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Weird
West Errata
Weird
West Player’s Guide
Page 45:
A mad scientist only needs one level in a concentration of the science
Aptitude
Page 47: Marshal’s Badge should reference page 22, not 23.
Page 117: Tests o’ Will. In the example near the bottom of the page, change
the first three sentences of the last paragraph to read: “Ronan rolls and
gets a 17 after spending a few chips. The priestess blows it and gets a 6.
That’s 2 raises, so Ronan gets a broken result.” Page 126: The Hit Location
Table is on page 130.
Page 128: The modifiers for visibility are on page 119.
Page 129: Bolas, Lariats, & Whips. Although a lariat is used with the
fightin’: lariat Aptitude, it is a ranged weapon. Against targets up close
and personal, use fightin’: lariat normally; to toss a lariat at an
opponent, your cowpoke uses his fightin’: lariat Aptitude, but based on
Deftness. See page 126 under Thowin’ Things for the Range Increment and
maximum distance it can be tossed. Regardless of your hero’s Strength die
type, he can’t toss it further than its length!
Page 130: The Bleedin’ & Squealin’ section is on page 134.
Page 136: The sentence under Wound Effects that refers to page 136, should
actually refer to page 138.
Page 139: Under Boom! The reference for the Massive Damage section should
refer the reader to page 135.
Page 154: The sidebar referenced under Making Contact is actually on page
157.
Page 158: Shadow Man. A huckster can maintain shadow man and still use her
sneak Aptitude. She cannot take any other actions except simple ones. This
is an exception to the requirements on hexes with a duration of
“concentration.”
Page 186: Earth Speak. A shaman can maintain earth speak and still use his
trackin’ Aptitude. He cannot take any other actions except simple ones. This
is an exception to the requirements on favors with a duration of
“concentration.”
Page 189: Wilderness Walk. A shaman can maintain wilderness walk and still
use her sneak Aptitude. She cannot take any other actions except simple
ones. This is an exception to the requirements on favors with a duration of
“concentration.”
Page 192: Both Marshal’s Badges on this page should reference page 52.
Page 200: The * at the bottom of the page should reference the end of
Chapter Three.
Marshal’s
Handbook
Page 71:
The Size for a Los Diablos is 11, not 8.
Page 73: Under Special Abilities: Damage, the Mojave rattler’s bite does
(STR+2d20, AP 2). Page 199: The mature husker lost a little something in
translation. Its Special Abilities are as follows: Armor: 3 Damage: Bite
(STR+1d6); Claws (STR). A mature husker can make two claw attacks in
addition to its bite each action. Fearless Jump: A mature husker can use its
powerful legs to jump up to 30’ horizontally in any direction or 10’
straight up. It can use such a jump to pounce on prey, gaining a +2 to all
bite and claw attacks on that action. Poison Spit: As hatchling.
Dime Novel Conversions
Here's
Matt DeForrest's excellent
Dime
Novel Conversions for changing Bounty Points (original Deadlands) to
Fate Chips (Deadlands Revised).
Perdition's Daughter
When we
first visited Lady Cynthia Carstairs, the mysterious mistress of the Cult of
the Divine Flame (in our first Dime Novel Perdition's Daughter), we didn't
have our nifty Black Magic rules. Now we do, and Carstairs is twice as
frightening, twice as mean, and twice as powerful as she was before. Without
further adieu, then, here is the Cult of the Divine Flame and its sinister
leader, Lady Cynthia Carstairs.
Cynthia Carstairs
Corporeal: D:2d6, N:2d10, Q:2d10, S:4d6, V:2d12
Fightin': brawlin' 2d10, fightin': knife 3d10, sleight of hand 3d6, dodge
3d10, horse ridin' 3d10, sneak 3d10
Mental:
C:1d10, K:3d12, M:3d10, Sm:2d10, SP:2d10
Academia: occult 7d12, bluff 4d10, faith 6d10, guts 4d10, language: French
3d12, language: Latin 2d12, overawe 2d10, persuasion 4d10, scrutinize 5d10,
search 3d10, tale-tellin' 4d10
Black
Magic: Bolts o' doom 4, cloak o' evil 3, dark protection 1, forewarnin' 3,
puppet 5, scrye 2, zombie (animals only) 3 (1d6 dog-sized creatures)
Smith &
Robards
The
damage for torpedoes is 5d20.
