OSSR: Deadlands Good Intentions
Posted: Sun Oct 20, 2019 6:00 am

Introduction “Love me some magical steampunk cowboys.”
This was a popular copypasta on Amazon reviews for various Deadlands Reloaded books. I could not tell if the person was trolling, for although anonymous he was a Verified Purchaser for many of said books. But strangest of all was the fact that said copypasta was not on Good Intentions, the very sourcebook which contains perhaps the highest amount of magical steampunk cowboys in all of the Deadlands material.
For those just tuning in, this is the fourth and final part of an epic adventure quadrilogy known as the Reckoner Series, dedicated to the downfall and/or deaths of the setting’s greatest villains. After the finishing of the Last Sons back in 2012 Pinnacle Entertainment’s resources were running thin among various projects. To do the second half of the series justice they pulled out individual KickStarter projects for Stone and a Hard Place and Good Intentions. Both funded leaps and bounds beyond their minimum goals, and earned a host of tie-in support material and adventures.
The theme of Good Intentions is Pestilence, representing the smog-choked steampunk environs of the Mormon nation of Deseret. The corporate businessman/mad scientist Dr. Darius Hellstromme works on a secretive project measuring the ambient Fear Levels in the region, all leading up to a grand conspiracy which will shake the fledgling nation’s foundations to its knees. Foreign US agents and the Mormon Church’s secret police all have their own bones to pick with the good doctor. But said factions’ end goals are not necessarily mutual, thus making for a tangled web of spy vs spy.*
*Or like the Last Sons, that’s the intent.
In terms of structure the adventure is known as a Plot Point Campaign, the Savage Worlds system’s equivalent to a Dungeons & Dragons or Pathfinder adventure path. But in addition to a series of main quests known as Plot Points there are optional events, missions, and locations known as Savage Tales. Where it differs from its predecessors is that all of said content takes place within the borders of a single domain: Utah/Deseret. There’s not as much travel between far-flung locations, and in fact expects the PCs to have a “home base” in Salt Lake City. Like its predecessors it has a free PDF showcasing the “player friendly” section of the book, which we’ll be covering for our first post.
The Tombstone Epitaph The Tombstone Epitaph is the primary in-game newspaper of the Deadlands setting, whose outlandish “believe it or not” tales of supernatural events and conspiracies cause many to dismiss it as yellow journalism. But those in the know regard it as a mostly-accurate resource for the dark secrets of the Weird West.
To surmise, it is October 1882 and as of last year the Union and Confederacy settled into a peace treaty with the formal recognition of the latter’s borders. Last week both nations would extend the same gesture to the Mormon state of Deseret. Immigrant laborers from both countries, and Hellstromme Industries’ contracts with said countries to make use of its transcontinental railroad, point to an uncertain yet promising future for the Latter-Day Saints.
Dr. Darius Hellstromme is the most famous denizen of the country, and whose innumerable inventions brought myriad wonders to the populace but at the expense of safe conditions for workers and widespread pollution. Workers’ strikes are put down violently by masked thugs, and there’s little the LDS Church can do on account that Hellstromme Industries employs a huge portion of their nation’s citizenry. The section is peppered with other human interest stories and rumors, from the near-completion of the massive Mormon Temple, excitement for a brutal sport known as Skullchucker, and a professional group of people who hunt giant subterranean burrowing worms known as Rattlers.
The final page of the Epitaph is a cool section of in-game advertisements done in the style of late-nineteenth century periodicals. I really like this touch: the previous Reckoner Series’ Tombstone Epitaph issues had these as well, but only in the form of “Help Wanted” adventure hooks for Savage Tales. I kind of miss those, but with how few Savage Tales there are in this Plot Point Campaign that makes sense in context.
Makin’ Heroes This details all the new player-friendly material which is not equipment for Good Intentions. It is quite heavy on the magic, especially a reworking of the Blessed arcane background. Some of the new edges include Scrapper where you start play for free with a limited number of steampunk pseudo-cybernetic augmentations; being multilingual via the Gift of Gab; having an ironclad Secret Identity; and Master Crafter, where you can hastily build Infernal Devices at a portion of the cost provided you have a working blueprint.
