The world of Deadlands is set in the late 1800's, putting it in the
Industrial Era. With the introduction of Ghost Rock and Mad Scientists
influenced by the manitou, Deadlands has access to Late Industrial Era,
and some that would fall into the atomic era, items and abilities.
EABA uses the metric system, which of course wasn't used in the Old West. One can either convert everything to metric, use weight values from the Dead Lands book and convert the EABA encumbrance ranges, or simply use the EABA metric values for gear. Any will work; using imperial values keeps the flavor of the Weird West, but using EABA metric values is the easiest way.
Characters.
The Weird West is not epic, but is certainly full of heroes bent on
stemming the tide of the Reckoner's corruption. PC's should be built on
the Heroic scale (100A/100S), while normal folks should be built on the
Normal or Low Normal scale. PC's can also be built on the Normal or Grand
Heroic scales if the GM feels that is more appropriate.
Fate.
The Fate attribute represents its default "luck" in EABA terms. It
also represents the Huckster's, Sorcerer's, and Shaman's ability to contact
spirits to perform their magic, and a Preacher's ability to summon miracles
from on high. Each of these is tied to a specific Gifted trait, and a character
can only have one of these magical abilities.
Skills and Traits.
Free skills for Dead Lands are native language, and native culture,
both at +0d. The old west was a fairly illiterate place, meaning that to
be able to read a character's language skill must be at least +1d. Native
culture includes local geography and other day-to-day skills.
Advanced Skills:
Quick Draw (Awareness) - This advanced skill can only be purchased
by someone with the Unusual Background (Gun Slinger). It grants a +1d to
all initiative rolls using firearms.
Mad Science (Awareness) - This advanced skill can only be purchased by someone with the Unusual Background (Mad Scientist). Mad scientists can use this to create their infernal gadgets and gismos. As such projects are often chaotic and maddening, there are no specializations. This allows mad scientists to the Gadgets rules (6.43), adding to their +1d to the Fate effect for creating "magical" effects in gizmos.
Path of the Brave (Agility) - This advanced skill can only be purchased by someone with the Unusual Background (Old Warrior). It grants a +1d damage to all strikes from Hackin' weapons.
Way of the Fist (Agility) - This advanced skill can only be purchased by someone with the Unusual Background (Asian Master). It is treated as the Martial Arts skill, granting a +1d damage to punch, kick, and grappling damage.
Way of the Sword or Fencing (Agility) - This advanced skill can only be purchased by someone with the Unusual Background (Asian Master) or Unusual Background (Sword Master). It grants a +1d damage to all strikes with blades.
Agility Skills (Combat):
Bow Shootin'- The use of bows and crossbows. Specializations:
Indian Bow, Long Bow, Crossbow.
Cuttin' - The use of one-handed blades. Specializations: Knife,
Short Sword, Saber, Long Sword, Rapier.
Brawlin' - The ability to fight with bare fists, feet, and grappling.
Specializations: Punch, Kick, Grab.
Big Guns - The use of heavy ordinance. Specializations: Cannon,
Gatling Gun, Flame-thrower, Mortar.
Gun Slingin' - The use and simple maintenance of firearms. Specializations:
Pistol, Rifle, Shotgun.
Hackin' - This skill is for the use of unbalanced hand weapons.
Specializations: Club, Hatchet, Tomahawk, Battle Axe, Halberd, Sledge Hammer,
Pick Axe.
Ropin' - The use of entangling melee weapons. Specializations:
Lasso, Net, Whip.
Slings - The use of launched, thrown weapons. Specializations:
Bola, Sling, Staff Sling.
Spear - The use of long, balanced melee weapons. Specializations:
Spear, Lance, Staff.
Throwin' - The use of thrown weapons. Specializations: Knife,
Tomahawk, Grenade, Rock, Spear.
Agility Skills (Other):
Climbin' - The ability to scale vertical surfaces. Specializations:
By terrain type.
