Deadlands Reloaded/Steampunk Kickoff! Part One

So to set the stage for my DL:R/SP game I’ve decided to show a few changes I’ve made to certain things in Deadlands. I know I know.. People frown on that sometimes, but.. I don’t give a shit.

So here they are:

Changes made at game start

• Some of the powers that aren’t available to certain spell casters are now available
• Hucksters, Shamans, and Mad Scientists now have access to all powers of their rank. They cannot cast spells outside of their rank. This change still gives Blessed and Voodoo an edge. Hucksters, Shamans, and Mad Scientists are still limited to their power points and must take Edges to buff those up.
• A new form of Steam driven technology has recently been invented by two scientists. Dr. William Montgomery (London, Great Britain) and Dr. Teddy Grekel (New York City, NY). Dr. Montgomery traveled to America after he read a paper on Dr. Grekel’s theories on a cleaner source of steam energy and not relying on Ghost Rock. Both feel that Ghost Rock cannot be a natural element and argue against mans growing dependency on it. The two have managed to create a cleaner source of steam energy powered by coal, coke, oil, and water- that burns better and cleaner than Ghost Rock. They have also managed to invent steam powered rail car and dirigibles, although there are only 3 trains, and 10 dirigibles (although more of each are in production). They both occupy a laboratory in NYC.
o Why hasn’t the world gotten behind this new source of energy? The rail wars and barons and other areas have too much invested in Ghost Rock and going Westward to back out now. Also this new form of steam energy takes longer to get to the critical point to power the vehicles and it is more expensive. (In game mechanics a power (Mad Science that costs one power point would cost 3 using new steam power). Recently the world received a shock as Dr. William Montgomery went missing, apparently kidnapped from his home.

Powers by casting type- added from original list

Blessed- Blast, Bolt, Burst, Fear (Blessed- non-Voodoo)- Only works on evil/outsider targets. Shows them what awaits them for their evil ways. Gambler, Hunch, Invisibility, Obscure, Telekinesis, Teleport, Vision Quest (commune with chosen God).
Huckster- Zombie.
Mad Scientist- Hunch, Shape Change.
Martial Artist- Barrier, Invisibility.
Shaman- Barrier, Blast, Bolt, Burrow (redone-makes no sense that a natural caster doesn’t get the benefit of this), Burst, Gambler, Hunch, Inspiration, Invisibility, Light, Obscure, Stun, Telekinesis.


I added the clean Steam Punk because I didn’t want everything to be driven by Ghost Rock and I thought it would be fun to add another faucet to the Railwars. Being that it is a fledgling operation it could, due to actions by players or DM, go under, be taken over, thrive, become corrupt, etc. I think this is a fun idea and gives more options for the players.


As for the spells, my reasons were that some of them didn’t seem right to me not to be included to the class. Especially since in the normal SWEX every magical background could cast every spell. While I understand that in DL:R that isn’t the case, some of the decisions just didn’t make sense. Sooooo I changed it.

These changes allow the players to have a larger arsenal, and be more creative, and I’m all about that. We only get to game once to twice a month so I am all about just having as much fun as possible without overly limiting shit or complicating it.

Mad Scientist in Deadlands: Reloaded
Mad Scientist in Deadlands: Reloaded

So stay tuned for Part 2 on Monday where we delve into the session and the possible lessons learned.

Author: Mike Evans

I am the dude behind DIY RPG Productions. I have a fuck all punk rock attitude, love meeting new people, doing nature shit, and gaming (tabletop and console) and having a good time. I love craft beer (maybe too much), punk, grunge, and industrial music. I write books. Good for me.

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