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 AuthorTopic: Simple Melee Weapons (Read 205 times)
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Joined: Jul 2006
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 Simple Melee Weapons
« Result #1 on Jul 19, 2006, 12:47am »

Brass Knuckles=$1
Knife, Hunting=$2
Club, Small=$----
Hatchet=$3
Knife, Bowie=$4
Club, Large=$----
Axe, Wood=.50 cents

Martial Weapons (Melee)
Cavalry Sword=$5

Simple Weapons (Ranged)
Dynamite Stick=$3
Nitro Vial=$2.50
Knife, Flint/Bone=$1
Tomahawk=$3
SkullCrusher=$4
War Club, Bladed=$4
Lance=$3
Spear=$3

Armor and Shields
Light Leather=$5
Cane Breastplate=$15
Boiled Hide=$20
Wooden Slat=$40
Sioux Shield=$10
Coyote Shield=$20
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Result 2 of 10:
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 AuthorTopic: Equipment (Read 152 times)
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Joined: Jul 2006
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 Equipment
« Result #2 on Jul 19, 2006, 12:14am »

Here is a list of equipment, purchase what you need at character creation. For these prices will not remain the same in the shops.

Ammunition
Pistol=$2/50
Rifle=$3/50
Rifle (.50 Cal or larger)=$5/50
Shotgun Shells=$2/50
Powder and Shot=$1/50
Percussion Caps=$.50/60

Cloths
Bonnet=$2
Boots=$8
Chaps=$4
Cowboy Hat=$3
Derby=$1.50
Duster=$10
Long Johns=$2
Moccasins=$.50
Shirt/Blouse, Dress=$3
Shirt/Blous, Work=$1
Silk Stockings=$1
Shoes=$2
Sombrero=$3.50
Stetson=$15
Suit/Fancy Dress=$15
Trousers/Skirt=$2
Winter Coat=$15

Explosives
Blasting Cap=$1
Detonator(Plunge)=$10
Detonator Wire (50 ft)=$2.50
Dynamite (Per Stick)=$3
Fuse(Per Ft)=5 cents
Nitro (Per Pint)=$2.50

Food and Drink
Bacon(Per Pound)=15 cents
Beer(Glass)=5 Cents
Coffee(Per Pound)=25 Cents
Liquor(Cheap Stuff)=$2/bottle
Liquor(Good Stuff)=$5/bottle
Trail Ration(One Day Supply)50 cents

General Equipment
Ax. Wood=$2
Backpack=$2
Barbed Wire (30 Ft.)=50 Cents
Bed Roll=$4
Camera=$3
Canteen(1 quart)=$1
Doctors Bag=$25
Drill, hand=$2
File=25 cents
Guiter=$8
Hammer=50 cents
Handcuff=$3.50
Hatchet=$1
Iron Skillet=50 cents
Lantern=$2.50
Lantern Oil (1 gallon)=10 cents
Matches(box of 100)=50 cents
Mess Kit=$2
Photographic Plate=$1
Pick=$2
Playing Cards=25 cents
Playing Cards (Marked)=$2
Rope, 50 ft=$5
Shovel=$1.50
Spectacles=$5
Tobacco (Chewing Tin)=50 cents
Tobacco (Pouch)=50 cents
Watch, Standard=$2.50
Watch, Gold=$10

Gun Accessories
Gun Belt=$2
Holster=$3
Quick-Draw Holster=$11
Rifle Scabbered=$3
Shotgun=$25 cents
Speed-Load Cylinder=$3

Transportation
Buckboard=$75
Buggy/Cab=$200
Conestoga wagon=$200
Horse, Draft=$75
Horse, Riding=$150
Mule=$50
Saddle=$35
Saddle Bags=$5
Saddle Blanker=.50 cents

Tickets
Riverboat (Per Mile)=.5 cents
Stagecoach(Per Mile)=.10 cents
Train(Per Mile)=.5cents

Services
Bath=$1
Burial=$5
Photograph=$10
Telegram (Per Word)=.5 cents

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Result 3 of 10:
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 AuthorTopic: Starting Funds (Read 132 times)
Doc
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Joined: Jul 2006
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Posts: 31
Karma: 1
 Starting Funds
« Result #3 on Jul 18, 2006, 10:54pm »

A new Hero is assumed to have some wealth and gear amassed from his life prior to hitting the dusty trails and heading west to represent this. Each Character receives a certain amount of starting cash based on his class. He can use this money to purchase gear, or he can horde it for a rainey day or do a little of both.