Drivin' - The driving of wheeled vehicles. Specializations:
Carriage, Cart, Steam Vehicles, Wagon.
Filchin' - The ability to perform misleading or unnoticed tricks
with one's hands. Specializations: Bunko Games, Pick Pockets, Magic Tricks.
Ridin' - The riding of beasts. Specializations: By animal type.
Sailin' - The controlling of water vehicles. Specializations:
Sailboat, Steamboat, Rowboat.
Sneakin' - The ability to move silently and remain unnoticed.
Specializations: By terrain type.
Trades - This is the Trades skill (EABA 2.8), with each trade
a separate skill. Most will be Agility skills, but some may be based on
Strength or Awareness. Examples are Blacksmith, Carpenter, Wheelwright,
and Mason.
Awareness Skills:
Academia - This skill covers education in classical or more
"bookish" fields and a wide range of common academic knowledge. Specializations:
Archeology, History, Philosophy, Literature, etc.
Art - This skill covers the expressing of one's softer self
through a given medium. Specializations: By art type.
Blowin' Stuff Up - This skill involves the ability to properly
place and safely use explosives. Specializations: Black powder, Nitroglycerine,
Dynamite.
Hexslingin' - This is the skill Hucksters use to cast their
magical spells. Specializations: Each spell is a specialization.
Language - This involves the speaking of languages not native
to the character. As with native languages, a +1d must be purchased to
be able to read it. Each language is a separate skill. Specializations:
By dialect.
Gamblin' - The skill of playing games popular in the gambling
arena. Most are card games, but gamblin' is gamblin'! Includes knowledge
of regional variations and customs. Specializations: Cheating, By game.
Medicine - This is the skill to heal. Doctors of the old west
were often broader than deep in their skills, and expected to cover many
areas of the field. Specializations: Diseases, Surgery, Veterinarian, Birthin'
Babies.
Professional - This skill covers a wide range of white collar
professional knowledge. Each profession is a separate skill that must be
purchased individually. Examples include Lawyer, Judge, Clerk, Trader,
and Politician among others.
Ritual - This is the skill Indian shaman's use to cast their
powers. Each power is a separate specialization.
Roughin' It - This skills covers the knowledge of living off
the land. Specializations: By terrain type.
Science - This skill covers a wide range of physical scientific
skills and broad scientific knowledge. Each specific field is a specialization.
Specializations: Botany, Biology, Meteorology, Geology, etc.
Scroungin' - This skill represents the ability to find items
in unlikely places. Specializations: By item type.
Scrutinize - This skill allows for one to detect when they are
being lied to.
Tinkerin' - This skill covers the ability to repair, maintain,
and build mechanical items. This is also the skill inventors, both sane
and mad, use to create gadgets. Specializations: By item type.
Trackin' - This skill covers the knowledge of following prey.
Specializations: By animal type, By terrain type.
Will Skills:
Animal Wranglin' - This skill is used to train and handle animals,
including proper care and feeding. Specializations: By animal type.
Bluffin' - This skill is used to fast-talk, confuse, convince,
or trick someone.
Concentratin' - As Focus skill in EABA.
Leadin' - This skill is used to inspire confidence and lead
followers, be they tribesmen, hunters, or soldiers. Specializations: By
follower type.
Overawe - This skill is used to get information or compliance
from someone through sheer intimidation. Specializations: By culture or
social class.
Performin' - This skill is used for all manner of stage or musical
performances. Specializations: By performance type.
Prayin' - This skill is what ministers use to call for miracles.
Each miracle is a specialization of this skill.
Ridicule - This skill is used to taunt, tease, or anger someone,
possibly making them do something they normally wouldn't. Specializations:
By culture or class.
Tale-Tellin' - This skill is used to tell stories, speak to
large crowds, deliver speeches, or successfully debate an issue. Specializations:
Debate, Tall Tales, Preaching, etc.
Health Skills:
Runnin' - As Running skill in EABA.