METAPLOT ALERT The writers at Pinnacle Entertainment are playing up a new major bad guy in the setting to take the role of the Reckoners’ 4 main servants. Known as the Cackler, the stuff he does in a tie-in comic changes how certain kinds of magic work in the setting circa Stone and a Hard Place. Long story short, practitioners of EVIIIIL MAGIC find it easier to cast spells with fewer Power Points, but Blessed are no longer the most OP Arcane Background in Deadlands on account of the Almighty’s forces being forced to retreat somewhat.
Our two new Arcane Backgrounds include the post-Cackler Blessed and the Metal Mage. The former are non-denominational holy men and women who can call down miracles, while the latter are hucksters and mad scientists who discovered that evil spirits known as manitou provide both of their traditions’ powers and thus learn to blend the two styles together. Metal mages are extremely rare, and only a dozen exist within Deseret as the apprentices of the huckster-scientist R. Percy Sitgreaves.
Before the events of the Cackler the Blessed had virtual access to every power on their list and did not have to pay Power Points to fuel their spells, albeit they suffered a penalty on their spellcasting skill based on the spell’s rank. The reworked Blessed works much like its original version, save that they use Power Points like everyone else and are limited in how many spells they can learn. In exchange they have a unique ability known as Divine Intervention where they can call down amazing abilities with the spending of a Legend Fate Chip.*
*A Fate Chip is Deadlands’ metagame currencies and comes in four varieties of increasing power: white, red, blue, and legend.
Metal Mages are an Arcane Background of their own rather than being two combined together, and are kind of overpowered. They have access to most powers on the mad scientist and huckster spell list, including some otherwise exclusive spells such as Hunch and Trinkets. Their Backlash manifests as a mythic beast or totem animal known as a daemon, which can only be triggered on a result of snake eyes on the spellcasting skill die, cannot be averted with fate chips, and takes the form of a Huckster’s Backfire. Their other two unique features include the ability to supernaturally manifest a mad science device with its own Power Point supply akin to the Gadgeteer edge a limited number of times per gaming session, and the ability to convert unrefined ghost rock into more efficient fuel cores.
To elaborate, a Backlash is the negative effect which occurs when you roll a 1 on the spellcasting skill die of your relevant Arcane Background. Blessed suffer a Crisis of Faith and temporarily lose access to miracles, mad science gadgets blow up in a damaging radius, etc. A roll of snake eyes indicates a natural one on both said skill and the d6 Wild Die. As the Wild Die is rolled in conjunction with most PC actions, this exponentially decreases the probability of a Metal Mage’s Backlash in comparison to other Arcane Backgrounds.
Divine Intervention is a new “last resort” power the forces of good bestowed on the Blessed to make up for their overall lessened presence post-1881. A Blessed’s player who has a Legend Chip can spend that Fate Chip and roll a Faith skill check with a penalty specific to the form of Intervention. Failure causes varying levels of personal consequences (Crisis of Faith, lose all Power Points, lose the former and the Fate Chip, etc) but on a success the heavens themselves shake!The 11 Divine Interventions are akin to mega-spells in their power and scope. Some have durations lasting in days, some have range and area of effect which can span regions, and some can even impose permanent debilitations on a target. Some of the Interventions include various forms of Divine Wrath which can dim the sun or rapidly destroy a town/region’s food supply over the course of days; the ability to Deny the use of a single skill which is treated as untrained when used by the target; become a Peacemaker where you grant +5 Armor to those in a wide radius and force an opposed Spirit roll for anyone to take any hostile action; or summon the trumpeting Walls o’ Jericho which can wrack the foundations of buildings and other large objects with Armor-ignoring massive damage.

Gear It wouldn’t be a real steampunk adventure without a healthy heaping of new equipment violating the laws of God and Man, and this section delivers in spades! All of the below gear already exists in the 1880 Smith & Robards Catalog product, but a choice selection of ones in line with Good Intentions’ “steampunk and spy games” feel are included.
