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# Deadlands: Genesys This guide will be your aid in using the Genesys Narritive Dice System to traverse the Weird West of Deadlands: Reloaded in all new adventures. I have tried my best to keep the feel of Deadlands throughout, and if I felt that a mechanic just worked too good or was to flavorful to change I will leave it unchanged and put a brief description of how it works in this document. You can use this sheet as a way to start a campaign or as a tool to convert a Deadlands: Reloaded character to this system. The basics will feel very familiar once converted, however some aspects will be much more noticeablly changed in order to fit into the Genesys System. If something is left out all together, it either already has a Genesys counterpart, it was changed to be another type of thing due to the system, or it is in the process if being converted to Genesys. ## The Weird West The year is 1879, and the history is not our own... After almost two decades of bitter fighting, the American Civil War has ground to a standstill. The Confederate States are still free. California has fallen into the Pacific Ocean. Rail Barons fight bloody battles to decide who the victor will be in the race for a transcontinental railroad, while a superfuel called ghost rock advances technology by unpredictable leaps and sometimes dangerous bounds. The Sioux have retaken the Dakotas and the Coyote Confederation dances the Ghost Dance on the High Plains. Some even say the dead walk among us. We know it’s a lot to take in, partner, so let’s start at the beginning. ### The Late Unpleasantness The American Civil War began as it did in our own history. After more than a decade of conflict over the States’ right of selfgovernment, Abraham Lincoln’s election to the American Presidency was the straw that broke the camel’s back. Seven Southern states seceded to form the Confederate States of America and laid claim to federal property within the borders of the young nation. Not even sworn in, President-elect Lincoln was faced with an immediate dilemma. Though many of the Confederate government’s claims did not present immediate crises, the question of federal forts garrisoned by Union troops would not stand unanswered for long. Lincoln ultimately decided to resupply two forts in immediate danger of capture by Confederate forces—Fort Sumter near Charleston and Fort Pickens in Pensacola Harbor. Infamously, the former would be the match that lit the powder keg. Upon receiving news of the resupply, the Union garrison refused to surrender in a timely fashion, hoping to hold out until help arrived. On April 12, 1861, Confederate forces attacked, and a new nation—the Confederate States of America—was baptized in blood. ### A House Divided The Battle of Fort Sumter prompted four more states to secede from the Union, or more accurately, three and a half. Virginia, like the Union itself, was divided. The residents of the western counties of the state refused to secede, instead forming the new state of West Virginia. The rest of Virginia followed the footsteps of its Southern neighbors. The Confederacy now included Alabama, Arkansas, Florida, Georgia, Louisiana, Mississippi, North Carolina, Tennessee, Texas, and Virginia. With Virginia’s secession, Richmond was named the Confederate capital. The battle lines had been drawn, and the war was on. The rest of Virginia followed the footsteps of its Southern neighbors. The Confederacy now included Alabama, Arkansas, Florida, Georgia, Louisiana, Mississippi, North Carolina, Tennessee, Texas, and Virginia. With Virginia’s secession, Richmond was named the Confederate capital. The battle lines had been drawn, and the war was on. Then something changed…for the worse. Union forces, led by Major General Gordon Meade, met and defeated General Robert E. Lee’s Army of Northern Virginia at Gettysburg, Pennsylvania. Though Meade scored a victory, he was unable to pursue the retreating rebels. A lot of folks make a lot of claims about that day. Some say Meade’s uniform changed from blue to yellow, while less stable folk claim dead soldiers rose up and shot at their living comrades.