Swimmin' - As Swimming skill in EABA.
Carryin' On - This skill is the ability to drink, get rowdy,
get the most out of an evening, and hopefully minimize the suffering the
next morning.
Traits.
Most Deadlands Edges and Hindrances translate easily into EABA traits.
The following list uses the Deadlands names, with some additions, followed
by a description of the EABA equivalents.
The list is not inclusive of all the traits that can be included in a campaign. Other mundane traits, such as Secrets and Friends, can easily be included. Even more elaborate Curses and Blessings may be appropriate in the supernatural world of the Weird West.
The Harrowed.
Being Harrowed is an important trait and thus is discussed separately.
PCs should not be allowed to start with this trait. The only way to become
Harrowed is to be killed. When a PC is killed and the head is mostly intact,
they must make a Formidable (13) Health test. If it is passed, a manitou
has inhabited the body and brings it back from the grave. Only those with
high Health are chosen by the manitou, so PCs shouldn't try going around
to get themselves killed.
Being Harrowed is bought as having the Pain Tolerance (5A) and 1 level of Toughness (10A), as well as a 40 point Blessing that includes the following the abilities. Becoming Harrowed increases the character's cost by 55A.
First, the Will attribute of the manitou must be determined by rolling 2d6. It can never be lower than the character's Will, but can be higher. If this roll comes up with a 12, the character has been inhabited by a Greater Manitou whose Will is equal to 15. Upon returning from the grave, a Will contest will determine who is in charge. A Will contest is also made during stressful situations to see if the Manitou takes over.
Harrowed have a pallid, pale complexion, and the wound that killed them never fully heals. They also have a bad smell, that often gives them away and increases the difficulty of all friendly social tests by 1. Harrowed need to sleep 1d6 hours a night, during which the manitou tortures the host with nightmares and repairs the body. Harrowed cannot heal naturally (no recovery rolls) without eating raw meat first, even if attended by a physician.
These undead are also very tough. They cannot be killed except by damage to the brain. If a single blow to the head is enough to cause a crippling/lethal wound, the manitou and character are dead. A Harrowed can be brought down like others from injury, and will become incapacitated and suffer the penalties of crossing hit thresholds, but will never die unless its brain is destroyed. Harrowed are also immune to all fatigue, poison, non-magical diseases, alcohol, normal drugs, bleeding, drowning, stunning, or any other indirect sorts of damage.
A Harrowed's limbs will still function if severed. Any edged blow, explosion, or gun fire that does enough to cripple a limb in a single blow severs it. These limbs can act independently and can be reattached by holding it to the body for 1 minute.
Deadlands Edges.
Arcane Background - Treat as Unusual Background Traits. There are several
types, which are only usable by certain character types. Each is a separate
trait. Unusual Backgrounds are Mad Scientist, Hexslinger, Shaman, and Blessed.
This trait must be bought in order to create mystical gadgets, cast hexes,
perform rituals, and call miracles respectively.
Asian Master - This is an Unusual Background only available to Asian characters, or those who also buy a separate Kemo Sabe trait. It represents training in the martial arts by foreign masters, and is needed to purchase the Way of the Fist and Way of the Sword advanced skills, and any Larger than Life traits for hand-to-hand skills.
Belongin's - Bought as Wealth, but only grants value in equipment.
Big Ears - Bought as Forte, Awareness (+1d to all hearing checks).
Brave, Guts - Bought as Personality (Fearless).
Brawny - Bought as Forte, Strength (+1d to certain strength checks).
Dinaro - Bought as Wealth advantage.
Don't Get 'Im Riled - Bought as an Unusual Background trait. Each time a character gets very angry, or injured in combat, they immediately make a Challenging (9) Will test. If the test is failed, the character immediately starts swinging, temporarily giving them the Pain Tolerance trait and preventing them from dodging or blocking. When the subject of their anger is gone or out of the fight, the character must pass another Challenging (9) Will test, or attack the nearest person, friend or foe.