Pg. 57:
Velocipede: The fuel rating for the velocipede should be ½.
Pg. 94:
Vapor Cannons: A. The shots per ghost rock core is 1. The vapor cannon holds
one shot just like all the other cannons.
Pg. 95:
Steam Gatling: The Reliability is 18, the Hand is 3 of a Kind.
Fire &
Brimstone
Page 68:
Divine Providence. The fourth paragraph under this gift’s description refers
to the old version of the luck o’ the Irish Edge. It no longer applies under
the new revised rules.
Pg. 54:
The Miracle Retribution says the TN is "Special", the TN is supposed to
mirror the standard healing TNs.
Pg. 103:
For the granting of quests, under Regaining Lost Grace it says that someone
special (or someone with a Religious Rank 5 or higher), can grant quests.
That means the character shouldn't just walk up to any preacher on the
street and say, "Padre, I need a quest." This is one of those roleplaying
situations where someone very special to the character (or at least known)
says something like, "God will forgive you, son. But sometimes you have to
prove that you're sorry. Maybe if you found those church bells that the
bandits took last month, the Good Lord will smile on you again."
Leonidas
Polk is listed as a Methodist, he is actually an Episcopalian.
Rascals,
Varmints, and Critters
Pg. 53:
Francis Hamer is the creator of the dreaded River Leviathan.
Pg. 72:
Christopher W. Dolunt, it was revealed, is the devious mind behind not only
the Poison Woman and the Will o' the Wisp, but the Humbug and the Stone Man.
Pg. 50:
Chris Nelson AND Mischa Krilov are the creators of the Pit Wasps.
Ghost
Dancers
Page 53:
Turtle. The white Fate Chip power of this guradian spirit refers to the Edge
luck o’ the Irish. However, since this book’s publication, the workings of
that Edge have changed greatly. Now, replace the text of the paragraph
describing the white Chip effect with the following text: “For the next 24
hours, when your hero spends a red or blue Fate Chip on a Trait or Aptitude
roll, you may also reroll all dice reading 1s—including the bonus die gained
for the Fate Chip. You may not use this ability if your character goes bust
on the original roll.”
Pg. 49:
"Guardian spirits can also impart special abilities with the expenditure of
a Fate Chip, as if they were a special kind of knack. These abilities are
revealed as more points are put into the Edge: a 1-point guardian spirit
only imparts the first ability listed, a 3-point guardian spirit imparts the
first two, and a 5-point guardian spirit grants access to the first three
abilities. The Legend Chip ability of the guardian spirit can be used at any
level, but the Edge may never be increased above level 5." You can always
use a higher chip for a lower ability."
5 points
is the maximum for Guardian Spirits.
Pg. 84:
Under the War Club entry, appeasement spent on Strength of Bear should be
doubled, not tripled. If the owner has a Guardian Spirit, or is on Sacred
Ground that favors the War medicine way, then appeasement points are
tripled.
Pg. 97:
Under Sacred Grounds, appeasement points can not be quadrupled.
Law Dogs
(Original)
Page 44:
Archetypes. Under Pinkerton, substitue sneak 2 for shadowin’ 2.
Page 98: John Wesley Hardin. Strike the reference to the Edge cross draw.
Missing
Cross Draw: You may notice in some of the character descriptions (such as
Hardin's) the mention of a new Edge, *cross draw.* The Edge itself was,
however, cut.
Shadowin':
Shadowin' is listed as a Pinkerton skill in Law Dogs, but was cut. Use the
sneak skill instead.