Class
Brave=$110
Blessed=$120
Gunslinger=$290
Huckster=$110
Mad Scientist=$120
Maverick=$160
Rowdy=$190
Scout=$200
Shaman=$150
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Result 4 of 10:
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 AuthorTopic: Character Creation Rules (Read 124 times)
Doc
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Joined: Jul 2006
Gender: Male
Posts: 31
Karma: 1
 Character Creation Rules
« Result #4 on Jul 18, 2006, 10:51pm »

1. When you make your character, you should take into consideration what your character does, his/her lifestyle, have they seen all the horros of the weird west? Do they understand completely everything that is going on?. This could all be added into the history.

2. You will have 25 points to spread out among the following.
Skills (Each Skill will have a cost next to it)
Proficencies (Each Profincency will have a cost next to it)
Aptitudes (Each Aptitude will have a cost next to it.)
Hindrences (These points from Hindrences will be used to buy your Edges)

3. When choosing your class, please remember to choose one that will fit the character. Do not just take "Gunslinger" because you get to play with guns, if Huckster will better fit the character.

4. When deciding your characters Worst Nightmare, it should be something that will hinder them if it comes true. This is something they should worry about all the time, but not worry about it so much they cannot function.
Ex. Docs Worst Nightmare is losing Lacey to the Reckoners.

5. Starting Equipment will be purchased during character creation. A List of money for each class is in another thread. When you are done purchasing what you need, put the remaining money onto your character sheet. This money will then in turn be added to you Money Hack in your profile.

6. If you have any questions please feel free to ask me, either starting a new thread in the Character Help room or pming me.
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Result 5 of 10:
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 AuthorTopic: The Shaman Information (Read 122 times)
Doc
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Joined: Jul 2006
Gender: Male
Posts: 31
Karma: 1
 The Shaman Information
« Result #5 on Jul 18, 2006, 5:12pm »

Shamans have known of the spirits for thouands of years. Hucksters play games with the darker denizens of the Hunting Grounds and Mad Scientists court insanity in their quests for power, but Shamans enjoy a perculiar fellowship with the spirits of nature.

Characteristics:
A Shaman has communion with the spirits of nature like no other character. Through he understandings and interactions with these beings, he is able to work magic and gain insight to others. His spell abilities are oriented toward the natural order between the Hunting Grounds and the Physical World. His skill and power make him a powerful ally against the horrors of the reckoning.

Backgrounds:
Once very rarely encountered outside her tribes' homelands, more and more Shamans are venturing forth to face a greater threat to their people then even the smoke-and-steam-belching iron horses of the white-man. The Reckoners.

Class Skills:
Concentration
Craft
Diplomacy
Handle Animal
Indian Sign Language, Intuit Direction
Knowledge (Indian Lord)
Knowledge (Nature)
Ritual (Exclusive)
Heal
Sense Motive
Swim
Wilderness Lord

Class Features:

Armor and Weapon Proficency:
A Shaman is proficient with all simple weapons and short bows. A Shaman is also proficeient with all light armor.

Favors:
Shamans call upon Nature Spirits for thier spells called "favors". They do this by performing specific rituals such as sand paintings, ritual scarring, fasting, or smoke sacred pipes. A Shaman uses the ritual skill to call for favors.

Guardian Spirit:
A Shaman gains a Guardian Spirit at level 1

Nature Sense:
At 2nd level, the Shaman gains an innate tie with the natural world. He can identify normal plants and animal with complete accuracy. He can also determine whether water found in a natural springs is safe to drink.

Vision Quest:
At 7th Level, Once per game month, the Shaman may attempt a vision quest. He retires to the wilderness alone for 4 days where he fasts, smokes peyote and communes with nature spirits.

View Hunting Grounds:
At 11th level, the Shaman may cast see invisiable at will. This requires no ritual

One With Nature:
At 14th level, the Shamans attunement with nature ceases the ravages of natural aging. He no longer ages, he still dies of old age when the time comes, but suffers no physical wear.

Open Portal:
At 19th level, the Shaman can open a portal to the Hunting Grounds, allowing himself and others to enter them physically. This requires 6 hours of preperation time and perform a ritual.