Augmentations are Deadlands’ version of cybernetic implants. Far from prosthetic limbs, they include various sorts of body modifications, and those who install such gear are known as scrappers. But the “cybernetics eat your soul” trope is limited to a one die decrease in Spirit, with the primary strain and maladies of a more physical nature in the form of Drain. Basically a character’s maximum Drain is equal to their innate Toughness, and when said Toughness drops below that value the scrapper suffers Fatigue whose magnitude is based on the difference.
There’s no mention either here or in the 1880 Catalog of what happens if someone installs augmentations with a greater total Drain than their body can support, but I presume it has the same effects.
Augmentations are grouped based on the affected/replacement body parts. Arms include Mechanical Arms, Metal Forearms, and Piston Arms which can increase your Strength die type for actions related to said limb, and in the piston’s case grant you a powerful unarmed strike. Arm Attachments & Enhancements include the implanting of Firearms and Infernal Devices into the limb, Clockwork Hands and Finger Tools to aid with coordination of delicate tasks, Grapnel Launchers and Reeling Devices for vertical movement and dragging, and so forth. Ear replacements come in the form of either Echo-Locators for reduction of dim lighting penalties or Sound Enhancers to grant bonuses on auditory Notice rolls. Eye replacements do similar things for visual senses such as Microscopic or Telescopic Lenses.
Head augmentations are the most invasive and have high Drain, but can install Piston Jaws and Venomous Fangs, an armored Skull Plate to guard against headshots, or even a Cranial Gyroscope which grants a permanent +1 to Agility, Fighting, Riding, and Throwing rolls but can impose reduction of mental faculties. Legs and Leg Attachments grant Strength and Pace bonuses for the base augmentation, but can be outfitted with Spring Heels or Double Motivators to increase mobility further. Finally, Torso augmentations are purely defensive in nature: they range from Abdominal Armor which grants a nice +2/+4 Toughness based on whether it’s light or heavy, and Bellows Springs and Snorkels to assist in respiration in hostile environments.
Infernal Devices are basically gadgets and powers of a mad scientist whose manitou-ridden dreams have coalesced into something which can make actual sense for the general public. Instead of Power Points their fuel source is usually ghost rock and they can be used by virtually anyone. The list of said equipment is a short two pages in comparison to the Augmentations, but include some useful gadgets such as armored hats, dusters, and vests; an underwater diving suit; noiseless shoes, owl-eye goggles, and tethered satellites for reconnaissance work. There’s a section of Elixirs and Tonics which can boost the imbiber’s physical capabilities, provide minutes’ worth of clean air via hydrated air tablets, and healing unguents and liquid courage to ease the pain of physical and psychological wounds.
Shootin’ Irons, Melee Weapons, & Vehicles are limited to a pair of two full-page tables. The weapons include reprints of Chinese martial arts weapons from the Flood, nifty novelty weapons such as acid guns, smoke pellets, net-launching guns to restrain targets, infinite-shot lightning guns with a long charging time and “grounding” stakes to limit movement, and normal firearms disguised in mundane wear such as hats, canes, and parasols. The vehicles include material from the Deadlands Player’s Guide such as autogyros and steam wagons, but also new vehicles such as motorcycle velocipedes, steam carriages and mining carts, multi-person air carriages, and one-person whirligigs.
Thoughts So Far: The new rules really do a great job of reinforcing the feel of “magical steampunk cowboys.” Many gamers agreed that the original Blessed was overpowered even in Reloaded, and I like the new version and its Divine Interventions. It came at the expense of the introduction of a replacement OP caster, although dialing down the Metal Mage’s summonable gadgets and perhaps replacing its snake eyes backlash with something more reasonable should put it in line with the other spellcasters.
The new gadgets are fun, and I really like the Scrapper edge and augmentations. The archetype kind of gears towards a combat bruiser with options such as Venomous Fangs, but I can definitely see a “steampunk cyborg spy” archetype with limbs containing hidden compartments and telescopic eyes.
Join us next time as we delve into the Marshal’s Territory of Deseret, exploring strange locales and the maladies of Pestilence’s Realm!
PS I know that in finishing up the Last Sons I said that I’d do Stone and a Hard Place next, but the honest to God truth is that said adventure is the lowest-rated of the Reckoner Series IMO. For that reason I’m saving it for last.

























