Bounty Points to Fate Chip Conversions for the Deadlands Dime Novels
By Matthew DeForrest

Perdition's Daughter

Chapter One
Learning of the death of Anna Blacklund prior to the meeting: 1 white chip.

Chapter Two
For each rumor (true or false) discovered by the posse: 1 white chip
For each confirmed rumor and each false rumor disproved prior to Chapter Five: 1 red chip
Asking Reverend Owlsley about the Church of the Holy Flame: 1 red chip

Chapter Three
Gaining entrance to the compound without arousing DuChamp’s suspicion: 1 white chip
|Gaining entrance to the compound by telling DuChamp the truth: 1 red chip
Gaining entrance to the compound at night and remaining undetected: 1 white chip
Noticing the familiarity between Christopher and Carstairs: 1 white chip
Noticing that there are no Christian images within the Church: 1 red chip
Listening to Carstairs’ sermon: 1 red chip
Determining that the service is a subtle magical ritual: 1 blue chip

Chapter Four
Determining that the food is drugged prior to eating: 1 white chip

Chapter Five
Deciding to investigate the cellar: 1 white chip
Defeating the undead dogs: 1 red chip
Determining that the dogs have been used for divination: 1 red chip
Successfully interpreting the divination: 1 blue chip (It warns Carstairs about the posse and Reverend Owlsley.)  This could be done, for example, via the Voodooist spell Fortellin.’  Unless the character’s magical system derives from Black Magic or Ancient Greco-Roman sources, however, any rolls should be made at –2.  Neither Hoyle nor Voodoo nor Christianity is so derived.

Chapter Six
Successfully following the Trail: 1 white chip (Do not award this if Owlsley does the tracking.)
Detecting the ambush before it occurs: 1 white chip.
Successfully ambushing the ambushers: 1 red chip.

Chapter Seven
Discovering the Contract described in the story — requiring an Incredible (11) Search of the wagons: 1 red chip
Killing DuChamp: 1 red chip
Killing Carstairs: 1 blue chip
Defeating Carstairs and DuChamp before any of the Cultists kill themselves: 1 Legend Chip

Notes
Lady Cynthia Carstairs has been updated to include Black Magic Powers.  You can find her new statistics *here*.

Some Marshals have complained that Edgar DuChamp was not a dangerous enough gunslinger to challenge their posse.  Here’s an updated version of DuChamp reflecting the rules found in Law Dogs and elsewhere.  When playing DuChamp, remember that he is a smart gunslinger and will size up his opponent carefully.  He can recognize those who must obey the Law of the West.  Also be sure to review “The Art of the Duel,” beginning on page 124 of the Weird West Player’s Guide, before introducing him to your posse.

Edgar DuChamp

Corporeal: D: 3d8 N: 2d6 Q: 2d8 S: 3d6 V: 2d12
Dodge 3d6, Fightin’: Brawlin’ and Knife 3d6, Gunplay 4d8, Quick Draw: Knife and Pistol 5d8, Shootin’: Pistols 4d8, Sneak 3d6, Speed Load 3d8

Mental: C: 2d6, K: 1d6, M: 3d6, Sm: 2d6, Sp: 1d6
Guts 4d6, Overawe 4d6, Scrutinize: 3d6

Edges: Tough as Nails (+4 Wind), Level Headed

Hindrances: Oath (Serve Lady Cynthia Carstairs), Yearnin’ (Immortality)

Gear: Buntline Revolver with Hair Trigger (+1 Shootin’) — Engraved with Gold Inlay and Ivory Handle, Fast-Draw Holster (+2 Quick Draw), knife

Independence Day

The Setup
Accepting Earp’s job offer: 1 white chip (Hey, they’ll need it after facing the Butcher.)
Noticing that Clayton Mansfield has a scalpel strapped to his arm: 1 red chip

Chapter Three
Talking to Ida Mae Hobart without making her an enemy: 1 white chip
Stopping Ralphie Waters from gutting Walter Jackson: 1 white chip
Learning something about Clayton Mansfield: 1 white chip
Confronting Suzie Winger about her discussion with Paul Goodwin: 1 white chip
Confronting Paul Goodwin about his discussion with Suzie Winger: 1 white chip

Chapter Four
Discover a Fair or Onerous clue (including determining that the killer entered by the door, left through the window, and did not come up the front stairs): 1 white chip for each clue
Discover a Hard or Incredible clue: 1 red chip for each clue

Chapter Five
Rescue Walter Jackson from the Ralphie Waters: 1 white chip
Face down Ralphie: 1 white chip
Face up to the Wilderness Riders: 1 white chip
Force the Wilderness Riders to back down before Earp shows up: 1 red chip
Avoid getting hurt: 1 red chip

Chapter Six
Being respectful enough to Dr. Smith to get clues from him: 1 white chip
Learning about the silk (from McCarthy’s Drugstore or some other source):  1 white chip
Keep Ida Mae from starting a fight: 1 white chip
Keep Wilson from getting into a fight: 1 white chip

Chapter Seven
Recognize Ralphie as the victim of the Butcher: 1 white chip
Gathering new clues: 1 white chip for each clue
Keep the crowd from rioting/fighting over news from both murderers: 1 red chip

Chapter Eight
Determining the Butcher is staying at the Dog Eye saloon: 1 red chip

Chapter Nine
Identifying the Butcher: 1 red chip
Discovering the body parts: 1 white chip
Defeating the Walkin’ Heads: 1 white chip for each dispatched