Level Special
1 Guardian Spirit and Base Ability
2 Nature Sense
3 -----
4 -----
5 Guardian Spirit (1st Special Power)
6 ------
7 Vision Quest
8 -----
9 ------
10 Guardian Spirit (2nd Special Ability)
11 View Hunting Grounds
12 -----
13 -----
14 One With Nature
15 Guardian Spirit (3rd Special Ability)
16 -----
17 -----
18 -----
19 Open Portal
20 Guardian Spirit (4th Special Ability)
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Result 6 of 10:
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 AuthorTopic: The Scout's information (Read 81 times)
Doc
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Joined: Jul 2006
Gender: Male
Posts: 31
Karma: 1
 The Scout's information
« Result #6 on Jul 18, 2006, 4:41pm »

Most folks tend to feel more comfortable close to the settlements scattered across the west, be they Indian incampments or Boomtowns, with the way things are slittering around in the night. The Scout on the othe hand is more at home in the wilderness. He's as canny as a wolverine and as sneaky as a panther, and woe to anyone---or anything--that crosses him in the wilds.

Characteristics:
The Scout is an able fighter, more than capable of taking care of himself, however his true strengths lie in his stealth andknowledge of the wilderness.He knows how to move quickly and strike suddenly. Taking his foes off guard and fading back into the shadows of the night. He's also familiar with a variety of cultures and people inhabiting the west as his travels often take him far and wide.

Backgrounds:
Scouts are highly sought after by just about every organization and government with stakes in the frontier.

Class Skills
Climb
Craft
Gather Information
Handle Animal
Hide
Holdout
Indian sign Language
Intuit Direction
Knowledge (Local)
Knowldge (Indian Lord)
Knowledge (Nature)
Language
Listen
Move Silently
Ride
Search
Spot
Swim
Wilderness Lord

Class Features

Armor and Weapon Proficency:
Scouts are proficent with all simple weapons and firearms

Bonus Language:
Begin play with own Native Tongue, plus two more Languages.

Alertness:
Gain Alertness feat as a bonus feat at 2nd level, This feat can only be choosen once.

Sixth Sense:
At 3rd Level, a Scout gains the ability to detect ambushes and traps.

Sneak Attack:
Beginning at 4th level, a Scout can attack an unsuspecting opponent

Skill Focus:
At 6th level, a Scout gains a bonus feat skill focus. The scout gains this feat agian at 9th, 13th, and 18th levels. This can only be applied to a Scout class skill and the same skill cannot be selected twice.

Tracks:
The Scout gains the Track feat as a bonus at level 1

Level Special
1 Bonus Language and Track
2 Alertness +2
3 -----
4 Sneak Attack
5 Alertness +3 and Bonus Language
6 Skill Focus
7 Bonus Language
8 Alertness +4
9 Skill Focus
10 Bonus Language
11 Alertness +5
12 ------
13 Skill focus
14 Alertness +6
15 Bonus Language
16 ------
17 Alertness +7
18 Skill Focus
19 ------
20 ------


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Result 7 of 10:
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 AuthorTopic: The Rowdy Information (Read 131 times)
Doc
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GunSlinger



Joined: Jul 2006
Gender: Male
Posts: 31
Karma: 1
 The Rowdy Information
« Result #7 on Jul 18, 2006, 4:21pm »

Rail workers forge steel trails across the praire, while Ghost rock miners claw deadly ore from the earth. Trail hands roam the isolated high plains and lumberjacks fell gigantic trees in the forbidden forest of the northern wilderness. All of these pursuits draw folks as tough as the elements they battle, men and women used to guts and muscle. The Rowdy is tough as leather and as mean as an angry Badger.

Characteristics:
The Rowdy is a dangerous opponent. While he lacks the deadly skill with firearms that makes the Gunslinger so fearsome, he's used to settling matters with his fists, a club, or an axe handle. His weapons seldom run out of ammunition and are always handy.

Backgrounds:
Rowdys earn their livelihoods in the hardest jobs on the frontier. Maze runners, Ghostrock miners, lumberjacks, rail workers and the likes. The innate toughness also makes them well suited for others.

Class Skills:
Climb
Craft
Demolitions
Drive
Handle Animal
Holdout
Intimidate
Knowledge (Local)
Listen
Profession
Ridicule
Ride
Spot
Swim
Wilderness Lore

Class Features

Armor and Weapon Proficencies:
Rowdy are proficient with all simple weapos and firearms.