Eagle Eyes - Bought as Forte, Awareness (+1d to all vision checks).
Fleet Footed - Bought as Forte, Health (+1d to running skills).
Friends in High Places - Bought as Friends.
Gift of Gab - Bought as Forte, Awareness (+1d to all language skills).
Gun Slinger - Bought as an Unusual Background, representing expert training and experience in the way of the gun. It is required to purchase the Quick Draw advanced skill and Larger than Life for any firearm skill.
Keen - Bought as Forte, Awareness (+1d to all checks to notice danger).
Kemo Sabe - Bought as Personality (for a specific, foreign culture).
Law Man - Bought as 1 level of Status (law enforcement privileges and responsibilities).
Level Headed - Bought as Forte, Agility (+1d to all initiative rolls).
Light Sleeper - Bought as Gifted (requires less sleep, wakes easy).
Luck o' the Irish - Bought as Forte, Fate (+1d to all luck tests).
Mechanically Inclined - Bought as Forte, Awareness (+1d to mechanical tests).
Nerves o' Steel - Bought as Forte, Will (+1d to all fear tests).
Old Warrior - Bought as an Unusual Background, representing an Indian's dedication to the old ways of the brave. It can only be purchased by Indians or someone with an additional Kemo Sabe trait, and is required to purchase the Path of the Brave advanced skill and allows Larger than Life traits in Bows and Hackin'.
Purty - Bought as Looks.
Rank - Bought as Status, military rank.
Renown - Bought as Personality, applicable to appropriate group.
Sand - Bought as Forte, Will (+1d to all Will tests).
Sense o' Direction - Bought as Forte, Awareness (+1d to all navigation tests).
Side Kick - Bought as Friend.
Sword Master - Bought as an Unusual Background, representing the finest
training in European fencing techniques. It is required to purchase the
Fencing advanced
skill and allows the purchase of the Larger than Life trait for Blades.
"The Stare" - Bought as Forte, Will (+1d to all intimidation tests).
"The Voice" - Bought as Personality (Compelling voice).
Thick-Skinned - Bought as Pain Tolerance.
Tough as Nails - Bought as Toughness, normally 2 levels for human max.
Two-Fisted - Bought as Gifted (no off-hand penalties).
Veteran o' the Weird West - Bought as Unusual Background that allows a PC to have knowledge about queer goings on in the weird west. Exactly how this is manifested is up to the GM.
Larger than Life - The Weird West is a land of remarkable people. There are master swordsmen, gunmen faster than snakes, and indian braves that can wrestle bears into submission. GM's should allow PCs with appropriate Unusual Backgrounds to purchase the Larger than Life trait for specific skills, limited to an increase of 1d. Each skill requires points to be spent on the trait.
Deadlands Hindrances.
Ailin' - Bought as a Weakness, Health (-1d to all healing tests) to
represent any of a number of medical conditions.
All Thumbs - Bought as a Weakness, Agility (-1d to all mechanical tests).
Bad Ears - Bought as Weakness, Awareness (-1d to all hearing tests).
Bad Eyes - Bought as Weakness, Awareness (-1d to all sight tests).
Bad Luck - Bought as Weakness, Fate (-1d to all luck tests).
Big Britches - Bought as Personality (Overconfidence).
Big 'Un - Bought as Weakness, Health (-1d for non-lethal healing).
Bloodthirsty - Bought as Personality (Bloodthirsty).
Cautious - Bought as Personality (Careful).
Clueless - Bought as Weakness, Awareness (-1d to all memory tests).
Death Wish - Bought as Personality (Wants to be killed).
Doubting Thomas - Bought as Personality (The supernatural doesn't exist).
Ferner - Bought as Personality (Outsider).
Geezer - Determined by EABA age chart.
Greedy - Bought as Personality (Greedy).
