DEADLANDS WASTED WEST PDF
Hell on Earth Figures: Horrors of the Wasted West – This pack includes all the deadly It is what you would expect, stand-ups for Deadlands: Wasted West. Deadlands: Hell on Earth: The Wasted West (PEG) [Shane Lacy Hensley, Ron Spencer, Charles Ryan] on *FREE* shipping on qualifying. Deadlands, Weird West, Wasted West, Hell on Earth, the Deadlands: Hell on Earth logo, the Hell on Earth sublogo, the Pinnacle Starburst, and the Pinnacle logo.
|Genre:||Health and Food|
|Published (Last):||2 October 2016|
|PDF File Size:||1.56 Mb|
|ePub File Size:||18.19 Mb|
|Price:||Free* [*Free Regsitration Required]|
The Wasted West Deadlands: Hell on Earth RPG.
Tom Fowler Graphic Design: This electronic book is copyright Pinnacle Entertainment Group. Redistribution by print or by file is strictly prohibited. Add 1 to all Page Number References to account for the cover of this Deadlajds. Pinnacle Entertainment Group, Inc. The Hell on Earth Companion The Hell on Earth Companion Welcome back, wasters. As we told you in the rulebook, Wasted West is the Hell on Earth worldbook.
Last, but by no means least, are more abominations than you can shake a depleted uranium core at. Double-Tap Bullets are wes, but sometimes a good gunslinger with an automatic pistol needs to throw a few more ounces of lead at some horror.
Squeezing the trigger like a Posse: Edadlands shooters call this technique the double-tap. Only a character with an automatic pistol, automatic rifle, or SMG with a Speed of 1 can perform a double-tap. Every double-tap after the first in the same round suffers a —2 recoil penalty just like when firing automatic weaponsup to a maximum penalty of —6. The player wastee his hero will double-tap and he rolls to hit. If he hits and gets deqdlands raise, it means the second shot hits the same location as the first.
Any raises after the first can be applied to the hit location of the shots as usual. The second shot cannot be adjusted to hit a location separate from the first. Just like with fanning and fully-automatic fire, the first shot of a double-tap can be called. Apply the modifier to the total roll, then figure any raises for the second shot from the adjusted TN.
With a raise, both shots hit the intended location. His total TN is a He rolls like a wastef and gets an Radiation Damage In Chapter Five of the Hell on Earth rulebook, we told you that Wind lost to background radiation could only be restored by a clean shower or by magic.
A Good, Wes Shower The first way to restore Wind lost to radpoisoning is a clean shower with a good supply of pure water. This restores all Wind lost to radiation in the past awsted hours. Magical Aid The best way to get rid of radiation is by magic. Doomsayers can ignore this penalty. This means a Templar, who normally restores Wind on a 3, must roll against a 7 instead. In any case, restoring Wind lost to radiation is a separate task from healing dest character.
If failed, the roll can simply be tried again depending on the circumstances of the spell itself. Wastef a bust, magic cannot cure the poison, and the victim must wait for the radiation to work itself out of his system see Natural Decay, below. This brings us to the third way to get rid of rad-poisoning—just waiting and praying. He must continue making this roll every week until he fully recovers.
Only if the hero goes bust does he develop radiation sickness: One other interesting note.
Hell on Earth Classic: The Wasted West | Pinnacle Entertainment Group
The old soft drink Dr. Pepper apparently contains a chemical thought to reduce radiation. In the supernatural world of Hell on Earth, it actually works. If your hero can drink a can of this stuff which is more rare than innocence these dayshe can automatically eliminate all Wind lost to radiation per can.
Pepper is hard to come by. Can you do it? There are a lot of muties, monsters, and madmen to get in your way, pal. Every trip is different. Still, we can give you some good averages so you can maintain the false hope of getting somewhere quick. All the rates below assume a character is traveling about eight hours a day at a reasonable pace.
If your posse wants to travel faster or longer, rework the math. In the desert, make the first roll during the hottest part of the day and the second in the dead of night when it gets cold.
In cold environments, make one at morning and one at dusk. If your hombre fails this roll, he loses the difference in Wind. This Wind can only be regained by heating up or cooling down as appropriate. He must make an immediate Hard 9 Vigor check.
If he makes it, he loses another 3d6 Wind. If he fails, his Vigor die type is reduced one step forever, Posse: If this one is failed, he dies within 2d6 minutes unless someone else heals him with magic TN 9 or with an Incredible 11 medicine roll. Intense cold works about the same way.
Instead, he suffers frostbite to his fingers, toes, or nose. The Marshal can roll randomly or choose ddeadlands on the circumstances. If not, the frostbite turns gangrenous in 1d6 days.
The gangrene wets be controlled, and normal healing can begin if the character is treated with a Hard 9 medicine roll. If left untreated, the gangrene causes 1 wound per day in the infected location.
The ghost-rock bombs dropped during the war blasted large quantities of radioactive material into the atmosphere. Much of this material is still up there. As these wasged isotopes decay, they emit particles which ionize the atmosphere and create serious interference with radio communication. The amount of interference your hero is liable to encounter can vary widely and sest highly dependent on the weather. The radioactive clouds caused by the bombs circle the earth in the upper atmosphere and move with the wind.
Encryption Some military sets have the ability to encrypt their transmissions. This uses a combination of frequency hopping and scrambling the message order to make a transmission indecipherable.
Only another radio using the same encryption algorithms and set to the identical encryption key can translate the message. New Edges Need a few new edges to help fight those nasty Reckoners? We got what you need.
Witch Chow Folks can get mighty skinny these days, although some wasters can hold their water like a camel. Still, every living soul needs to eat and drink to keep their sorry bones moving. A survivor needs at least one reasonable meal and two quarts of water a day.
If either is unavailable, he loses 1d4 Wind or 2d4 Wind if both are scarce. Wind lost to hunger or dehydration can only be replaced by food or water. Milrats are also great. One of these carbohydrate-loaded feedbags can satisfy a waster for three full days. Radio Communication Since the end of the Last War, telephone communications have been practically nonexistent.
The only remaining way to communicate over long distances is by radio, but even this is iffy at best. Buying this edge means your hero has deciphered the secrets of a book called How to Serve Your Man.
See Chapter Three for more details.
For whatever reason, certain things set the hero off, turning her into a frenzied deathmachine. Whenever your hero takes a wound, she must make a Smarts roll equal to the TN of the wound just like on the Healing Table. If she fails the roll, she goes into a berserk frenzy, allowing her to make two hand-to-hand attacks each action. She must also rush into hand-to-hand combat no matter what the situation.
Of those who managed to haul their irradiated carcasses out of the ruin, many are tough sons of bitches. Of course, women can take this Edge as well. He gains Wind back at the rate of 1 point every 30 deaadlands or six combat roundsinstead of the usual 1 point per minute. Also he can make a healing roll to recover from his wounds every three days instead of the regular five.
To take this Edge, your hero must have a Vigor of 3d10 or better. Both the Coordination and the die type of this Trait must be at this level or higher.
The Wasted West (Deadlands: Hell on Earth RPG)
Librarian There is a catch. The waster also has to take a 2-point obligation: A hero who takes this edge has been recruited by the Librarians. She is issued a palmcorder see page 26 with which to collect data, and sent out into the wilderness to rescue information.
Librarians are expected to assist each other in acquiring information, and they get free access to the Grand Library in Sacramento, CA.