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1877 Edition Lexicon Some of the terms within the Deadlands rulebooks may be confusing to new players, so they are listed below for your convenience. TERM Ace EXPLANATION The maximum number on any particular type of die, such as the 6 on a d6, or the 0 on a d10, whenever you get an Ace, you can roll the die again and add it to the previous total. Skills, talents, or trades a character has learned or developed. This includes skills like persuasion, shootin, and sneak. These are rewards that can be used to improve your characters Aptitudes or Traits or to purchase new Edges or Hindrances. You go when you roll more 1s than anything else. This usually means your character failed catastrophically. Specializations within a broader Aptitude category, each major type of firearm (pistol, rifle, shotgun), for instance, is a concentration of the shootin Aptitude. These are the non-player characters (not controlled by the players) who populate the world of Deadlands. Extras include everything from loyal sidekicks to dastardly villains and strange critters, the Marshal player the roles of the extras. The game master, or the guy or gal responsible for setting up the adventure and guiding the posse though it. A content between two characters, such as a stare down (overawe) or wrestling match (fightin: wraslin) The player characters (PC) and any sidekicks, allies or other extras that happen to be tagging along. When you make a Trait of Aptitude check, every 5 points over the TN is an extra success level: a raise. Sometimes this is said to mean a success and any raises. The difficulty of a particular task, if your dice roll is greater than or equal to the Target Number, your Traits Trait Level Believe it or Else! Only 10 character succeeds at whatever she was attempting. Raw physical and mental attributes such as Strength or Smarts. The number of Trait Die you roll when making a pure Trait check, such as a Strength or Quickness roll.
General Rules Round Down: Whenever you are asked to round a number, always round down. Dice: Normal die rolls are listed as XdY, where X is the number of dice to roll and Y is the type of dice to roll (4sided, 6-sided, 8-sided, 10-sided. 12-sided or 20-sided). When reading the result take the highest result out of all the dice rolled. If there is a number listed after the dice such as 1d12+2, then that is added to the final result. One exception to this rule is when rolling damage, in that case all dice are added, then any modifiers to get the final result. Cards: During the game standard 54-card decks are used for character generation, determining who goes first in combat, and various other things. Usually the instruction in a specific section tells you when to shuffle the deck, but if they dont assume the deck isnt shuffled before each draw. Reading Cards: Sometimes you need to translate a card into a die code to do this, use the table below. CARD VALUE 2 3-8 9 - Jack Queen - King Ace - Joker CARD SUIT Clubs Diamonds Hearts Spades DIE TYPE D4 D6 D8 D10 D12 DIE TRAIT 1 2 3 4
Aptitudes
Bounty Points
Bust
Concentrations
Extras
Marshal
NB: When Jokers are drawn, you have to draw another card from a fresh deck to determine its Suit, if another Joker is drawn then the Die Trait is 5. Fate Chips: At the start of each session each player draws 3 chips from the Fate Pot, each Fate Chips can be coloured white, red, blue, gold (called Legend) or black. Each Fate Chips can be used in game for various things such as negating damage, re-rolling or improving Aptitude or Trait
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Unskilled Checks: Sometimes you go to make an Aptitude check and discover that you dont actually have the Aptitude. In these cases you get to roll one die as if your character had level 1 in the Aptitude. The downside is that you take an unskilled penalty of -4 to the final result. Related Skills: If your character is making an unskilled check but has a related Aptitude (usually one with a different concentration though some skills like persuasion and bluff can be considered related), he gets to use the unskilled Aptitude at the same level as his related Aptitude but still takes the unskilled (-4) penalty to the result.. Raises: As mentioned in the Lexicon, when a hero rolls 5 or more above the TN he achieves a raise, and you get a raise for every increment of 5 beyond that as well. The more raises you achieve on a roll the better you succeed at a task. Success: You barely achieved the desired effect. If this is an opposed roll the opponent continues to resist normally and you both should roll again next round. One Raise: You manage to accomplish your goal with a little room to spare. If this is an opposed roll, you opponent loses or surrenders, at least until he can find another way to recover his loss. Two Raises: You make it look easy. If this is an opposed roll, your opponent surrenders and does not resist or attempt to recover without a major change in the situation.
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