[DLR] The Devil's Six Gun Stats

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Thunderforge
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[DLR] The Devil's Six Gun Stats

#1 Postby Thunderforge » Sun Jun 19, 2011 6:26 pm

This past weekend, I purchased the newly released Deadlands One-shot comic from my local comic shop. I really liked it and especially thought it was cool that they had the stats for the Devil's Six Gun for DLR at the end of the comic.

However, I was a little confused about the stats and figured that some of them were probably up to interpretation. First, it says that it can only fire bullets made of ghost rock, which requires a Weird Science check to make. How do you think this should work? A success makes a round of bullets with a raise making two? I assume the Marshal would make this process take up several hours to discourage characters from hunkering down and pumping out lots and lots of bullets.

Also, it says that the owner of the pistol is subject to the effects of "ghost rock fever" once the gun has been fired. What the heck is that? I can't find a reference to it in either the Player's Guide or the Marshal's Guide. The Marshal's Guide talks about the true nature of ghost rock and its effects on pages 17-19 but doesn't mention anything about "ghost rock fever." Can somebody explain that for me?
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#2 Postby ValhallaGH » Sun Jun 19, 2011 7:43 pm

That is an odd oversight. It was quite explicit in the Classic Marshal's Handbook (see Rock Fever, page 157, if you have that book).
Basically, it's a "disease" that is contracted from prolonged exposure to ghost rock dust (at least 4 hours a day for a week). Characters suffer headaches, madness, and may spontaneously combust in extreme cases.

AH HA! I found it.
The Flood, page 36 (Setting Rules), under Rock Fever. Looks like it's about the same as the Classic version, too.
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#3 Postby Thunderforge » Mon Jun 20, 2011 10:34 pm

Spontaneously combusting because you're around Ghost Rock too much? Dang!

No wonder I couldn't find it, I don't have that book. So since it's in The Flood rather than the general Marshal's Handbook, is it only something that happens when you're in the California/Great Maze area?
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#4 Postby Dezedor » Tue Jun 21, 2011 2:18 am

No, it can happen everywhere. It's just that there's a lot of ghost rock in the maze, and the Flood was already listing some dieseases. I seem to remember, the fever was also mentioned in the new Smith&Robards Catalogue, to I might be wrong.

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#5 Postby ValhallaGH » Tue Jun 21, 2011 7:12 am

Dezedor wrote:No, it can happen everywhere. It's just that there's a lot of ghost rock in the maze, and the Flood was already listing some dieseases. I seem to remember, the fever was also mentioned in the new Smith&Robards Catalogue, to I might be wrong.

Could be, I don't have that one.
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#6 Postby ValhallaGH » Tue Jun 21, 2011 7:17 am

Thunderforge wrote:No wonder I couldn't find it, I don't have that book.

... Well, you should get it. ;) There is a lot of great content: adventures, NPCs, ideas, meta-plot developments, and a few setting rules that appear to have been overlooked in the main books.
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#7 Postby JackMann » Tue Jun 21, 2011 7:31 am

It even has a brief mention in Hellstromme's entry in the Marshal's Handbook.

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#8 Postby Cutter XXIII » Sat Jun 25, 2011 7:15 am

For manufacturing the bullets, you can use the Tinkering rules in the Deadlands Player's Guide.
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#9 Postby Thunderforge » Sun Jun 26, 2011 8:08 pm

Cutter XXIII wrote:For manufacturing the bullets, you can use the Tinkering rules in the Deadlands Player's Guide.

Just searched for "tinkering" in my copy of the Deadlands Player's Guide and I'm scratching my head again. The only instance of the word "tinkering" is on the Eureka! edge on page 90, and all it's doing is mentioning it as something a Mad Scientist generally does.

Are there other tinkering rules I'm missing in the Player's Guide?
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#10 Postby JackMann » Sun Jun 26, 2011 9:51 pm

It's on page 49, Tinkerin' and Manufacturin'.

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#11 Postby Cutter XXIII » Mon Jun 27, 2011 7:23 am

JackMann wrote:It's on page 49, Tinkerin' and Manufacturin'.

That's the one.

Sometimes it's better to read than to search. :wink:
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#12 Postby ValhallaGH » Mon Jun 27, 2011 7:58 am

Thunderforge wrote:Are there other tinkering rules I'm missing in the Player's Guide?

Replace that ending G with an ' and see how many new hits you get. ;) This is the Weird West, nothin' ends with a G.
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#13 Postby JackMann » Mon Jun 27, 2011 2:11 pm

Cutter XXIII wrote:
JackMann wrote:It's on page 49, Tinkerin' and Manufacturin'.

That's the one.

Sometimes it's better to read than to search. :wink:


Oh, I searched too. I just searched for "tinker" rather than "tinkering."

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#14 Postby Thunderforge » Mon Jun 27, 2011 3:51 pm

JackMann wrote:It's on page 49, Tinkerin' and Manufacturin'.

Found it now! Stupid apostrophe at the end :)
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#15 Postby jpk » Mon Jun 27, 2011 3:56 pm

Whole-word searching is an invitation to heartache and despair. Partial-word searching is an invitation to overload and frustration.

And, yes, I've been told I have something of a negative outlook. Why do you ask?

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#16 Postby JackMann » Mon Jun 27, 2011 4:53 pm

Your Search-fu is weak! My technique is superior!

*Adopts lemur stance*

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#17 Postby Cutter XXIII » Mon Jun 27, 2011 6:11 pm

JackMann wrote:Your Search-fu is weak! My technique is superior!

*Adopts lemur stance*

Watch out for his Post-Fu.
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#18 Postby Union1878 » Sun Jul 17, 2011 7:42 pm

I didnt even know they had a deadlands one shot comic. Might have to look into this.

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#19 Postby VonDan » Sun Jul 17, 2011 8:07 pm

I've look all over for pictures and I think this is it


the devils six gun


http://www.youtube.com/watch?v=jts0xxg7P8I

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#20 Postby Willis » Tue Aug 07, 2012 8:28 am

I have the collector's edition of the book and the original pdf. I can't find any mention of tinkerin' no matter how I spell it. Are you guys referring to a newer pdf that I don't have or something? I know the book comes in two parts now, but I was hoping things in it hadn't changed THAT much.


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