Chapter Ten
Defeating the Butcher: 1 blue chip plus 1 point of Grit
Defeating the Butcher after only a single killing: 1 red chip
Deciding not to touch the scalpel: 1 red chip
Learning about the secret of the scalpel by touching the scalpel: 1 white chip
Destroying the Scalpel: 1 white chip
Saving Clayton Mansfield: 1 red chip

Notes
Some Marshals and players have pointed out that, without the dual defeats at Vicksburg and Gettysburg, the Confederacy could be just as interested as the Union in celebrating the 4th of July.  If you wish to have both sides of Mason-Dixon celebrate Independence Day, have the Wilderness Riders be funded by some radical group within the Confederacy (The Knights of the Golden Circle, found in Back East: The South, makes an excellent behind the scenes villain.).

When playing the Butcher, remember to read the description of the scalpel (in “The Setup”).  Ignoring the latter means that the Butcher will not be able to walk up and down walls.

If the posse destroys the scalpel, you may wish to have the pieces mysteriously disappear, as the Butcher reappears in The City of Gloom boxed set.

The “1812 Overture” makes for great background music during the fight with the Butcher.

Night Train

Chapter One
For each Foolproof or Fair clue discovered: 1 white chip
For one raise on the tracking roll “Outside the Station”: 1 extra white chip
For two raises on the tracking roll “Outside the Station”: 1 extra red chip (replaces the white chip for one raise)
For each Onerous or above clue discovered: 1 red chip
For retrieving the dead body from the cesspit without physically going into the pit: 1 red chip.
For physically going down into the cesspit to fish the dead body out of the Outhouse: 1 blue chip

Chapter Two
Learn about Sheriff McBride’s disappearance: 1 white chip
Accept Deputy Parrish’s offer: 1 red chip (plus any awards for hindrances like Heroic)

Chapter Three
For discovering the shotgun and shells: 1 white chip
For discovering the tracks outside the cabin: 1 white chip
For connecting the tracks to those found outside Barlowe Station: 1 red chip
For finding McBride’s gun and determining that three rounds were fired: 1 white chip

Chapter Four
For overhearing conversations in the Palace Saloon: 1 white chip
For confronting Varney in the Palace Saloon: 1 white chip
Facing down Varney and the mob without bloodshed: 1 red chip
Forcing the mob to back down by killing them off: 1 black chip (Optional Rule)

Chapter Five
Hearing the whistle of the Night Train before it arrives: 1 white chip
For each nosferatu the posse kills in Varney Flats: 1 white chip
Surviving the raid: 1 red chip
Accepting the offer to rescue the citizens captured by the nosferatu: 1 blue chip

Chapter Six
Successfully boarding the moving Night Train: 1 white chip
Recognizing “Redeye” Dawson: 1 white chip
For every townsperson rescued: 1 white chip
For two nosferatu destroyed: 1 white chip
Surviving the adventure: 1 point of Grit
Destroying the Night Train (either by physically destroying the train or by killing all 30 of the nosferatu and Dawson): 1 Legend Chip

Under a Harrowed Moon Part One: Savage Passage

Chapter One
Determining that Wasatch is detonating test Ghost Rock Bombs: 1 white chip
Learning that there are unusual wolves in the area (Just learning there are wolves earns no award): 1 white chip
Learning about young Darcy’s murder: 1 white chip
Discovering Darcy was having an affair with Martha Persimmons: 1 white chip
Keeping the affair a secret: 1 red chip (replaces the white chip award)

Chapter Two
Avoiding conflict with Taza’s patrols (avoiding them or talking their way out of a confrontation): 1 red chip

Chapter Three
Discovering the contents of Big Tops 1 and 2: 1 white chip per tent
Discovering and deciphering the blueprints for the Ghost Rock bomb: 1 red chip
Defeating Stormwalker in combat: 1 red chip
Diffusing the bomb: 1 blue chip

Under a Harrowed Moon Part One: Strange Bedfellows

Chapter One
Getting to the Savage West: 1 point of Grit
Avoiding detection by the Dancers: 1 red chip
Discovering Walter: 1 white chip

Chapter Two
Managing not to get blown up: 1 red chip
For each Garou killed: 1 red chip

Under a Harrowed Moon Part One: Ground Zero

Chapter One
The following awards can be gained only once.  If the posse has already received these during Strange Bedfellows, they do not receive the award a second time.
Learning about young Darcy’s murder: 1 white chip
Discovering Darcy was having an affair with Martha Persimmons: 1 white chip
Keeping the affair a secret: 1 red chip (replaces the white chip award)

Chapter Two
Avoiding the patrols: 1 white chip

Chapter Three
Discovering the contents of Big Tops 1 and 2: 1 white chip per tent
Discovering and deciphering the blueprints for the Ghost Rock bomb: 1 red chip
Discovering Toomes is building a new detonator: 1 red chip
Each Automaton killed: 1 white chip
Defeating Stormwalker in combat: 1 red chip
Capturing or killing Tooms: 1 red chip
Diffusing the bomb: 1 blue chip
Preventing the bridge from being opened between the two worlds: 1 blue chip

Notes
The Under a Harrowed Moon trilogy does not offer many opportunities for gaining chips via the discovery of clues or through battles.  Instead, much of the opportunity for gaining chips comes through role playing opportunities — especially though interactions with the Garou.