Post by Iron Bonny Shades on Aug 12, 2007 13:40:34 GMT -5
Deadlands Knacks in d20: warning spoilers
basic rules
1. must be approved by the gm
2. must be taken at first level
3. Takes up a feat.
4. requires a chip to use it. Dropping multiple chips causes greater effects.
5. The Character only gets one knack.
6. Don't be surprised if the gm picks the knack for ya or has you roll on the following table:
spoilers sorta pas this point
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
roll d10 (or pick one)
1. Bastard
2. Blue Veil
3. Born on All Hallow's Eve
4. Born on Chrismas
5. Born under a Blood Red Moon
6. Breech Birth
7. Cat Child
8. Child of the Raven
9. Earth Bond
10.Seventh Son/Daughter
Bastard (page 39 of the marshal's guide)
1 chip: gets a +10 to the next search check
2 chip: Can take +10 on next spot check when trying to spot somebody actively stalking the character. It lasts for 10 minutes.
3 chips: Can see invisible criters and gets a +20 to all spot checks. It lasts ofr 10 minutes.
Blue Veil (page 39 of the marshal's guide)
1 chip: can refocus automatically when rolling initiative. This can be used once per day.
2 chips: The gm must describe a vision that will benefit the character. he can drop an additional chip to get it to be less vague.
Born on All Hallow's Eve (page 39 of the marshal's guide)
Note: must be a huckster or mad scientist
1 chip: The character can detect magic for 1 minute per 60 feet. It never gets beyond mere presence.
2 chips: As above, but he gets all three rounds (as per the spell)
3 chips: Can automatically reroll if a bust happens on either a mad scientist malfunction or a hexslinger check.
Born on Chrismas (page 40 of the marshal's guide)
Note: Can only be a blessed or shaman, or nonspellcasting class.
1 chip: This reduces the damage done by a single spell that does damage by 5. If it is a saving throw, it gives a +2 to saving throws
2 chips: This reduces the damage done by a single spell that does damage by 10. If it is a saving throw, it gives a +4 to saving throws
3 chips: This causes the bad spirits to rebel. If used against an infernal device, it immediately forces a malfunction. If used against a huckster, it immediately causes a backlash. If it is dark magic, it simply doesn't work against the character.
Born under a Blood Red Moon (page 40 of the marshal's guide)
special notes: gets a -2 penality on all mechanic and driving roles rolls.
1 chip: you can read the mind of a critter within 10 feet and get a bit of information that will be useful to the character.
2 chips: automatically calms all animals within a 30 foot radius unless provoked, then the effect is negated.
3. chip: the critter follows the character and stays for one battle or one scene (determined by the gm, play nice).
Breech Birth (page 41 of the marshal's guide)
Note: can do healing as an untrained skill and gets a +2 to them.
1 chip: heals 2d6 hit points to another character.
1 chips: heals 4d6 hit points to another character.
3 chips: heals 6d6 hit points to self.
Cat Child (page 41 of the marshal's guide)
note: loses 2 hit points off the 1st level maximum hit points.
1 chip: can automatically fall up to 30 feet without taking damage.
2 chips: Can see as if they had low light vision for 10 minutes.
3 chips: Dexterity is increased by +4 for entire encounter.
Child of the Raven (page 41/42 of the marshal's guide)
The character can read an object. The vision is often filled with symbolism and is based on the most dramatic event within it's past. It is recommended to choose wisely, cause some items are well boring.
If used on a corpse, it will require a concentration check of 15. If it fails, the user takes 3d4 damage and must make a fortitude check (dc 15). Failure means 1d4 constitution ability loss.
If this occurs, the user must make another fortitude check (dc 20) or be reduced to -9 hit points automatically. Unless they are healed by magical means, they will die next round.
The chip determines how far back the reading goes.
1 chip: one day
2 chips: one year
3 chips: measured in centuries.
Earth Bond (page 42 of the marshal's guide)
note: can use Survival/wilderness lore as an untrained skill and gets +2 to the checks.
1 chip: The user gets a +4 to the next climb, move silently, or survival/wilderness lore check.
2 chip: is blessed with the healing touch. Can heal 3d6 hit points once per day. It has a range of touch and can be used on either self and/or others.
3 chips: Can woodland stride for one hour.
