Make a Quickness roll and use the table in the Basics to determine the number of extra cards received. Then choose up to three cards to keep.
If you want to be bothered working these out use the die type equivalents for the relevant Traits.
Use the range rules presented below with the weapons to determine the base difficulty.
Fightin' is an opposed roll between the attacker and the defender.
Damage rolls, Hit Locations and Armour all work as in the Deadlands book.
All damage done is assessed against the modified Fudge Damage Track shown below.
Wind - Scratches represent Wind so ignore the Wind component of damage unless the damage is only to Wind, in which case it does one Scratch for every D6 or part thereof.
Treat costs in Wind, such as for Hexes, the same as damage only to wind.
If all Scratches are filled then a character is out of action as all wind has been lost. Further damage is handled by normal use of the Fudge damage track.
Healing: One Scratch is healed every 4 minutes. All other wounds heal at the rate of their Deadlands equivalent.
| Damage | Fudge Deadlands |
Terrible - Poor 1-11 |
Mediocre - Fair 12-17 |
Good 18-23 |
Great 24-29 |
Superb+ 30+ |
|---|---|---|---|---|---|---|
| Wound | Fudge Deadlands |
Scratch Wind/Light |
Hurt Heavy |
Very Hurt Serious |
Incapacitated Critical |
Near Death Maimed |
| Boxes | varies | OO | OO | O | O | |
| Stun Roll | Mediocre | Fair | Good | Great | Superb | |
| Wound Dice Penalty | - | 1 Dice | 2 Dice | 3 Dice | 4 Dice | |
Stun rolls are made against Vigor using the wound just taken but including any penalties for existing wounds.
Higher wound levels will cause wound dice penalties. Wound Dice are Fudge dice which are only counted if they come up showing '-', they are added to all dice rolls for the character. (Wound Dice penalties are not cumulative, use the worst wound).
I am no longer using coordination in my game. I am leaving the Coordination rules here so that others can see the way that I went about converting it when I thought it was necessary.
The Coordination of an Attributes (Trait) is determined during character creation in the same way as in the deadlands rules. The Coordination of an Aptitude(Skill) is equal to the Coordination of it's related Attribute (Trait).
Card FUDGE LEVEL Suit Coordination ---- ----------- ---- ------------ 2 MEDIOCRE Clubs 1 3-8 FAIR Diamonds 2 9-Jack GOOD Hearts 3 Queen-King GREAT Spades 4 Ace SUPERB Joker SUPERB (mysterious past)
Coordination is used in two ways:
Hex and Ritual coordinations are taken from their traits.
The cost to improve Coordination when spending Bounty Points is shown below.
New Coordination 2 3 4 5
-------------
Cost for Trait 4 6 8 10
Cost for Aptitude 2 3 4 5
Keep most of the same stats except for range which is worked out as shown below.
Inspired by John Harpers gunslinging rules, descriptive ranges and distances used in many other FUDGE rule sets and my habit and desire as a GM to give distances roughly rather than to the exact metre.
Ranged weapons have three ranges, Short, Long and Extreme. Each range always has the same difficulty but the distance varies for each weapon.
Distances are as shown below.
Descriptive Rough Distance Range Inc
Short GOOD Long GREAT Extreme SUPERB
----------------- -------------- ---------- ---------- --------------
In yer face 2 m
Across the room 10 m 5
Across the street 30 m 10 5
Down the street 50 m 15 10 5
Few Hundred Yards 200 m 15 10
Half a Mile 500 m 15
Range Inc Short GOOD Long GREAT Extreme SUPERB
5 Across the room Across the street Down the street
10 Across the street Down the street Few Hundred Yards
20 Down the street Few Hundred Yards Half a Mile
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