Dead Lands
Posted: Mon Jun 28, 2010 10:18 pm
Dead Lands
This is a setting based on the idea that a select group of Native Americans decided to unleash the evil spirits trapped by their ancestors back into the world for revenge. In doing so they unleashed all kinds of unknown evil into the Americans during the Civil War. The settings contains some very comical aspects to name a few Zombie Abe Lincoln, and the Chinese Ninja Pirates. The setting also contains serious topics such as the race to make railroad run coast to coast, the great quake of '77 sank 1/2 of california into the ocean, and ghost towns are truly scary as hell. The Pinkertons (north) and the Texas Rangers (south) play spy games with each other while they both try to hold back hell's minions. In the end this setting is a horror driven wild west adventure to stop hell on earth.
It is also important to note that racism and sexism is reasoned away to make the setting simpler.
Character creation
1. I cannot stress enough how important it is to make sure your character is appropriate to late 1800's America.
2. Characters will start with 20xp making them seasoned.
3. No one is allowed to take Veteran o' the Wild West because you got it free as above.
4. No cross gender play without approval.
Edits to the base rules:
Fear is going to be handled by Weird World 2 rules:
no guts skill instead use spirit
Sanity, which works like mental toughness
(the main reason for this is it gives players a better chance to survive fear)
Characters can take the Heroic hinderance and opt to not receive the points but get a non-legendary edge even if they do not qualify for it. This does not count toward the hindrance limit @ character creation. (edges subject to approval)
All characters get d4 fighting.
Bennies aka Fate chips
fate chips are drawn randomly from a bucket. 20 of fate chips in the bucket are regular per the book, but 10 red and 5 blue chips are also in the mix. There is also the option to award a legendary chip. Red chips work like regular chips or can add 1d6 to a role but go into the GM's stash of chips, blue chips are the same as red chips but do not go to gm. Legendary chips act like blue chips, add +2 to a final result, or allow you to reroll any roll. Fate Chips NEVER convert to Xp.
Arcane Backgrounds:
I want to encourage players to take them. They work almost nothing like the main book listings. Some of these edges do not run off of power points, but instead run on another mechanic to see if the power goes off. They are a little less reliable, but they make up for it in flavor. Example: Magic is based on playing poker with the spirits of hell, and Faith based magic adjust the difficulty instead of using power points. Powers are also limited based on the background you take making the only way to heal based on faith magic
Campaign Info:
More coming soon, but for now everyone will be starting on the west coast. in the area is major city of Lost Angels, many of the rail roads around near completion in the area, and the maze. The Maze is the 1/2 of california that fell into the ocean, and contains ghost rock which 10x more valuable than gold. Ghost Rock, named due to odd screaming noise it makes when burning, is responsible for massive scientific advances by mad scientist (also an arcane background).
This is a setting based on the idea that a select group of Native Americans decided to unleash the evil spirits trapped by their ancestors back into the world for revenge. In doing so they unleashed all kinds of unknown evil into the Americans during the Civil War. The settings contains some very comical aspects to name a few Zombie Abe Lincoln, and the Chinese Ninja Pirates. The setting also contains serious topics such as the race to make railroad run coast to coast, the great quake of '77 sank 1/2 of california into the ocean, and ghost towns are truly scary as hell. The Pinkertons (north) and the Texas Rangers (south) play spy games with each other while they both try to hold back hell's minions. In the end this setting is a horror driven wild west adventure to stop hell on earth.
It is also important to note that racism and sexism is reasoned away to make the setting simpler.
Character creation
1. I cannot stress enough how important it is to make sure your character is appropriate to late 1800's America.
2. Characters will start with 20xp making them seasoned.
3. No one is allowed to take Veteran o' the Wild West because you got it free as above.
4. No cross gender play without approval.
Edits to the base rules:
Fear is going to be handled by Weird World 2 rules:
no guts skill instead use spirit
Sanity, which works like mental toughness
(the main reason for this is it gives players a better chance to survive fear)
Characters can take the Heroic hinderance and opt to not receive the points but get a non-legendary edge even if they do not qualify for it. This does not count toward the hindrance limit @ character creation. (edges subject to approval)
All characters get d4 fighting.
Bennies aka Fate chips
fate chips are drawn randomly from a bucket. 20 of fate chips in the bucket are regular per the book, but 10 red and 5 blue chips are also in the mix. There is also the option to award a legendary chip. Red chips work like regular chips or can add 1d6 to a role but go into the GM's stash of chips, blue chips are the same as red chips but do not go to gm. Legendary chips act like blue chips, add +2 to a final result, or allow you to reroll any roll. Fate Chips NEVER convert to Xp.
Arcane Backgrounds:
I want to encourage players to take them. They work almost nothing like the main book listings. Some of these edges do not run off of power points, but instead run on another mechanic to see if the power goes off. They are a little less reliable, but they make up for it in flavor. Example: Magic is based on playing poker with the spirits of hell, and Faith based magic adjust the difficulty instead of using power points. Powers are also limited based on the background you take making the only way to heal based on faith magic
Campaign Info:
More coming soon, but for now everyone will be starting on the west coast. in the area is major city of Lost Angels, many of the rail roads around near completion in the area, and the maze. The Maze is the 1/2 of california that fell into the ocean, and contains ghost rock which 10x more valuable than gold. Ghost Rock, named due to odd screaming noise it makes when burning, is responsible for massive scientific advances by mad scientist (also an arcane background).