Weapons
Stats
for the SS Browning:
Maxim
Semiautomatic Rifle .44 16 2 2 20 4d8 +0 5 1876 $80
Browning Semi-Auto Pistol .45 7+1 1 2 10 3d6 -1 2 1876 $100
Maxim Semiautomatic Rifle: This odd rifle, an adaptation of the Winchester
"Yellow Boy," uses a unique semiautomatic mechanism which allows for rapid
firing. A magazine of 16 rounds is contained in the butt, along with a
special lever that uses the force of the gun's recoil against the shooter's
shoulder to chamber another round. If the gun is used to hipshoot (see
Deadlands, page 93), this mechanism will not work and the gun thereafter has
a ROF of 1 until the character uses a single action and makes a Fair (5)
trade: gunsmithin' or shootin'/Knowledge roll to get it working again. The
Maxim has a Reliability of 19.
Browning
Semi-Auto Pistol: Invented by famed scientist/tinkerer/gunsmith John
Browning, this is the first truly semi-automatic pistol. It has a "clip" or
magazine of 7 shots in the grip (and can carry an additional round in the
chamber), and the recoil of each shot chambers the next round, thus allowing
for a rapid rate of fire. However, these newfangled weapons are rare and
expensive, and the special ammo for them (which is equally hard to come by)
costs double what ordinary ammunition costs. The Browning has a Reliability
of 18; a malfunction usually indicates a jam, which requires 3 rounds to
clear before the gun can be used again. - [Steve Long, listserv, 8/2/98]
Lost
Angels
General
Note: The Aptitude faith: Church of Lost Angels functions as faith: black
magic for the purpose of spell use.
Page 84: Under the profile for the Angel o’ Death, add the following
Aptitudes: Fightin’: brawlin’ 3d6 and faith: Church of Lost Angels 4d10.
Tales o’
Terror: 1877
Page 23:
The last line in the first paragraph under "Here Lie The Fallen"
should read "Union ranks", not Confederate. The sentence should then make
sense in context.
Page 24:
The picture is mis-captioned. The burning city depicted is
Louisville, Kentucky, not Savannah, Georgia. [Sherman did not burn down
Savannah in either DEADLANDS history or ours.]
Page
29-30: The person who counted the troops in Kansas must have been
seeing double (or triple, or...) from swallowing too much home-brewed
popskull. Sheridan only detached about 3,000 Union troopers from the Army
of the Potomac for duty in Kansas. Confederate General Gano has only about
1,200 men in his brigade [5,000 would give him a whole *corps*!] General
Watie has about 800 men in his command.
Pages
29, 30, 37 & 96: The Cherokee Mounted Rifles were Watie's original
command, and were of regimental strength. It was expanded to brigade
strength in 1864 with the addition of units raised from the other Civilized
Tribes, and the name was then changed to the Indian Cavalry Brigade. The
references on these pages do not reflect these changes, but should.
Page 31:
The sentence in the the fourth paragraph under "Ulysses S. Grant"
should read "Rumors of widespread graft and cronyism have plagued his
administration from the outset," not "graft and nepotism."
Pg. 32: In the first full paragraph, Winfield Scott Hancock's last name is
omitted. General Hancock is the actual commander of the Union's II Corps."
Page 32 & 92: John Sedgwick's name is misspelled "Sedgewick" in every
occurence.
Page 87:
The Fear Level in Vicksburg should be 5, not 3.
Page 98:
Forrest's Sword should note that it allows the bearer to use the
*eulogy* power with the *overawe* Aptitude instead of *tale-tellin'*.
Canyon o’
Doom
Page 80:
Leg Six. The first paragraph refers to an “ambush at Deer Creek.” Strike the
reference; the ambush was removed from the final version of the adventure.
Bloody
Old Muddy
Errata
for page 23:
After
things have calmed down for a second, allow the heroes to investigate the
grisly scene. The bodies have been dead at least two days. The boneless
corpse is wearing a loincloth and a necklace similar to the one they found
at the first crime scene.
Now the
heroes should have a good idea of where to go to find Wanamaker’s missing
crewmen. The tunnel goes down and to the east at a gentle angle. If the
heroes venture into the tunnel, they find themselves heading right into the
next chapter.
Avoiding
a fight at the Snake’s Den: 1 red chip.
Discovering “Red” Johnson’s hideout: 1 white chip.