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\pagebreakNum ### War Without End Then something changed…for the worse. Union forces, led by Major General Gordon Meade, met and defeated General Robert E. Lee’s Army of Northern Virginia at Gettysburg, Pennsylvania. Though Meade scored a victory, he was unable to pursue the retreating rebels. A lot of folks make a lot of claims about that day. Some say Meade’s uniform changed from blue to yellow, while less stable folk claim dead soldiers rose up and shot at their living comrades. The war ground on, with no end in sight. Though battles in the West were few and far between thanks to the low concentration of forts and troops on both sides, battlefields in the East were bloodied again and again as both sides gave and gained the same ground over and over. It was so common to fight on ground once thought secured that generals and historians on both sides began to refer to battles not only by the name of the nearest town, but by how many times the blue and the gray had met on that spot. Antietam was followed by Antietam II, Antietam III, and so on. Even when new battlefields were christened, it was assumed more fighting would follow on the same ground. ## Revelation Then, in 1868, a change of a more noticeable sort came around. An earthquake the likes of which history has never seen shattered the west coast from Mexicali to Oregon. It left in its wake a labyrinth of jagged mesas towering over flooded, broken terrain. This region was quickly dubbed the “Great Maze.” The ruins revealed wonders unseen previously, such as the California Maze Dragons, immense reptilian creatures that troll the rough channels of the Maze. Still more amazing was the discovery of what some believed to be simple coal, but was soon determined to be a new mineral altogether. This new fundament burned about five times hotter and over a hundred times longer than coal. When consumed, it gave off a ghostly white vapor and howled like the Devil himself. The first survivors who discovered it dubbed it “ghost rock,” and the name stuck. Though it didn’t happen overnight, ghost rock would change the face of the war…and the West. ### The Power of Ghost Rock Immediately after this discovery, many hopeful inventors flocked to the Maze. In months, they had perfected devices powered by steam and fueled by ghost rock. Reports of horseless carriages, ghost-rock-powered ships, and even weapons capable of spewing great gouts of flame or torrents of bullets became common. It wasn’t long before the miracle mineral was put to even more use, both in engineering and chemistry. It was discovered that ghost rock could be used in place of coke when refining steel, creating a much stronger and lighter metal with a higher melting point, called ghost steel. Likewise, refined ghost rock—usually in powdered form—could be used as both a catalyst and reagent in chemical reactions, leading to the creation of many new tonics, salves, and unguents using the powdered mineral as a key ingredient. While these elixirs remain popular today, ingesting higher concentrations of ghost rock invariably proves fatal. ### Science Marches On... …into battle! You guessed it, partner. It wasn’t long before generals and other high and mighty folks Back East noticed the array of gadgets coming out of the Maze. Confederate President Jeff Davis was the first to realize their potential, and quickly instituted a program to turn this “New Science” toward the war effort. Confederate scientists in a secret base near Roswell, New Mexico developed a whole passel of these infernal devices and shipped them Back East. In February of 1871, General Lee and the Army of Northern Virginia attacked Union lines near Washington D.C. Lee’s forces included dozens of Davis’ secret weapons. Flamethrowers, steam tanks, and other, stranger weapons rained death on Union troops. The attack was devastating, so much so that Lee’s forces temporarily seized the Union capital itself! ### The Union Antes Up Though it didn’t take long for the Rebels’ experimental devices to malfunction and their supply of ghost rock to run low, the message was clear. The war would turn on a wheel powered by ghost rock. Since the Quake of ’68, ghost rock had been found all over the country, but the greatest concentration was still in the Maze. Getting the precious mineral out of the ground was one thing, but once extracted, it still needed to be transported across the country to the factories where it could be put to use.
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\pagebreakNum Once back in the White House, President Grant offered the exclusive government contract for ghost rock to the first company that managed to build a transcontinental railroad. President Davis followed suit the next day. The Civil War, bloodier than ever, continued, and the Great Rail Wars had begun. ## America Asunder Most everyone, even tenderfoots from Back East, knows America is divided in two. Even that’s shy of the truth by a country mile. In fact, what used to be the United States of America and its territories is now six separate nations. Had it not been for the war, there is little doubt there would be no Sioux Nation, no Coyote Confederation, no Republic of Deseret, and certainly no Commonwealth of California. Though Confederate President Jefferson Davis’ dying words urged peace between the Americas, and his successor Eric Michele made good by ordering Southern forces to stand down—a gesture later returned in kind by US President Grant—the genie is out of the bottle. It is unlikely America will ever be united under a single flag again. ### The United States President Ulysses S. Grant has occupied the White House since 1872. Many thought he would lose the 1876 election, as he seemed more suited to command on the battlefield than from the White House. That said, the “November Offensives” of 1876—so called because both the Union and Confederacy staged major military campaigns prior to the elections to win votes for the incumbent presidents— and the British invasion of Detroit that followed on its heels convinced the public that “Unconditional Surrender” Grant was their man. Until recently, Grant’s administration claimed dominion over the entire country and refused to acknowledge the existence of any other American nation. The truth, however, is that Washington exerts little to no authority over the other nations described here, and recent peace negotiations have forced him to recognize the Confederacy’s legitimacy. Now the president broods in his capital, watching his beloved nation fall apart around him. Worse, a new year and new elections approach, and Grant fears his successor will lack his firm stance in peace negotiations. Many believe Grant is merely biding his time and regrouping the Union armies for a renewed assault on the South. ## Converting from Deadlands: Reloaded Here you will find the very basics of the system conversion, if you are starting from the beginning with this guide you can carry on as this section is for converting already made Deadlands: Reloaded characters. ### Characteristics You will still have to "remake" your character using this document if you have a preexisting DL:RL character. However, this section should help with making sense of what aspects of your DL:RL character equal your new Deadlands: Genesys character. Since DL:RL uses five different dice to represent your score in an atttribute we can assume that each rank of die equals one point in a Genesys characteristic. \columnbreak
##### Example Tommy has his Deadlands: Reloaded character sheet and he has a d10 in his Agility attirbute. A d10 is the fourth "level" of die so we can assume that in Deadlands: Genesys Tommy would want a 4 in Agility. Tommy would start with a basic human species and raise his base 2 in Agility to a 4 using 70 XP.