Grim Servant o' Death - Bought as Curse (10A). Everyone within Fate meters of a character with this trait suffers a +2 difficulty to any attempts to use their own Fate for luck.
Habit - Bought as Personality (Irritating Habit).
Hankerin' - Bought as Personality (Addiction). The level is determined by the severity and cost of the addiction.
Heavy Sleeper - Bought as Curse (10A). Character is hard to wake, and requires and extra two hours of sleep.
Heroic - Bought as Personality (Always helps others).
High-Falutin' - Bought as Personality (Snob).
Illiterate - See language skill.
Kid - Determined by EABA age chart.
Law of the West - Bought as Personality (Code of Honor).
Loco - Bought as either a Personality or Weakness, representing an appropriate mental disorder.
Loyal - Bought as Personality (Loyal to friends).
Lyin' Eyes - Bought as Weakness, Will (-1d at all lie tests).
Miser - Bought as Personality (Miserly).
Mean as a Rattler - Bought as Personality (Bad Tempered).
Night Terrors - Bought as a Curse (10A). Character suffers from nightmares and must pass an Average (7) Will test to get a good night's sleep.
Oath - Bought as Personality (Oath).
Obligation - Bought as Personality (Obligation).
One-Armed Bandit - Bought as Curse (20A). Missing one arm reduces Strength and Agility by half in situations where both arms are needed.
Outlaw - Bought as Status, depending on how badly a character is wanted.
Pacifist - Bought as Personality (Non-violent).
Poverty - Bought as Wealth.
Randy - Bought as Personality (Lecherous).
Scrawny - Bought as Frailty (-1 hit bracket).
Self-Righteous - Bought as Personality (Self-righteous).
Slow Poke - Bought as Weakness, Health (-1d movement).
Squeaky - Bought as Weakness, Will (-1d to all speaking tests).
Squeamish - Bought as Personality (Squeamish).
Stubborn - Bought as Personality (Stubborn).
Superstitious - Bought as Personality (Superstitions are real).
Thin-Skinned - Bought as Weakness, Will (-1d to all stunning tests).
Tinhorn - Bought as Personality (Tinhorn).
Tuckered - Bought as Weakness, Strength (-1d for encumbrance values).
Ugly as Sin - Bought as Weakness, Will (-1d looks).
Vengeful - Bought as Personality (Vengeful).
Yearnin' - Bought as Personality (Obsessive).
Yeller - Bought as Weakness, Will (-1d to all fear tests).
Fear and Fear Levels.
Abominations are frightening and horrible and can have unnerving affects
on those who encounter them face to face. Each creature in the bestiary
will have a Terror rating. This rating is expressed as the difficulty rating
of a Will test for all characters that encounter it.
If the viewing character passes the Will test, they are able to cope with the terror without penalty. If the character fails that test, all task difficulties are increased by the amount the roll failed by until the source of fear is removed. Rolling all 1's results in the character either fleeing madly away or cringing helpless in a gibbering ball. That character immediately gains a 5 point Personality Trait to represent some minor mental condition. The exact condition is up to the GM, but should be appropriate to the initial cause.
Fear Levels are described on p. DL11, discussing the physical appearance
and effects on residents and abominations. They range from level 0 (normal)
to level
6 (dead lands). Mundane creatures and characters suffer a difficulty
increase to all Will tests, including Terror checks, equal to the Fear
Level of the area. Abominations gain a difficulty decrease to all Health
and Will tests equal to the Fear Level. Local Fear Levels can be modified
as described in the section on p. DL11. Use the following table for the
Tale-Tellin' skill attempts to lower the Fear Level.
| Fear Level | EABA difficulty level |
| 1 | 5 |
| 2 | 7 |
| 3 | 9 |
| 4 | 11 |
| 5 | 13 |
| 6 | 15 |
Powers.
There are four types of characters that can have powers in Deadlands.