Defeating the pirates: 1 white chip
Asking Wade Robertson about the necklace: 1 red chip for the character who
thinks to do so.
Saving the dog: 1 red chip and a friend for life.
The Book
of Curses: Rascals, Varmints, & Critters II
Page 32:
Add the following paragraphs to the Swarms section: The swarm’s damage is
handled just like massive damage, as detailed on page 135 of the Weird West
Player’s Guide, including the effects of Armor against it. Swarms have a
nasty ability to find seams and holes in even the best defenses! Use the
massive damage rules as detailed in the Weird West Player’s Guide, even if
you’re using the optional massive damage rules as described in The Agency:
Men in Black Dusters sourcebook or the Hell on Earth sourcebook, Iron Oasis.
Dead
President's Errata
Page 3, Ch. 1 Summary: The posse are asked to
travel to the New Mexico
Territory, not Arizona.
Page 4, Ch. 2 Summary: Gen. Lee’s nickname is “Marse Robert”, not “Marse
Roberts”.
Page 4, Ch. 3 Summary: Davis’ fateful trip to Kentucky happened in 1871,
not 1870. The posse is tortured by George Alexander, not Robert.
Page 13, Curiosities: The posse finds Joseph Davis’ Bible, not a picture of
him.
Page 31, Hellhound on My Trail: "Winnie" Davis’s actual given name is
Varina Anne, not “Winnifred.”
Page 39: Harrowed Posse members are decapitated, but their bodies are not
burned. Rather, they are stored separately on the train.
Page 40, Chapter Three Summary: Again, Col. Alexander’s first name is
George, not Robert.
Page 40: “A quick look around enables a character to notice the once ivory
walls and ceiling now exhibit ghastly cardinal stains. “ Here’s how they
got that way:
When the posse tells Secretary Michele exactly how they crossed
President Davis (Page 47, “The Man Behind the Curtain”), Michele gathers
the final details needed to solve a mystery of his own. Unbeknownst to the
general public, at the precise time of the voodoo ritual in Gomorra, a
late-evening Cabinet meeting was taking place in the Executive Mansion.
During the meeting, everyone in the President’s company–including
Vice-President Judah Benjamin and most of the Cabinet–was killed when their
bodies’ veins all exploded at once. (“You may have noticed the stained
walls,” Michele adds matter-of-factly.) Michele, who was unavoidably
detained, missed the meeting and survived, and Davis, though present,
remained unharmed for reasons unknown.
After Michele relates this information, the posse may suspect the truth
(the President survived because he isn’t really the man targeted by the
ritual), especially if the characters gainfully studied the Doppleganger
tissue in Kentucky. Sharing such suspicions with Michele or Hoge elicits a
look of sincere and grave consideration, though Michele seems more
accepting of the possibility.
(The deaths of everyone ahead of him in the Executive Branch line of
succession is what later enables Secretary Michele to become Acting
President of the Confederacy, if your posse successfully completes the
adventure.)
Michele believed the Cabinet members’ deaths indicated Davis had at last
gone mad and turned his wrath upon anyone who might be The Southern
Sentinel: the Cabinet, General Lee and Varina Davis (as well as Dr. Hoge,
if he perished earlier in the scenario). He was considering taking refuge
in a safer locale, but then word of the posse’s capture reached him.
The characters provoked great consternation in the President, and from that
he derived a faint hope they might hold the key to toppling the Davis
regime. Michele learned of the posse’s pending execution almost too late,
but hastily arranged a dramatic escape aboard the Robert E. Lee. (“Please
forgive my appearance,” the Secretary says, “but our military’s new air
carriage plays havoc with one’s grooming.”)
Page 43: Reduce the number of concealed chlorine gas canisters to one in
Colonel George W. Alexander’s Profile. (He uses it later to kill off the
CSS Mallory’s crew.)
Page 56: Looking at the Mallory’s interior diagram, you might be curious
how ten vapor cannons fit on such a tiny craft. In truth, the CSS Stephen
Mallory is one of the Confederate Navy’s submersible ironclads (similar to
the ones currently operating in the Great Maze), and is more correctly
depicted in the illustration on page 58.
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