#### Attributes to Characteristics * Agility - No Change * Smarts - Intelligence * Spirit - Presence * Strength - Brawn * Vigor - Willpower * Charisma - Cunning
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\pagebreakNum #### Skills Similarly to Attributes, Skills also have five "Ranks" in DL:RL. This means that we can make the same assumptions that we did when converting Attributes.
##### Example In Deadlands: Genesys the Shooting skill has been changed to the ranged Skill. In DL:RL Tommy has a d8 in the Shooting skill, so to convert to Genesys Tommy would have Rank 3 of the Ranged Combat Skill.
### Hindrances Hinderances had to be changed from Dealands; Reloaded, they (for now) work like the Obligations from the Star Wars RPG. Due to this change, many of the hindrances from DL:RL had to be "dropped" due to not fitting in as Obligations. You can get a closer look at which hindrances were kept in the next section. ## Hindrances are Obligations ##### Code of Honor Honor is very important to your character. He keeps his word, won’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior. ##### Death Wish Having a death wish doesn’t mean your adventurer is suicidal—but he does want to die after completing some important goal. Maybe he wants revenge for the murder of his family, or maybe he’s dying from disease and wants to go out in a blaze of glory. He won’t throw his life away for no reason, but when there’s a chance to complete his goal, he’ll do anything—and take any risk—to achieve it. ##### Grim Servant o’ Death: +1 Damage on any attack Any attack roll that has a Despair or three or more Threats now automatically targets the nearest PC to the intended target Your hero’s a killer. His family’s probably pushing daisies, his enemies are worm food, and even a few of his friends have holes in them that are suspiciously the same caliber as his very own shootin’ iron. The downside is that your hero winds up in the hoosegow or on the run a lot. ##### Heroic This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story. \columnbreak ##### Old Ways Oath: Can’t use anything that is considered to be a complex or modern item (GM discretion. Ex: Guns, Personally piloting a vehicle) for the setting. In Deadlands: RL this is the Minor version of the hindrance, which means that any character who takes this will not use anything that isn't "natural" (Stone Knives, Horses). The Major version was dropped because if anyone were to take it the rest of the party would hate you. ##### Wanted For some reason, the character has a price on his head. This may be in the form of a legal warrant or a contract by criminals, collection agencies, or even someone who felt his honor violated in some way. What he did to earn this mark is up to his background, and the severity of his actions can be based on the size of his Obligation.
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\pagebreakNum ## Careers ### Gunslinger Gunslingers are the (usually) morally gray heroes of a classic western. They are men who wander from place to place, passing their judgment on those using the irons on their hips. **Career Skills:** Coercion, Cool, Discipline, Perception, Ranged (Light), Riding, Survival, Vigilance **Signature Ability:** Duel Once per session, during a combat encunter, the character may spend 2 Story Points and make a **Hard (
d
d
d
) Discipline check** to challenge any other character. If he succeeds, the two characters are locked in a duel for 3 rounds. For the duration of the duel, the two dueling characters can only make attack checks targeting each other and no other characters can target the dueling characters with attacks (or otherwise intervene). ### Grifter You ply your dishonest trade to make a quick buck on the frontier. You’re a snakeoil salesman, a con man who sells worthless elixirs of flavored water and extracts from dubious roots and herbs. Perhaps you search for real “miracle cures,” and finance your quest with ill-gotten gains. **Career Skills:** Charm, Deception, Medicine, Melee (Light), Negotiation, Skullduggery, Stealth, Streetwise **Signature Ability:** Miracle Elixir Once per session, the character may spend 2 Story Points and make a **Hard (
d
d
d
) Charm check** to convinve another character that they should buy your "Miracle Elixir". If he succeeds, the character may sell their "Miracle Elixir" for a large fortune ($600) to the other character, and they are none the wiser. ### Hexslinger Hexslingers, are magically inclined gunslingers who use their knowledge of the arcane to enhance their shooting **Career Skills:** Arcana, Cool, Coordination, Perception, Ranged (Light), Riding, Vigilance **Signature Ability:** Devil's Breath Once per session, during a combat encunter, the character may spend 2 Story Points and make a **Hard (