Seventh Son/Daughter (page 42 of the marshal's guide)
Special: if a fate chip is used in his presence. The user can expend double the normal number of chips to negate it's effect.
basic rules
1. must be approved by the gm
2. must be taken at first level
3. Takes up a feat.
4. requires a chip to use it. Dropping multiple chips causes greater effects.
5. The Character only gets one knack.
6. Don't be surprised if the gm picks the knack for ya or has you roll on the following table:
spoilers sorta pas this point
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
roll d10 (or pick one)
1. Bastard
2. Blue Veil
3. Born on All Hallow's Eve
4. Born on Chrismas
5. Born under a Blood Red Moon
6. Breech Birth
7. Cat Child
8. Child of the Raven
9. Earth Bond
10.Seventh Son/Daughter
Bastard (page 39 of the marshal's guide)
1 chip: gets a +10 to the next search check
2 chip: Can take +10 on next spot check when trying to spot somebody actively stalking the character. It lasts for 10 minutes.
3 chips: Can see invisible criters and gets a +20 to all spot checks. It lasts ofr 10 minutes.
Blue Veil (page 39 of the marshal's guide)
1 chip: can refocus automatically when rolling initiative. This can be used once per day.
2 chips: The gm must describe a vision that will benefit the character. he can drop an additional chip to get it to be less vague.
Born on All Hallow's Eve (page 39 of the marshal's guide)
Note: must be a huckster or mad scientist
1 chip: The character can detect magic for 1 minute per 60 feet. It never gets beyond mere presence.
2 chips: As above, but he gets all three rounds (as per the spell)
3 chips: Can automatically reroll if a bust happens on either a mad scientist malfunction or a hexslinger check.
Born on Chrismas (page 40 of the marshal's guide)
Note: Can only be a blessed or shaman, or nonspellcasting class.
1 chip: This reduces the damage done by a single spell that does damage by 5. If it is a saving throw, it gives a +2 to saving throws
2 chips: This reduces the damage done by a single spell that does damage by 10. If it is a saving throw, it gives a +4 to saving throws
3 chips: This causes the bad spirits to rebel. If used against an infernal device, it immediately forces a malfunction. If used against a huckster, it immediately causes a backlash. If it is dark magic, it simply doesn't work against the character.
Born under a Blood Red Moon (page 40 of the marshal's guide)
special notes: gets a -2 penality on all mechanic and driving roles rolls.
1 chip: you can read the mind of a critter within 10 feet and get a bit of information that will be useful to the character.
2 chips: automatically calms all animals within a 30 foot radius unless provoked, then the effect is negated.
3. chip: the critter follows the character and stays for one battle or one scene (determined by the gm, play nice).
Breech Birth (page 41 of the marshal's guide)
Note: can do healing as an untrained skill and gets a +2 to them.
1 chip: heals 2d6 hit points to another character.
1 chips: heals 4d6 hit points to another character.
3 chips: heals 6d6 hit points to self.
Cat Child (page 41 of the marshal's guide)
note: loses 2 hit points off the 1st level maximum hit points.
1 chip: can automatically fall up to 30 feet without taking damage.
2 chips: Can see as if they had low light vision for 10 minutes.
3 chips: Dexterity is increased by +4 for entire encounter.
Child of the Raven (page 41/42 of the marshal's guide)
The character can read an object. The vision is often filled with symbolism and is based on the most dramatic event within it's past. It is recommended to choose wisely, cause some items are well boring.
If used on a corpse, it will require a concentration check of 15. If it fails, the user takes 3d4 damage and must make a fortitude check (dc 15). Failure means 1d4 constitution ability loss.
If this occurs, the user must make another fortitude check (dc 20) or be reduced to -9 hit points automatically. Unless they are healed by magical means, they will die next round.
The chip determines how far back the reading goes.
1 chip: one day
2 chips: one year
3 chips: measured in centuries.
Earth Bond (page 42 of the marshal's guide)
note: can use Survival/wilderness lore as an untrained skill and gets +2 to the checks.
1 chip: The user gets a +4 to the next climb, move silently, or survival/wilderness lore check.
2 chip: is blessed with the healing touch. Can heal 3d6 hit points once per day. It has a range of touch and can be used on either self and/or others.
3 chips: Can woodland stride for one hour.
Seventh Son/Daughter (page 42 of the marshal's guide)
Special: if a fate chip is used in his presence. The user can expend double the normal number of chips to negate it's effect.