[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
[DL] I twist on a old thing.....
Hey Guys.
I have somthing I would like you guys to take a look at. It is
something I cooked up. I took the D&D deck of many things, and made it into a
event that happens in Deadlands. It allows for some major curve balls for
your
possie. I would like to know what you guys think? I have used it once, and
had some mixed reactions. So I though I would hit you guys up for some
opions. Well here it is:
Name: Fate is a Fickled B*tch.
Encounter: It can be written into any Story various ways. I wrote it into a
card game that my possie was playing with someone that was not a member of
there possie. Basically the event has a attraction of 4d12 + 6 to thoose who
encounter it. You must beat it in a spirt roll to avoid being pulled in.
Once
you are pulled in you are allowed to walk away. Huckster are allowed to use
their envision on the deck which allows them to pull two card instead of one.
With there hex sense they can determine the feeling of the card either good or
bad depending on the draw of the hexsense. Cards that are played are
discarded, the extras go back into the deck.
Escape: The escape is simple the must roll their spirt to walk away, on a
base
tagert number of 12 or 10. Their roll is at a minus one penalty. Now this is
where you come. Before running the deck, Go through and mark the cards as
either good or bad in your opion. If the cards are good, they have a
additional minus two in trying to walk away, becuase this has been a good
event. If the draw a bad one, they decide something is not right, and get a
plus 2 on their roll. If the card you decides does neither good or bad, they
still have a minus two penalty on their roll because as far as they call tell,
all they are doing is playing cards.
The List:
RJ) What would you like?
I would let you determin this one, cause what one marshall would think
is to much, another marshall may think it is not enought.
AC) The Rambo Effect Minor (See bottom for Up and Down)
Number of trait dice go Up or Down
1> Nimbleness, Quickness, Deftness, Strength. Go Up
2> Knowledge, Cognition, Smarts. Go Down
AH) The Rambo Effect Major (See bottom for Up and Down)
Dice Type goes Up or Down
1> Nimbleness, Quickness, Deftness, Strength. Go Up
2> Knowledge, Cognition, Smarts. Go Down
AS) Donald Trump
Player Gains $10,000 Dollars in Cash, Can you say lucky
AD) The Real Genuis (See bottom for Up and Down)
Number of trait dice go Up or Down
1> Nimbleness, Quickness, Deftness, Strength. Go Down
2> Knowledge, Cognition, Smarts. Go Up
KC) The Real Genuis Major ->(See Below for Up and Down)
Dice type goes Up or Down
1> Nimbleness, Quickness, Deftness, Strength. Go Down
2> Knowledge, Cognition, Smarts. Go Up
KH) Show Down at Noon
The show down takes place against one of the posses members. If the
show
down is won they receive 1 point quick draw, 1 point shooting pistol, and 2
fate chips. If the showdown is lost then the person gains a uneasy feeling
around this posse member, and suffers a minus 1 penality.
KS) Hollywood Gun
Randomly chosen this gun never seem to run out of ammo like those great
Hollywood Movies. One problem, the more you seem to shoot the gun, the more
you hands seem to bleed, but only you can see the blood.
KD) The D. A. Affect
Again from that great place we call Hollywood, the D.A. affect comes
from Scream 2 where a man defies nature and survies multimple stab wounds for
hours before being found. So partner you now ignore all wound penaltes. But
this isn’t Hollywood so you could bleed to death, +2 on vigor checks cause you
just don’t feel the pain
QC) Hollywood Gun
Randomly chosen this gun never seem to run out of ammo like those great
Hollywood Movies. One problem, the more you seem to shoot the gun, the more
you hands seem to bleed, but only you can see the blood
QH) Hoyles Upgrade
To one of the top 3. One problem every body want that book Roll 1d6 on a 1-2
1801-1820, on 3-4 1780-1800, on 5-6 1769
QS) I hear voices.
You are haunted by a friendly ghost, and I don’t mean Casper
QD) Holyes Downgrade
To one of the bottom 3, bad effect you lost a dam good book. Roll 1d6 on a
1-2
1861-1880, on 3-4 1841-1860, on 5-6 1821-1840
JC) The Gambler
Give them 1d4/2 levels of gambling, but it doesn’t end there. I give
them the minor phobia of loosing there money. If they start to loose there
money, give them a sprit check the more they are loosing make the number
higher. If they are a non-huckster they can’t walk away until the win some
money back and make the check. If they are a huckster, then they start the
cheating with envision, and such.
JH) Dammed -> For the black joker kinda of like a double bad luck, but I was
thinking of something I need to balance it maybe?
JS) Billy the Kid
Cool guess what you now are a two gun Kid and have some shooting, 1d3 in
shooting pistol. You are now a Outlaw, and everybody know your name, Renown.
With outlaw set it to the effect you would desire.
JD) The Matrix Effect
Loss of 1d6 guns, and replace with high quality and gatlings. You loose
perussion to gain skills for shooting gatlings, no persuation then you don’t
get the gatling skill. You can a fear of never having enough guns, I used
Minor Phobia, and killed the Phobia when they had 4 guns, and 2 gatling
pistols
10C) Enhanced Mental Condition
If the player has a mental condition, kick it into the next
level, as
a help to him, given him a sprit die, not die type
10H) Boom Stick
In honor of the great movie Army of Darkness, give him a Boom
Stick,
1d4 Guns gain a extra die of damage.