d
d
d
) Arcana check.** If he succeeds, the character summons a wall of arcane guns and they open fire on any enemy in medium range in front of them. The guns automatically hit any target caught in the cone, dealing 7 damage (before reductions) to them. ### Law Dog Law Dogs are any type of law enforcement in the Weird West. Whether they are a Marshal, Sheriff, or Texas Ranger, the Law Dog uses their skill with firearms to enforce whatever law and order is left. **Career Skills:** Cool, Discipline, Knowledge, Leadership, Perception, Ranged (Light), Ranged (Heavy) **Signature Ability:** Long Arm of the Law Once per session, the character may spend 2 Story Points and make a **Hard (
d
d
d
) Discipline check.** If he succeeds, the Law Dog makes a successful arrest on a chosen character in medium range of the Law Dog. The arrested character is considered unable to move and has their hands restrained until the Law Dog decides if they are free to go or not. If he chooses to free the arrested character they can continue to act normally, if they aren't freed they are sent to prison to serve a sentence determined by the GM. ### Huckster A Huckster uses the arcane secrets found in Hoyle's Book of Games as a means to wield the arcane arts. Hucksters may also deal with the devil in order to use a demon's power instead of the hucksters own power. **Career Skills:** Arcane, Athletics, Coercion, Coordination, Perception, Skullduggery **Signature Ability:** Hand of Fate Once per session, the character may spend 2 Story Points and make a **Hard (
d
d
d
) Skullduggery check.** If he succeeds, then the next time the character is dealt a hand of cards to Deal with the Devil, they can instead choose to take a **Straight** as their hand instead of making one off of the cards they were dealt.
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\pagebreakNum ### Mad Scientist A Mad Scientist uses the arcane powers found in Ghostrock to great machines far more advanced than any sane person could imagine. That's the point, they're all Mad and it only gets worse (or better) the more you use these devices. **Career Skills:** Alchemy, Coordination, Driving, Mechanics, Medicine, Melee (Light), Ranged (Light), Ranged (Heavy) **Signature Ability:** Inventive Creation Once per game session. as an action. the character may spend 2 Destiny Points and make a **Daunting (
d
d
d
d
) Mechanics check.** If he succeeds, the character immediately uses available parts in the surrounding environment to build a device that functions as a weapon. suit of armor. or other piece of personal equipment of his choice with a rarity of 5 or lower. The item functions until the end of the encounter at which point it falls apart, shorts out, or otherwise permanently ceases to function. The exact nature of the device the character is trying to construct. as well as the end results, must be approved by the GM based on common sense and the ongoing story. ### Shamans Shamans are the newest generation of Native Americans to travel the Weird West following their own ideals and appeasing the spirits **Career Skills:** Athletics, Brawl, Discipline, Medicine, Melee (Light), Perception, Primal, Ranged (Light), Survival **Signature Ability:** Fetish Creator Once per game session. as an action. the character may spend 2 Destiny Points and make a **Daunting (
d
d
d
d
) Primal Magic check.** If he succeeds, the Shaman immediately does a ritual to imbue an item so that it functions as a weapon, suit of armor, or other piece of personal equipment of his choice with a rarity of 5 or lower. The item functions until the end of the encounter at which point the ritual wears out and the imbued item returns to normal. ## Skills Skills are fairly similar from Deadlands: Rl to Deadlands: Genesys. Below you will simply find a list of which DL:RL skill relates to which DL:G skill. #### General Skills * Boating - Driving * Chemistry - Alchemy * Gambling - Skullduggery * Healing - Medicine * Intimidation - Coercion * Investigation - Perception * Lockpicking - Skullduggery * Notice - Perception * Persuasion - Coercion * Swimming - Athletics #### Combat Skills * Fighting - Brawl or Melee (Light or Heavy) * Shooting - Ranged (Light or Heavy) ## Edges are Talents Not all of the edges will make the transfer because they already have an equivalent in Genesys, but feel free to use any Narrative Dice System talents you can make a good case for.
