forked from public/swade-fr-content
230 lines
11 KiB
JSON
230 lines
11 KiB
JSON
{
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"label": "Tables",
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"entries": {
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"Backfire Table": {
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"name": "Backfire Table",
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"description": "<div class=\"deadlands-core\">When a huckster Deals with the Devil and rolls a Critical Failure (see page 66), roll on the Backfire Table to see what the manitou does to the unfortunate gambler.</div>",
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"results": {
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"1-1": "<div class=\"deadlands-core\"><strong>Mindwipe</strong>: The manitou fries the huckster’s mind with energy channeled from the darkest parts of the Hunting Grounds. Her Spellcasting die permanently drops one type.</div>",
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"2-3": "<div class=\"deadlands-core\"><p><strong>Brain Drain</strong>: As Mindwipe, but the effect lasts only until the end of the encounter.</p><p><strong>Mindwipe</strong> (for reference only): The manitou fries the huckster’s mind with energy channeled from the darkest parts of the Hunting Grounds. Her Spellcasting die permanently drops one type.</p></div>",
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"4-8": "<div class=\"deadlands-core\"><strong>Corruption</strong>: The spell is twisted to have the worst possible result for the huckster. Damage-causing spells affect her or her allies, protection aids her foes, information-gathering incantations lie, and so on.</div>",
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"9-12": "<div class=\"deadlands-core\"><strong>Overload</strong>: Supernatural energy overwhelms the huckster. She’s Distracted, Stunned, and Vulnerable!</div>",
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"13-16": "<div class=\"deadlands-core\"><strong>Backlash</strong>: The manitou overloads the huckster’s nervous system with eldritch energy. She suffers 2d6 damage plus the number of Power Points she needed to successfully activate the power.</div>",
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"17-19": "<div class=\"deadlands-core\"><strong>Madness</strong>: The manitou drives the huckster insane. Roll on the mad scientist’s Madness Table (page 89). The condition lasts one week.</div>",
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"20-20": "<div class=\"deadlands-core\"><strong>Dirty Dealer</strong>: The huckster catches the manitou cheating. Immediately after the hand is resolved, she’s Shaken.</div>"
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}
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},
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"Bleeding Kansas Encounters - Clubs|Obstacle": {
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"name": "Bleeding Kansas Encounters - Clubs|Obstacle",
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"description": ""
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},
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"Bleeding Kansas Encounters - Diamonds|Treasure": {
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"name": "Bleeding Kansas Encounters - Diamonds|Treasure",
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"description": ""
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},
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"Bleeding Kansas Encounters - Hearts|Strangers": {
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"name": "Bleeding Kansas Encounters - Hearts|Strangers",
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"description": ""
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},
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"Bleeding Kansas Encounters - Spades|Enemies": {
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"name": "Bleeding Kansas Encounters - Spades|Enemies",
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"description": ""
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},
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"Complication": {
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"name": "Complication",
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"description": "<div class=\"deadlands-core\">The final card represents any additional hurdle the posse has to overcome to complete their mission. The card’s suit determines the general nature or origin of the trouble, and the value identifies the specific problem.</div>"
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},
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"Coyote Confederation Encounters - Clubs|Obstacle": {
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"name": "Coyote Confederation Encounters - Clubs|Obstacle",
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"description": ""
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},
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"Coyote Confederation Encounters - Diamonds|Treasure": {
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"name": "Coyote Confederation Encounters - Diamonds|Treasure",
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"description": ""
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},
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"Coyote Confederation Encounters - Hearts|Strangers": {
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"name": "Coyote Confederation Encounters - Hearts|Strangers",
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"description": ""
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},
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"Coyote Confederation Encounters - Spades|Enemies": {
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"name": "Coyote Confederation Encounters - Spades|Enemies",
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"description": ""
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},
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"Deadlands Action Deck": {
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"name": "Deadlands Action Deck",
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"description": ""
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},
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"Deseret Encounters - Clubs|Obstacle": {
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"name": "Deseret Encounters - Clubs|Obstacle",
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"description": ""
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},
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"Deseret Encounters - Diamonds|Treasure": {
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"name": "Deseret Encounters - Diamonds|Treasure",
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"description": ""
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},
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"Deseret Encounters - Hearts|Strangers": {
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"name": "Deseret Encounters - Hearts|Strangers",
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"description": ""
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},
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"Deseret Encounters - Spades|Enemies": {
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"name": "Deseret Encounters - Spades|Enemies",
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"description": ""
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},