Bonus Feat: Beginning at 1st level, The Rowdy gains a bonus feat. The Rowdy gains 1 bonus feat at 1st level and then again at 5th level, 10th, 14th, 17th. These bonus feats must be selected form the following.
Blind Fighting
Expertise (Improved Disarm, Improved Trip)
Grim Servant O' Death
Unarmed Strike
Iron Will
Level Headed
Nerves O' Steel
Weapon Finesse
Weapon Focus

Thick Skin:
At 2nd Level, the Rowdy gains the ability to shrug off light damage from bar brawls and the like.

Weapon Specialization:
The Rowdy may specialize in any blunt simple weapon, or martial weapon at 4th level or higher. Most Rowdys choose their fists of hickory ax handles (clubs) for skull cracking. Indian Rowdys favor Skull-Crushers.

Tough as Nails:
At 11th Level, the Rowdy's high tolerance for pain gives her a limited form of damage resistence.

Level Special
1 Bonus Feat
2 Thick Skin
3 -----
4 ----
5 Bonus Feat
6 -----
7 ------
8 -----
9 ------
10 Bonus Feat
11 Tough as nails +2
12 -----
13 -----
14 Bonus Feat
15 Tough as Nails +4
16 -----
17 Bonus Feat
18 ------
19 Bonus Feat
20 ------
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Result 8 of 10:
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 AuthorTopic: Maverick Information (Read 103 times)
Doc
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GunSlinger



Joined: Jul 2006
Gender: Male
Posts: 31
Karma: 1
 Maverick Information
« Result #8 on Jul 18, 2006, 4:00pm »

Riverboat Gamblers and Saloon Girls, snake oil salesman and swindlers, spies, and stret smart criminals---all in one. Making their living by their wits and by staying one step ahead of the law. Mavericks are those folks who live on the fringes of civilized society and rely on their smarts and quick hands to keep out of trouble--or at least get them out of it once their in it.

Characteristics:
The Maverick is the Jack-of-all-Trades, educated in the ways of the world. She may be a smooth-talking diplomat or a light fringed pickpocket. Whatever he specialty she counts on her smarts, reflexes, looks and good old fashioned luck to keep her scalp on her head.

Backgrounds:
Mavericks typically bounce from livlihood to livlihood or at least town to town. No job or place can keep these active adventures interested for long, or that's what many claim anyway.

Class Skills:
Appraise
Balance
Bluff
Climb
Craft
Decipher Script
Demolitions
Diplomacy
Disable Device
Disquise
Escape Artist
Forgery
Gamblin'
Gather Information
Hide
Holdout
Innuendo
Intimidate
Knowledge (History)
Listen
MOve Silently
Open Lock
Perform
Pick Pocket
Profession
Read Lips
Ridicule
Search
Sense Motive
Slight O' Hand
Spot
Tale Tellin'
Tumble

Class Features:

Armor and Weapon Proficency:
Mavricks are proficient with simple weapons and firearms

Extrodinary Luck: You got some great luck

Evasion:
At 2nd Level, a Maverick gains the special ability of Evasion

Skill Focus:
At 5th Level, the Maverick gains the bonus feat skill focus Then he gains it again at 8th, 11th, 14thh and 20th. This feat may only be added to a Mavericks class skills and cannot be added twice to the same skill.

Special Ability:
On Achieving 10th level and again at 13th, 16th and 20th, the Maverick gains a special ability of choice from the following.
Improved Evasion
Skill Mastery
Slippery Mind
Sneak Attack

Level Special
1 Extrodinary Luck
2 Evasion
3 Uncanny Dodge
4 -----
5 Skill Focus
6 -----
7 -----
8 Skill Focus
9 -----
10 Special Ability
11 -----
12 -----
13 Special Ability
14 Skill Focus
15 -----
16 Special Ability
17 -----
18 Skill Focus
19 Special Ability
20 Skill Focus
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Result 9 of 10:
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 AuthorTopic: Mad Scientist Information (Read 118 times)
Doc
Administrator
*****
Gunslinger
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Casino/Hotel Owner
Lacey's Lover
Former Texas Ranger[M:NaN]
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GunSlinger



Joined: Jul 2006
Gender: Male
Posts: 31
Karma: 1
 Mad Scientist Information
« Result #9 on Jul 18, 2006, 3:42pm »

Clockworks and steam engines, Ghost rock and steel--these are the tools of the Mad Scientist. Working on the fringes of sanity, she crafts inventions and concocts gizmos beyond the imagination of most folks, and some claim only a fool would use them.
Regardless of what the less enlightened say, the Mad Scientist's infernal devices are among the most powerful weapons avaliable to humanity in the weird west.