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\pagebreakNum ## New Talents ### Tier 1 ###### Card Sharp **Tier 1** **Activation: Passive** **Ranked: No** Gain one
d
in Skullduggery checks for gambling, and add a
d
to any character trying to notice a Huckster casting a Hex. ###### Veteran o’ the West **Tier 1** **Activation: Passive** **Ranked: No** You've been around for a bit and are experienced from it, however you've also seen some serious stuff too. Gain 50 bonus starting XP that may not be used on attributes. If you choose this talent the GM rolls on the Veteran o' the West table to determine what effect the west has had on you in your travels. This talent can only be taken during character creation. ### Tier 2 ###### High Noon **Tier 2** **Activation** **Ranked: Yes** Whenever you’re in a duel, receive an additional Hole Card per rank of duelist. ###### Reputation **Tier 2** **Activation: Passive** **Ranked: Yes** Add
d
to all of your checks using social skills (Your GM has final say on what counts as social skills) for each rank of Reputation. ###### Fate's Favored **Tier 2** **Activation: Passive** **Ranked: No** At the beginning of each session you gain an additional Player Story Point. ### Tier 5 ###### Dammed **Tier 5** **Activation: Passive** **Ranked: No** Taking this talent is something of an insurance policy against having your plans for this old hand ended prematurely. If your hero is killed, he automatically returns from the grave, a Harrowed (and we’re not talking suicide here). Just how long that takes relies on the GM whim and the story. ###### Fast As Lightning **Tier 5** **Activation: Passive** **Ranked: No** Gain
d
d
on all Initiative rolls ###### Right Hand of the Devil **Tier 5** **Activation: Passive** **Ranked: No** Your hero is fast on the trigger and renowned far and wide as one mean hombre in a fight. Folks have taken to calling him the right hand of the devil (or left hand of the devil if your cowpoke is of the sinister rather than dexter persuasion). Whichever weapon you hero uses in his favored hand has been infused with some of the mythic status he is accorded, turning that weapon into a powerful relic. Consult the GM for the weapons new damage
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\pagebreakNum # Gear & Goods
## Weapons
Name
Skill
Dam
Crit
Range
Encum
Price
Rarity
Special
Automatics
Gatling Gun
Ranged (Heavy)
25
4
Medium
10
$1,500
d
d
d
d
Auto-Fire, Pierce 2, Slow Fire 1
Carbines
Sharps '55
Ranged (Light)
8
2
Medium
2
$18
d
d
Pierce 2
Spenser
Ranged (Light)
10
3
Medium
3
$15
d
d
Inaccurate 2
LeMat
Ranged (Light)
11
3
Medium
3
$35
d
d
Accurate 2, Pierce 1
Derringers & Pepperboxes
Derringer
Ranged (Light)
4
1
Short
0
$8
d
-
English 1840
Ranges (Light)
2
2
Engaged
0
$5
d
-
Rupertus Pepperbox
Ranged (Light)
3
3
Engaged
0
$6
d
-
Revolvers
Colt Army
Ranged (Light)
4
4
Short
1
$12
d
-
Colt Buntline Special
Ranged (Light)
5
2
Short
1
$500
d
d
d
Accurate 1
Colt Peacemaker
Ranged (Light)
5
3
Short
1
$15
d
d
Pierce 2
Rifles
Springfield
Ranged (Light)
7
3
Medium
2
$8
d
d
-
Enfield Musket
Ranged (Light)
8
3
Short
2
$17
d
d
Inaccurate 2
Winchester '73
Ranged (Light)
6
2
Medium
2
$20
d
d
Accurate 1
Winchester '76
Ranged (Light)
8
3
Long
2
$40
d
d
d
Accurate 2, Pierce 2
Melee
Brass Knuckles
Brawl
+1
4
Engaged
0
$1
d
Disorient 1
War Club
Melee (Light)
+3
3
Engaged
1
$3
d
Disorient 3
Bowie Knife
Melee
+2
3
Engaged
1
$4
d
Pierce 3
Spear
Melee
+3
4
Engaged
2
$3
d
Pierce 3
Tomahawk
Melee
+4
4
Engaged
1
$3
d
Pierce 2
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\pagebreakNum
## Common Items
Name
Price
Encum
Rarity
Automatics
Boots
$8
1
1
Chaps
$8
1
1
Duster
$8
1
1
Longjohns
$8
1
1
Shirt
$8
1
1
Setson
$5
1
1
Silk Stockings
$8
1
1
Shoes
$8
1
1
Suit/Fancy Dress
$8
1
1
Trousers/Skirt
$8
1
1
Winter Coat
$8
1
1
Food & Drink
Bacon (per lb.)
$0.15
1
1
Coffee (per lb.)
$0.25
1
1
Resturant, good
-
-
2
Breakfast
$0.50
-
2
Lunch
$0.25
-
2
Dinner
$1
-
2
Restaurant, cheap (any meal)
$0.25
-
1
Trail rations (per day)
$0.50
1
1
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\pagebreakNum