Deadlands Conversion.pdf

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Deadlands: The Savage West
Conversion Guide for Deadlands ™ Classic to Savage Worlds
by Shane Lacy Hensley
Cover by Chris Appel
Interior Art by Ron Spencer and the Doomtown CCG Gang
Deadlands created by Shane Lacy Hensley
Deadlands, Weird West, Dime Novel, the
Great Rail Wars, Lost Colony, the Deadlands
logo, and the Pinnacle logo areTrademarks of
Pinnacle Entertainment Group, Inc. © 2003
Pinnacle Entertainment Group, Inc.
All Rights Reserved.
Savage Worlds, Smilin’ Jack, and the Savage
Worlds logo are Copyright 2003, Great White
Games, Inc.
Pinnacle Entertainment Group
PO Box 10908
Blacksburg, VA 24062-0908
This document may be distributed
freely with no alterations.
WWW.PEGINC.COM
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Player’s Guide
Howdy, partners! As you may know, you can
play Deadlands in three completely different
rules sets. There’s classic Deadlands, with all
the chips, cards, dice, and six-gun zaniness
you grew up on. There’s also that new-fangled
D20 version with classes, hit points, and
levels. Steve Jackson Games® even makes
GURPS® Deadlands, for perhaps the most
realistic version of the three!
But now Pinnacle has this new “Fast!
Furious! Fun!” set of rules called Savage
Worlds, and some of you have a hankerin’ to
try it out on the Weird West. It’s only natural
that you do, since Savage Worlds is based off
the Deadlands miniatures game, The Great
Rail Wars.
We’ve always been pretty proud of that
game—it’s won every major award out there
and still has a huge following despite our not
being able to support it the way we originally
set out to.
Now we’ve come full circle, and a lot of
folks want to play both Deadlands and The
Great Rail Wars with Savage Worlds, which has
some nifty new tweaks from the experience
of five years and thousands of players. In this
book you’ll find rules for playing the
Deadlands roleplaying game with Savage
Worlds. Look for The Great Rail Wars
conversion, as well as Hell on Earth and Lost
Colony as well!
What This Is & What It Ain’t
a complete conversion of every single
character, critter, spell, and device we’ve ever
created. That would fill more saddlebags than
even los diablos could carry.
Making Characters
Let’s start with this most important piece
of advice—don’t convert player characters! The
Savage Worlds system is very carefully
designed to make heroes of certain power
levels. Any conversion we do would upset this
balance. If you take a maxxed-out classic
Deadlands Harrowed gunslinger, for example,
he’d easily be Heroic or even Legendary in
Savage Worlds.
Instead, the Marshal of your new game
needs to tell everyone what rank he wants
them to be—whether Novice, Seasoned,
Veteran, Heroic, or Legendary. Start your
character from scratch and advance him
through the Savage Worlds experience system
as usual. Mimic your hero’s special abilities,
skills, Edges & Hindrances as much as
possible, but don’t look for a literal translation
of every single ability because there isn’t one.
It’s a little easier for GM’s to convert
characters because he doesn’t have to worry
about balance so much. Guidelines for that
are included on page 22.
Starting Funds
Characters in Deadlands start out with $250
and the clothes on their back. That’s no
different here. See the equipment and weapon
list in the Deadlands Player’s Guide (available
for FREE at RPGNOW.COM) to purchase your
gear. Add another $50 to your starting funds
for every levelling opportunity if you’re
making an experienced hero.
Inside this book you’ll find rules for
converting Deadlands characters into Savage
Worlds, as well as brand new Edges &
Hindrances, weapons, spell and gizmo
conversions, and more! What you won’t find is
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New Hindrances
Only Wild Cards have this Hindrance.
The good news is your hombre adds +1 to
every single damage roll he ever makes,
whether it’s from Fighting, Shooting,
Spellcasting, or even Throwing things at
people in a most inhospitable manner.
The downside is that your hero winds up in
the hoosegow or on the run a lot. But there’s
more than that, amigo. Any Shooting or
Throwing attack roll that comes up snake
eyes automatically hits the nearest friendly
character in sight. Player characters are
always first choice, but an allied NPC will do
in a pinch.
