The following is an attempt to come up with a means to convert characters generated in Brave New World over to the Deadlands system for a possible crossover, the exact rationale varying depending on the setting. Basically, there was a clearance sale, and I got my hands on a "Guide's Screen" and the so-called "Players' Guide" (which is hardly a "Players' Guide" and more a bit of source information and a narrative by Patriot, plus a few more Power Packages and Archetypes beyond those in the basic rulesbook), but I haven't yet picked up the rulesbook itself.
(I'm in the middle of running a Deadlands campaign, and the "Covenant" power package looked interesting as a possible substitute for the "Blessed". The Blessed are interesting, but their healing ability is heavily handicapped. If you're trying to save some guy's arm that has been half blown off, and you don't pass your Faith roll (and I'm not talking a Botch here), you end up taking the same damage to your guts. He was going to lose his limb ... but now you are going to die for your well-meaning-but-ill-fated attempt at saving his arm! What a bum deal.)
Some of these steps are different, based on whether you just want to port over some existing BNW characters into the Deadlands setting, or whether you're using BNW's character generation rules expressly to create characters for a Deadlands campaign. In the latter case, some different expenditures may be required for certain Quirks for the sake of play balance. If the Guide/Marshal isn't terribly concerned about play balance, however, (for instance, all the PCs in the group are superheroes) then the former case can be assumed.
Brave New World blends several Traits used in Deadlands into a smaller number of more-encompassing Traits. Converting a BNW character to Deadlands means putting the Aptitudes under those Traits in their proper places as they would work under Deadlands, and determining values for Deadlands Traits based on the comparable ones in BNW. BNW only uses six-sided dice, so all die types will be d6.
Sample Skill / Aptitude Equivalents:
Some of the skills in BNW don't have exact Deadlands equivalents, largely thanks to Deadlands' "colorful" naming scheme. Aside from the largely cosmetic difference between "Fighting" and "fightin'", here are some other translations:
Concentrations in a given skill should be transported over at the same level, even if the Concentrations only have level 1 or level 2 in them. Deadlands may not support Concentrations of different levels, but it's not really all that difficult to handle. (It's just a bit tough to explain in print.)
The trick is, if the PC wants to later improve an Aptitude with divided Concentrations like this, he will first have to spend the difference for each Concentration to bring it up to the 3 points required for each Concentration in Deadlands. In other words, if he has academia: occult at 2 points, and academia: history at 2 points as well, and we assume that academia: occult is the primarily Concentration, he'll need to spend another point on academia: history to meet the cost of 3 points for a Concentration ... and then he can spend another 3 points to raise academia in all Concentrations up to level 3.
Please note that in Brave New World, individual skills aren't treated quite the same way as Aptitudes in Deadlands. In BNW, you roll the dice for your Trait, then add the level of the individual skill to that total as a bonus. In Deadlands, you roll a number of dice equal to your skill level. However, despite the different import of the numbers, the end result is close enough that we can pretend that it's a direct translation, for the sake of simplicity.
BNW Archetypes as Arcane Backgrounds:
If the intention here is to generate a new type of player character with super powers, but geared for the Deadlands setting, it might be best to generate the character under the Deadlands rules, but giving access to the power packages of BNW, with some minor translation required.
For instance, damage in BNW is rolled in the same way Traits and Aptitudes are in Deadlands -- the dice are not totaled together, but rather the highest value is taken. For consistency's sake, damage caused by super powers from one of the "power packages" of BNW should be rolled in this way.
Any required Quirks for the power package should be paid for, plus the "Arcane Background" Edge should be purchased, based on the power package. (e.g., "Arcane Background: Covenant", "Arcane Background: Shrinker")
Game Setting Justification:
One thing to be considered is just why Brave New World characters would be popping up in a Deadlands campaign. Here are a few ideas:
Dead Lands, Dead Lands: Hell on Earth and Dead Lands: The Weird West, Brave New World and characters and features thereof are trademarks of Pinnacle Games, and their use here does not constitute a challenge of trademark status. This site is by no means official, and should not be considered representative of the quality of the products of Pinnacle Games. With the exception of the "Dead Lands" logo, and except where otherwise noted, all artwork and all articles on this page are (c) by T. Jordan "Greywolf" Peacock, and may not be reproduced without permission.