Hucksters cast spells by allowing spirits to enter them and challenging
them to competitions. If
they win, the spirit (manitou) must cast a spell. Sorcerer's are granted
black magic by bargaining with the Reckoners or Lucifer. Priests are given
powers through
their faith in the almighty (which ever all-mighty that may be). Shamans
gain powers through their service to nature spirits.
There a many, many spells and rituals and GMs will find it easy to convert
them. But I'm not gonna do it! Here are the important EABA modifiers and
concepts to
making Deadlands powers.
Hucksters must purchase the Hexes skill, and each hex is a separate
specialization. They must also have the Arcane Background trait. Huckster
players should also
have a deck of cards, as each hex usually requires at least 2 pair
to cast. Better hands lead to better results, which for EABA powers will
usually mean additional
effect, but is left to the GM to figure out exactly. When casting,
a deck of cards appears in the huckster's hands, and those who wish to
cast subtly usually hold a
deck of mundane cards in their hands when they do.
The range of spells available are wide and varied, everything from lethal
damage, to armor spells, to add and subtract. These hexes take only a second
of
concentration to cast, and cost no fatigue. Hucksters can choose to
take fatigue to balance a spell out however. When ever a black joker is
drawn, the GM should
come up with some applicable penalty, side effect, or misfire. Hexes
only take 1 second to activate.
Framework base
Requires concentration -10
Requires gestures -5
Focus (cards) -10
Joker misfire -10
Total cost -35
Sorcerers are able to tap into dark mysteries, and require the
Arcane Background trait. They must purchase the Sorcery skill, and each
spell is a specialized skill.
Black magic has a wide range of possible powers as well, but tend to
be a bit more dangerous to the caster. They require no focus, but any roll
of all "1's" results in
very dire consequences. Spells might require sacrifices or altars,
and tend to be somewhat destructive in nature.
Spells cast on consecrated ground, or against holy rollers (ministers)
are at +2 difficulty. Those with Arcane Background (Blessed) may substitute
their Fate for any
resistance roll if it is higher than the actual attribute listed.
Framework base
Total concentration -10
Damages non-lethal hits -10
Total cost -20
Shamans are indian medicine man who get their abilities from
nature spirits. Shaman rituals tend to be slower than other sorts of powers,
and sometimes weaker in
effect, but they are the most safe. Shamans must pick a totem, and
must agree to certain vows in accordance to their shaman's wishes. Shaman's
rituals have a
variety of effects, but usually involve nature and animals. Shaman's
must have the Arcane Background (Shaman) and may purchase a Friend trait
to represent a spirit
advisor, which may add bonuses (a Forte perhaps) to some rituals, and
the shaman must agree to the animal's vows. They use the Ritual skill to
invoke their rituals, and each is a specific specialization.
The Holy with true faith (i.e.. can call miracles) must have
the Arcane Background (Blessed). The faith of the preacher doesn't really
matter, just as long as they
worship God, or a god, instead of a pantheon or spirits. The Holy use
the Prayin' skill, and each power is a specialization. At the GMs discretion,
those ministers
that have sinned, according to their religion, may have the difficulty
levels of their prayers increased until they atone.
Pressing the Lord for favors can earn his ire. Each time a prayer is used during a gaming session, its difficulty increases by +1 for the next use in that session, even if it fails. This is constant for all of the prayers. As there are only five rituals available (in my books), so here they are in EABA form.
Holy Roller (difficulty: 8)
This divine favor grants the minister special abilities, maybe. It
is bought as an Add to the governing attribute for the purpose of the next
test roll. It also adds the
Larger than Life for that roll, allowing the priest to keep an extra
1d for the total. However, if they fail that skill roll, God is angry and
will penalize the next use of this
prayer by -1d. This can only be used once per hour.
Increasing difficulty -10
Special effect +10
Melee range +0
Adds to Attribute +30
Lasts an instant +0
Self only -5
Retribution -10
Total cost 15
Inspiration (difficulty: 10)
This prayer adds to the minister's attempt at decreasing the Fear Level
of an area. This is bought as an add to Will for the purposes of Tale-Tellin',
and only for Fear
Levels. He must tell the tale (sermon) immediately.
