Deadlands Toolkit

Weird West Tools for the Marshal and the Posse

🎲 Welcome to the Marshal's Office 🎲

This page gathers the tools that are specific to Deadlands: a deck for initiative and huckster hands, a Fear check roller, a hero tracker with Grit, name generators, and quick tables of Weird West strangeness. Think of it as a saddlebag of tricks for the table.

For everyday trait rolls, damage and the Wild Die, use the guide's main Dice Roller: Deadlands rolls dice exactly as the core rules do (TN 4, a raise for every 4 over, Aces, and the Wild Die), so there's no need for a second roller here. To keep a hero's fate chips, Grit and Harrowed notes on a full sheet you can save and print, use the Character Sheets.

🃏 Initiative and Huckster Cards

Draw from a 54-card deck (two Jokers) for initiative, or deal a five-card hand for a huckster's gamble with a manitou. The deck stays as it is between draws until you shuffle or reset it, just like the real thing.

In the current Savage Worlds edition, a huckster can gamble with a manitou for extra power by drawing a poker hand: the better the hand, the better the deal, and a bad deal can bring backlash. The exact number of cards, the payouts and the backlash triggers are in the setting book; this dealer deals the hand and names it so you don't have to squint at the cards.

Card results and poker hand names will appear here.

😱 Fear Check Roller

A Fear check is a Spirit roll against TN 4, usually with a penalty for how horrifying the sight is. Wild Cards roll a Wild Die alongside their Spirit die and keep the higher; both dice Ace. Add any bonuses the setting allows, such as Grit (see the setting book for how much it offsets).

Fear Check

Fear check results will appear here.

🛠️ Utility Tools

Quick Hero Tracker

Weird West Name Generator

Click a button to generate names for NPCs, towns, or characters!

📋 Quick References

Rolling in the Weird West

TN 4
Success: Deadlands uses the core Savage Worlds rules: a 4 or better succeeds, and every full 4 over the target is a raise. Difficulty comes from modifiers, not from a higher TN.
Rules
Where to look: trait rolls, Aces, the Wild Die, Bennies and modifiers are all in Core Rules, with a one-page summary in the Quick Reference.
Older
Earlier editions: Deadlands Classic used its own dice pools, a TN of 5 for a "Fair" task and coloured fate chips. If you're converting an old adventure, translate its difficulties into Savage Worlds modifiers rather than using its TNs.

Fear Levels

Places
Regional terror: In Deadlands, places carry a Fear Level, a measure of how frightened the locals are. The more terror a region soaks up, the more the land itself turns strange and hostile.
Heroes
Fighting back: When the posse defeats a source of fear and the story gets told, the Fear Level can drop. The setting book defines the scale and its game effects.

🎮 Session Management Tools

Quick inspiration for the Marshal: roll up some uncanny weather, a strange encounter, a mad science malfunction, a flavourful backlash effect or a fresh complication. These are story prompts, not rules results.

Session tools results will appear here. Use these to add spontaneous elements to your game!