Charateristics:
A mad Scientist tends toward planning more then impulse. His gizmos while powerful, can't be thrown together in the heat of battle. He needs time to prepare the lueprints and assemble the inventions.

Backgrounds:
A few inventions of this sort land cushy positions with private corporations like SMith and Robands or Hellstromme industries, tech in prestigeous universities back East or join "Academic" societies like Doomtowns Collegium.

Class Skills:
Alchemy
Craft
Decipher Script
Demolitions
Disable Device
Drive
Knowledge (Any)
Language
Mad Science (Exclusive)
Open Lock
Heal
Tinkerin'

Class Features

Armor and Weapon Proficencies:
Mad Scientistare proficent with all simple weapons and firearms. In addition a Mad Scientist is also proficient with any weapon or armor he designs or builds (Including the one he starts with).

Mad Science:
Through bursts of unexplanable insights, a Mad Scientist can design and build unique gizmos that are more technologically advanced than current science allows.

Alchemy:
Mad Scientists can select the Alchemy skill and use it.

Starting Gadget:
A Mad Scientist begins play with any on egizmo selected from the list of if detailed on they created.

Academic Mastery:
At level 5, and again at 10th, 16th and 20th a Mad Scientist gains the skill focus feat. This feat can only be applied to the following skills.
Demolitions
Disable Device
Knowledge (any science)
Heal
Tinkerin'

Jury Rig:
At 2nd Level, the Mad Scientist can rig any deivce to work for a short period of time.

Level Special
1 Starting Gadget and Concoct Potion
2 Jury Rig +2
3 ------
4 ------
5 Academic Mastery
6 Jury Rig +6
7 ------
8 -------
9 Jinx
10 Jury Rig +8
11 -----
12 -----
13 -------
14 ------
15 ------
16 Academic Mastery
17 -----
18 ----
19 Jury Rig +10
20 Academic Mastery
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Result 10 of 10:
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 AuthorTopic: Huckster Information (Read 115 times)
Doc
Administrator
*****
Gunslinger
Head ST
Casino/Hotel Owner
Lacey's Lover
Former Texas Ranger[M:NaN]
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GunSlinger



Joined: Jul 2006
Gender: Male
Posts: 31
Karma: 1
 Huckster Information
« Result #10 on Jul 18, 2006, 3:23pm »

A Huckster is a mysterious soul who has learned the secrets hidden in one of the most inconspicuos of all magical texts,Hoyles book on games.
Within there cryptic text are said to be encoded messages revealing ancient rituals and arcane secrets. Some folks claim Hucksters are just fakes and frauds, but others say hucksters cast hexes more deadly than a Gunslingers bullets.

Characteristics:
Hucksters work their magic though powerful Hexes gleaned from Hoyles book of games. Sir Edmund Hoyle learned arcane secrets in his travels in the late 18th century.

Backgrounds:
Huckster learn their craft from many sources, some learn from the basics of the ocult, some learn from others and then some learn by deciphering Hoyles Book on games. Since the average resident of the west can't tell a Hex from true black magic, Huckster tend to be careful in public places. Nothing puts a damper on a night on the town, like being burned at the stake for witchcraft.

Class Skills:
Bluff
Concentration
Craft
Decipher Script
Gambling
Gather Information
Hexslingin'
Knowledge (Occult)
Knowledge (Local)
Perform
Profession
Ridicule
Sense MOtive
Slieght of Hand
Spellcraft

Class Features:

Armor and Weapon Proficencies:
Hucksters are proficient with all simple weapons and firearms.

Hexes:
Hucksters tap the Hunting Grounds to cast magical spells called Hexes

Hoyles Book of Games:
Hucksters are constently on the lookout for early additions because latter versions have been edited and their codes changed and diluted. Hoyles original addition is extremely valuable, Hucksters would kill to own it.

Blood Magic:
At Level 9 a Huckster may substitute his own blood to cast Hexes

Level Speciall
1 ---
2 ---
3 ---
4 ---
5 ---
6 ---
7 ---
8 ---
9 Blood Magic
10 ---
11 ---
12 ---
13 ---
14 ---
15 ---
16 ---
17 ---
18 ---
19 ---
20 ---
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