Alliance Deadlands Plot Effects

This is where one can find the Deadlands LCO plot effects. If you have a question about any of the effects listed here please email deadlandsrules@gmail.com , or as an alternative, alliancedeadlandsnh@gmail.com. This page will be continually updated.

Body carrier- Unless it specifically says immune to the carrier "Body" on a character card, this carrier affects everything in this Chapter

Do not be surprised to see alchemical elixirs and gas globes that are not found on the standard alchemy list in the rule book. The Deadlands chapter has put out "Purify Gas Poison", for example. If you have any doubts as to the legitimacy of an effect, or if you have any problems with a particular alchemcial effect please speak with a marshal ASAP.


Love policy- After first being removed due to customer service issues we are reintroducing the Love effect into the game. As a caveat to this ruling we wish to say in no uncertain terms that if this effect is abused or exploited to the detriment of another player you will be banned from this chapter. This is a Love effect, not a Lust effect. It can be expressed in purely platonic forms. If you feel threatened, nervous, or in anyway uncomfortable about role playing this effect, or how someone is role playing this effect toward you, all you need to do is contact any staff member or a marshal and we will deal with the situation as necessary.

Amnesia- Amnesia will now be creatable by PC's with a special LCO catalyst. The details will be provided in game. Amnesia's from other chapters will still be inert in Deadlands.

Connecticut Plot Items- The Caldaria based Human Enhancement Potions and their effects will be allowed in the Deadlands chapter.

Siege Weapons- These are the rules for PC built siege weapons in the Deadlands chapter.

1) The physical rep for the weapon has to meet safety standards. Including being sturdy enough to survive use, minimizing pinch points, padding the throwing arm. All siege weapons are safety inspected on a case by case basis and every event. If at any point I deem them unsafe or unsuitable for use they will be pulled from the field. The rep must be at least 3ft by 3ft by 3ft and must actually be able to propel the boulder rep.

2) Base damage will be 4 Massive Mechanical, raised by 2 points for every rank of Craftsman Engineer held by the operator, up to a max of 80. Projectiles may be coated with vorpal coatings to increase damage but no other augmentations may be made. i.e. poisons, blade spells, auras etc. Damage will be taken by anyone the boulder touches until it comes to complete rest. No skills may be used via a siege weapon, ie slay, terminate, or eviscerate.

3) A PC made siege weapon will cost 20 gold to create, though the cost will be reduced by one gold for every rank of Craftsmen Engineer, with a minimum cost of 5 gold.

4) To operate the siege engine you must have at least one rank of Craftsmen Engineer, damage will be calculated by the rank of the current operator with the most ranks of Craftsman Engineer. Two people will be required to operate the siege weapon at any given time. To move the siege weapon, regardless of actual size of the rep, you need four people and may only move at walking speed. The weapon may only be fired every ten seconds regardless of the actual time it takes to load.

5) Ammunition will cost 5 Silver a piece and will be tagged and reusable. They will also be able to be the target of a shatter or destroy spell. Ammunition will need two people to lift, carry and load the weapon. The siege weapon itself will only be vulnerable to destroy spells and will count as strengthened for the purposes of being destroyed by magic. A siege weapon will not be able to be repaired, a new one must be bought at logistics if it is destroyed.

Insanity Effect- This effect mimics the mental ability Cause Insanity. If you are struck by this and it resolves, you will be given an Insanity to role play and a mental ability level that will apply to it for removal effects. Effect Group is Other, and any applicable delivery defenses will work. If the target possesses a high enough level of mental ability to cure the Insanity they are immune and should respond "no effect".

Explosive Carrier-This will work exactly as written in the ARB with the exception that there is no radial effect. If a weapon blow resolves and removes body points, then all in game items carried on you will be effected as if you were caught in an explosive trap.
 
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