Increasing difficulty -10
Melee range +0
Sensory targeting +20
Adds to Will +30
State-based duration +15
Self only -5
1 minute to activate -10
Only for skill/Fear levels -20
Total cost 20
Lay on Hands (difficulty: 11)
This prayer allows the minister to perform and act of Faith Healing.
It can heal wounds, cure diseases, and even fix crippling injuries. It
can't heal the dead, undead,
or undo either of those conditions. The use of this healing can be
very fatiguing on the minister. If the minister ever rolls all "1's" on
his skill roll, he is immediately
inflicted with the wounds or ailments of the patient.
Increasing difficulty -10
Lethal damage +40
Reverses an effect +30
Reduced 1d effect -10
Melee range +0
State-based duration +15
Damages non-lethal hits -10
Side effect -20
1 minute to activate -10
Total cost 25
Protection (difficulty: 11)
This prayer is to hold dark entities at bay with a holy symbol. This
includes demons, spirits, undead, some types of sorcerers, or some other
supernaturally evil entity.
It protects the minister from all direct harm from these beings as
they cannot bring themselves to attack or come in contact with him. It
can however use some
indirect means, like rolling a rock down a hill. It is bought as a
Subverts Will, but only for the purposes of preventing attack. The entity
can ignore the effects of this
prayer by winning a Will vs. Fate effect test. The prayer doesn't help
anyone else, but the minister can stand in front of his friends.
Increasing difficulty -10
Additional 1d effect +10
Thresholded power -5
Subverts Will +40
Self only -5
Requires focus (symbol) -10
Lasts 1 turn +5
Total cost 25
Smite (difficulty: 10)
This prayer grants holy strength to the minister. This is bought as
an add to Strength.
Increasing difficulty -10
Melee range +0
Adds to Strength +30
Lasts 1 turn +5
Self only -5
Total cost 20
Gear.
It is suggested to use the costs from which ever Deadlands source you
are using. All weapons and gear up to the Industrial era is available (EABA
9.3). Deadlands
lists a full range of weapons, and the GM should adjust the EABA values
for ammo accordingly.
Weapons.
Instead of going and converting all the weapons listed in Deadlands,
the following are some guidelines to changing them in EABA terms. The damage
values of the
conversions were much the same when translated to EABA.
Essentially, every pistol that is of .38 caliber or higher is treated
as a Heavy Revolver, and anything less (including derringers and the like)
are Light Revolvers. The
GM should note the differences in ammo capacity; most are six-shooters,
but some have only 5 shots and some have more. Those pistols listed as
being single action
will have a +1 to damage, but can only fire once per turn.
Most rifles fall into the same damage category as EABA's repeating rifle. Those Deadlands rifles that only hold 1 shot (not flintlocks) should add +2 to damage.
There are a few Deadlands items that deserve some discussion however.
The stats for the Gatling gun and Gatling pistol are below. Note that the
Gatling pistol has
no single shot function, and fires a 6 shot burst every time the trigger
is pulled.
Automatics:
| Name | Uses | Acc | Dmg. | Shots | Wgt. | Cost | Armor | Hits | Notes |
| Gatling Gun | .45-70 | 1 | 4d+0 | 100 internal | 136 kg | $120 | 1d+2 | 4 | Unreliable, autofire |
| Gatling Pistol | .44-40 | 0 | 2d+0 | 12 internal | 1.8 kg | $800 | 1d+2 | 2 | Unreliable, autofire |
Armor is available in Deadlands, everything up to Industrial plate.
Earlier armors (chain, leather) are inappropriate against firearms. Ghost-steel
vests have a value of
3d+2 protection.
Making gadgets and odd gear with strange powers is integral to the setting.
Use EABA gadget making rules in the Powers section.