Even hand-to-hand attacks hit allies when
snake eyes come up. This may require a little
imagination, but either the weapon flies out
of the hero’s hand and strikes his friend, or
the hero must move adjacent to his ex-
comrade and “accidentally” whack him.
And yes, your bonus to damage counts
when hurting your amigos as well!
Heavy Sleeper (Minor)
A thunderstorm from Hell itself won’t wake
this Dozing Doolie.
Your hero subtracts 4 from Notice rolls
made to wake up, or Vigor rolls made to stay
awake when on guard duty.
Illiterate (Minor)
If you were truly illiterate, you wouldn’t be
reading this paragraph now, would you? But
since we’re talking about your character and
not you, you can read this—your hero can’t
read!
He can probably “make his mark” to sign
his name, but that’s about it. He doesn’t know
numbers either, so it’s always fun to cut him
out of his fair share of any loot his party
manages to come by.
Illiterates can’t read or write in any
language, by the way, no matter how many
they actually speak.
Lyin’Eyes (Minor)
The following Hindrances aren’t in Savage
Worlds, so here’s the rules for them in the
Savage West.
Ailin’ (Major)
Namby-pamby types have the Anemic
Hindrance. This one is reserved for those
ailment-ridden hombres with a cold grave in
their near-future.
Like Doc Holiday, your hero has a
reservation with the undertaker. It’s just not
been confirmed yet. The cause of his future
demise is something like consumption
(tuberculosis), diabetes, or cancer.
Your hombre always subtracts 2 from
Fatigue rolls made to resist physical exertion
(but not Agility rolls from things like bumps
and bruises).
At the beginning of every game session,
before chips are drawn, the lunger must make
a Vigor roll. If failed, he moves into the final
stages of his disease and subtracts 4 from
Fatigue rolls. The next time he fails this roll,
he perishes by the end of the session, but
only after the climax of that night’s adventure.
Big Mouth (Minor)
Loose lips sink ships, the saying goes. Yours
could dunk an armada.
Your hombre is always flapping his gums at
the worst time, revealing plans and giving
away secrets best kept among friends.
Hucksters in the party had best beware of
these loose-talking nitwits—they out their
hexslinging friends faster than crap through a
goose.
Grim Servant o’ Death (Major)
“And I looked, and behold a pale horse: and
his name that sat on him was Death, and Hell
followed with him.”
—Revelations 6:8
Lies just don’t come naturally to this
hombre. That sounds good, but often causes
problems when dealing with more nefarious
types.
Subtract 4 from any Persuasion rolls where
lies—even little white ones—must be told.
Night Terrors (Major)
Your hombre doesn’t sleep well. In fact, the
Land of Nod is a constant nightmare for him.
He tosses and turns like a demon on a rack,
and likely keeps everyone within a dozen
yards of him awake with his nightly torment.
Your hero’s a killer. His family’s probably
pushing daisies, his enemies are worm food,
and even a few of his friends have holes in
them that are suspiciously the same size as
his very own shootin’ iron.
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Deadlands
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The constant drain on your hero’s psyche
causes him to draw one less benny per game
session.
One-Armed Bandit (Major)
You’ve been “disarmed,” literally. One of the
damn things is gone from at least the elbow
down.
Fortunately, whichever arm you’ve got left
is now your “good arm.” Subtract 4 from tasks
that require two good arms, such as Climbing,
Swimming, and the like, and forget about
doing that whole “two-gun kid” routine.
Slowpoke (Minor)
Molasses on a cold day are faster than your
hero. Reduce his Pace by 1. This is cumulative
with the Lame Hindrance if you really want to
compete in the next tortoise and hare race.
You can guess which one you are.
Player’s Guide
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Thin Skinned (Major)
Every little ol’ cut and scrape makes your
cowpoke cry for mama.
Anytime the character is wounded, he
suffers an additional -1 penalty to all his
actions.
Marshal
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