10S) Vampirism?
Did you ever want to be a vampire. No! Well here is your chance. Send
them into combat with a vampire, if they win give them a fate chip, if they
loose they become a blood sucker.
10D) Werewolf?
Did you ever want to be a werewolf. I did. Well here is your chance. Send
them into a combat with a werewolf. If they win give them a fate chip, if
they
loose they better by a new razor
9C) Look what I found?
Guess what, you are five thousand dollars richer, but its not you
money,
The money receive is the loot from a bank robbery or a payment for a job, and
the person not happy.
9H) Mr. Ed.
Guess what you horse now has decided after a long relationship with
you
to start talking. The horse begins to fight the rider when dangerous
situation
appear. If you are fighting, the horse might decide to run off. If the
person
decides to sell the horse, the horse will find it way back to them. The only
person who can here the horse is the owner.
9S) Skill enhancements & decreases
1d6 Random skills go up one level, while 1d6 Random skills go down
9D) Stone
You had a brush with greatness, you got to help the lengend Stone
find a
good doer. It is time he owes you one. If the posse ever gets into a
situation they can’t handle Stone would Show up and bail them out.
8C) A wish
A player has gained a wish, but he doesn’t know it. When the player
least expect it he could have some help or some Hell. If a harrowed draws this
card, kick up the nightmare’s and make them harder, cause in 3d20 days he is
going to own the Manitou if he survies the ordeal.
8H) I have seen God
Faith, and Spirt go up 1 level, while fighting goes down 2 levels. They gain
pacifist 3, and oath 3 That they will help those in need.
8S) You get grit 5, and say hello to my little Diablo. If you win you get to
keep the grit.
8D) Relic Random (See Below)
7C) Guns Go Down
1d6/2 Guns seem to not have the kick they had before, reduce guns 1
level of damage per gun.
7H) Relic Random(See Below)
7S) Relic Random(See Below)
7D) Relic Random(See Below)
6C) Relic Random(See Below)
6H) Relic Random(See Below)
6S) Relic Random(See Below)
6D) Gender Bend
The next time this possie member goes to town he is offered a free
night
a pleasure from a prostitue, if he refuses, he starts to change gender next
morning. It starts with the illusion that he is a woman, and proceeds of the
next 1d6 days. If he accepts the prositute nothing happens. If needs to find
the prostitue he refused, and she will tell him that he needs to convince
another woman to sleep with him. If not he is going to need to get a girdle
5C) Relic Random(See Below)
5H) Relic Random(See Below)
5S) Relic Random(See Below)
5D) Poker for Dice
In this one you play a game with the posse, Each member sees the
other
sitting at the table as demons, they proceed to play poker with these demons,
If won they receive the bet, if they lose the bet. By the way, they are
betting Dice in traits, cause we don’t play poker with money, what use does a
demon have for money?
4C) Emarald Jackson’s Journal
I use the name here in general, Here would be a nice way to insert
a new
hex book into your game. Emarald Jackson is a huckster in my story who is not
nice, and some one has stolen his book and has ended up with someone in my
possie.
4H) Kingsbury Deck’s Cards 1d10 card
4S) They get into a nasty battle, and fight for survial
Reward them for there battle, if they loose the loose something, not
their life though
4D) They get into a nasty battle, and fight for survial
Reward them for there battle, if they loose the loose something, not
their life though
3C) They get into a nasty Battle and fight for survial.
3H) Reckoners take everything literally for 1d6 days
Enough Said
3S) Poker for life
Play a game of poker with you life? Deal a hand of poker the posse
member gets 5 cards, you get 7 cards, you wind you get his bet, and he wins he
gets you bet, oh by the way, Oh by the way it is wind that you bet.
3D) Hunted
Here would be a chance to insert a major bad guy, or something else of
another vatiry. It is up to you.
2C) Loss of Money
You know that bank you invested in back east, well they went bankrupt,
sorry
2H) Loss of All Arms
Ammo? We don’t need no stinking ammo, or guns either. The lead has
gone
away.
2S) Loss of Wind
1d6 Wind Permentaly
2D) Loss of 1d6 Skills
One Point Each
BJ) Major F’in Ass ramming
All the 2’s are now yours, have fun.
Okay, here for the rest of it:
1) The random relics I used where
1) Father Times Pocket Watch
2) Mother Wendigo’s Tooth
3) Gabriel’s Hammers
4) The Guns of Luigi Grazzola
5) Wild Bill’s Deck
6) 1d6 Hoyles Markers
7) A short Treatise on Whist
8) Lucky Dice
9) Ghost Guns
10) Nameable Bullets 1d6
What I did was have them roll 1d10 to determine the relic, and I rolled 1d6
and
on a 1 or 2 I made them fight for it.
2) On the major and minor effects I rolled 1d6 and followed the chart
bellow
Dice Up Down
1 None Down 2
2-4 Up 1 Down 1
6 Up 2 None
3) All combat that where involved or involved other people from the possie, I
had occur during a day dream or it seemed like a blink of the eye. So no
noticeable time has passed
If you have any question email me, Please let me know what you think
this is my first attempt at this.
Kevin