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"Dominion Table": {
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"name": "Dominion Table",
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"description": "<div class=\"deadlands-core\">Roll on this table whenever a Harrowed lets the devil out (or draw a Dominion Card if you have them).</div>"
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},
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"Encounter Location": {
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"name": "Encounter Location",
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"description": "<div class=\"deadlands-core\">Use the Encounter Location Table below to nail down where and when the event takes place. Then take a short break for snacks and conversation while you plan things out. A little planning is essential before you hit the heroes with a terrible beast or outlaw gang. It can help transform a run-of-the-mill “random encounter” into something far more exciting and memorable.</div>"
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},
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"Great Basin Encounters - Clubs|Obstacle": {
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"name": "Great Basin Encounters - Clubs|Obstacle",
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"description": ""
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},
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"Great Basin Encounters - Diamonds|Treasure": {
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"name": "Great Basin Encounters - Diamonds|Treasure",
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"description": ""
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},
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"Great Basin Encounters - Hearts|Strangers": {
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"name": "Great Basin Encounters - Hearts|Strangers",
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"description": ""
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},
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"Great Basin Encounters - Spades|Enemies": {
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"name": "Great Basin Encounters - Spades|Enemies",
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"description": ""
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},
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"Great Maze—Land Encounters - Clubs|Obstacle": {
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"name": "Great Maze—Land Encounters - Clubs|Obstacle",
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"description": ""
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},
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"Great Maze—Land Encounters - Diamonds|Treasure": {
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"name": "Great Maze—Land Encounters - Diamonds|Treasure",
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"description": ""
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},
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"Great Maze—Land Encounters - Hearts|Strangers": {
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"name": "Great Maze—Land Encounters - Hearts|Strangers",
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"description": ""
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},
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"Great Maze—Land Encounters - Spades|Enemies": {
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"name": "Great Maze—Land Encounters - Spades|Enemies",
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"description": ""
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},
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"Great Maze—Sea Encounters - Clubs|Obstacle": {
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"name": "Great Maze—Sea Encounters - Clubs|Obstacle",
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"description": ""
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},
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"Great Maze—Sea Encounters - Diamonds|Treasure": {
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"name": "Great Maze—Sea Encounters - Diamonds|Treasure",
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"description": ""
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},
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"Great Maze—Sea Encounters - Hearts|Strangers": {
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"name": "Great Maze—Sea Encounters - Hearts|Strangers",
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"description": ""
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},
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"Great Maze—Sea Encounters - Spades|Enemies": {
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"name": "Great Maze—Sea Encounters - Spades|Enemies",
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"description": ""
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},
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"Great Northwest Encounters - Clubs|Obstacle": {
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"name": "Great Northwest Encounters - Clubs|Obstacle",
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"description": ""
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},
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"Great Northwest Encounters - Diamonds|Treasure": {
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"name": "Great Northwest Encounters - Diamonds|Treasure",
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"description": ""
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},
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"Great Northwest Encounters - Hearts|Strangers": {
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"name": "Great Northwest Encounters - Hearts|Strangers",
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"description": ""
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},
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"Great Northwest Encounters - Spades|Enemies": {
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"name": "Great Northwest Encounters - Spades|Enemies",
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"description": ""
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},
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"Great Plains Encounters - Clubs|Obstacle": {
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"name": "Great Plains Encounters - Clubs|Obstacle",
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"description": ""
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},
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"Great Plains Encounters - Diamonds|Treasure": {
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"name": "Great Plains Encounters - Diamonds|Treasure",
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"description": ""
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},
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"Great Plains Encounters - Hearts|Strangers": {
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"name": "Great Plains Encounters - Hearts|Strangers",
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"description": ""
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},
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"Great Plains Encounters - Spades|Enemies": {
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"name": "Great Plains Encounters - Spades|Enemies",
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"description": ""
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},
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"Infernal Devices Malfunction Table": {
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"name": "Infernal Devices Malfunction Table",
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"description": "<div class=\"deadlands-core\">When rolling a Trait to use an infernal device, a Critical Failure indicates a Malfunction. Roll on the table below to determine just how bad things are about to get. For armor, Malfunctions occur when a Critical Failure is made on a Soak roll, which is really the worst possible time for things to go south, isn’t it? Use the table below as a guide unless the item has a specific Malfunction listed in its description.</div>"
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},
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"Madness Table": {
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"name": "Madness Table",
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"description": "<div class=\"deadlands-core\">If a result gives the scientist a Hindrance he already has, increase a Minor version to the Major version. If he already has the Major version, roll again.</div>"
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},
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"Malfunction Table": {
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"name": "Malfunction Table",
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"description": "<div class=\"deadlands-core\">Roll on the Malfunction Table when a mad scientist gets a Critical Failure on a Weird Science roll.</div>"
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},
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"Objective": {
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"name": "Objective",
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"description": "<div class=\"deadlands-core\">The card’s suit determines how the heroes get drawn into the adventure, and the card’s value decides what the objective of the adventure is.</div>"
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},
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"Obstacle": {
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"name": "Obstacle",
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"description": "<div class=\"deadlands-core\"><p>The second card determines who or what opposes the heroes. If adversaries or other hazards are called for, refer to the relevant region’s Encounter Table (page 99).</p><p>The suit also dictates which Reckoner’s influence casts a subtle pall over events. How—and even if—this manifests is up to you, Marshal.</p></div>"
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},
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"Rail Warriors": {
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"name": "Rail Warriors",
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"description": "<div class=\"deadlands-core\"><strong>Rail Warriors</strong>: Choose a rail company appropriate to the area, or roll d10</div>"
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},
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"Ship Type": {
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"name": "Ship Type",
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"description": "<div class=\"deadlands-core\">Ship: Roll on the table below to determine a ship’s origin. On a Rail Baron result, roll on the Rail Warriors Table above to determine which railroad company it serves.</div>"
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},
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"Sioux Nations Encounters - Clubs|Obstacle": {
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"name": "Sioux Nations Encounters - Clubs|Obstacle",
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"description": ""
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},
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"Sioux Nations Encounters - Diamonds|Treasure": {
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"name": "Sioux Nations Encounters - Diamonds|Treasure",
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"description": ""
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},
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"Sioux Nations Encounters - Hearts|Strangers": {
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"name": "Sioux Nations Encounters - Hearts|Strangers",
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"description": ""
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},
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"Sioux Nations Encounters - Spades|Enemies": {
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"name": "Sioux Nations Encounters - Spades|Enemies",
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"description": ""
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},
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"Telegraph Results": {
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"name": "Telegraph Results",
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"description": "<div class=\"deadlands-core\">Whenever your posse sends or receives a telegraph and you want to mess with them, roll a d20 on the table below and see what happens. </div>"
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},
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"Veteran o' the Weird West": {
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"name": "Veteran o' the Weird West",
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"description": "<div class=\"deadlands-core\"><p>This is the table for those power-hungry dudes who bit off more than they can chew. Don’t forget to cackle with glee when you read the result, Marshal. In some cases, you may want to keep it a secret until the time is right to reveal it to the player.</p><p>If a result gives the buckaroo a Hindrance he already has, increase a Minor version to the Major version. If he already has the Major version, draw again.</p></div>"
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},
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"Wild Southwest Encounters - Clubs|Obstacle": {
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"name": "Wild Southwest Encounters - Clubs|Obstacle",
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"description": ""
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},
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"Wild Southwest Encounters - Diamonds|Treasure": {
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"name": "Wild Southwest Encounters - Diamonds|Treasure",
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"description": ""
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},
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"Wild Southwest Encounters - Hearts|Strangers": {
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"name": "Wild Southwest Encounters - Hearts|Strangers",
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"description": ""
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},
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"Wild Southwest Encounters - Spades|Enemies": {
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"name": "Wild Southwest Encounters - Spades|Enemies",
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"description": ""
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}
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}
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} |