DEADLANDS RPG PDF
PDF version! Deadlands™ is now available in four of the most popular gaming systems in the Deadlands, Weird West, Dime Novel, the Great Rail Wars. Items 1 - 50 of PDF Remove Search Term Deadlands Reloaded: Marshal's $ $ . Deadlands Reloaded: Knights with No Armor. $ Deadlands Reloaded - - Stone and a Hard Place - Player's zetom.info, Deadlands Reloaded - - Good Intentions - Players zetom.info
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Deadlands - Core - zetom.info - Ebook download as PDF File .pdf) or read book online. Savage Worlds Deadlands Reloaded Train Tiles. Uploaded by. by file is strictly prohibited. This pdf may be printed for personal use. and all those who helped us make the original Deadlands a premiere property. Shane Lacy Hensley and BD Flory. Savage Worlds by Shane Lacy Hensley. Reloaded. This updated version of Deadlands: Classic, Deadlands: Reloaded, uses our Savage Worlds Deadlands: Doomtown: A Fight They'll Never Forget (PDF).
About This Content
Powerful Rail Barons strive to complete a transcontinental railroad, Deadlands Classic: If you already have the original Deadlands Classic Player's Guide and Marshal's Handbooks, this book does not present new material. It is a re-release of the original with a little cleanup and all The Tombstone Epitaph has always been filled with lurid tales of daring desperadoes and deadly drifters, but lately the West's most-read tabloid claims there's something more sinister stalking the frontier's lonely plains: Fortunately, where there are monsters, there are heroes.
Squint-eyed gunfighters, card-chucking hexslingers, savage braves, and Stone and a Hard Place Death rules this land. Good Intentions The year is , but the history is not our own. Decades ago, Dr. Next, he courted and won over the people of Deseret , making himself indispensable to them as his factories multiplied. Jayhawkers, Bluebellies, and Rebs murder each other over tiny plots of Kansas soil.
Soldiers massacre Indians. Indians butcher miners. Sisters kill brothers, and vice versa. Everyone knows a stranger is never to be trusted. Explorer's Edition and the Deadlands Player's Guide are the same.
The Explorer's Edition is formatted for 6. The guns of the The Weird West. It tells you how to rope your amigos into your adventures and keep 'em on the run from the insidious horrors of the Weird West. It's also got a whole passel o' nasty critters to throw at those do-gooders, all in glorious full-color.
The Weird West Player's Guide is also required for those who plan on being The story nominally begins in southern Cochise County, Arizona Territory, but the Marshal can transplant it to any spot on the Mexican border without too much fuss. Paradise Lost In the Weird West, not all tracks show up on a map, and not all trains are scheduled. During the Great Rail Wars, an unexpected whistle in the night usually meant bad news, and for Paradise, Idaho, it still does.
The sheets can be used as inserts in the The characters include: This feature details five of 'em: Each one has their history, stats, and Story Seeds, all ready for your Deadlands campaign! Explorer's Edition and the Deadlands Marshal's Handbook are the same.
The Tombstone Epitaph has always been filled with lurid tales of daring desperadoes and deadly drifters, but lately Heroes o' Gloom Sample pregenerated characters are a favorite of players and Marshals alike.
Bring that new blessed or skullchucker celebrity to your tabletop! As those familiar with our other archetype characters know, each page features one character with art, background, and statistics--perfect for a convention game, as inspiration for creating your own posse member, or even to help kick off your Good This is one of them.
Every unfortunate soul who experiences this yarn of horror on the High Plains will die. And it will happen in fast, amigo. Tread carefully.
The dead walk here. It's not just a means of making a living although it can be mighty useful that way, too. That's the true font of their sorcerous powers.
This terrible tome details scores of 'em. Even better, most of the critters in this book were written up by our fans! Now your posse must race against time and a Wasatch Rail team to solve the enigma…and survive!
It ain't a cakewalk by any stretch of the imagination! And these parcels absolutely, positively have to be there during the day Hell on Earth Classic This core rulebook includes everything you need to get your posse wandering the irradiated plains in the much-anticipated sequel to the award-winning Deadlands: Besides all the normal stuff on making characters and blowing stuff up, there's also juicy information on Doomsayers, junkers, sykers, Templars, and-of course-the Harrowed.
Alongside traditional weapons and equipment, player's can find rules for fantastic devices and the madmen um, Geniuses who create them! Whether your character's a Baptist Bible-thumper, Buddhist monk, frontier Rabbi, or soapbox evangelist, this book has what you need to turn back the forces of evil in the Weird West.
That means Texas Rangers and U. Book o' the Dead The dead arise in this macabre sourcebook featuring new powers for those who have returned from the grave, as well as new rules for creating undead characters from scratch. This core book for Deadlands contains all the updated rules for creating and running the ghoulish heroes known as the Harrowed. Wallpapers A selection of some of our favorite pieces of Deadlands Classic art—updated and in color!
This book includes tons of new Shamanic powers along with new Edges and Hindrances and detailed information on the tribes themselves. You'll also find a peek at the Hunting Grounds and the mad spirits that dwell there! Law Dogs They walk the dusty streets of the Weird West alone, their only friends the six-guns at their sides.
They are the law. Law Dogs helps heroes uphold the law, with information on frontier justice, gunfighting maneuvers , the power of the badge, and who's who among lawmen and desperadoes of the Weird West. There's even info on playing those You'll even find profiles on some of the giants of horror, like Dracula, Frankenstein, and Springheel Jack.
As if that weren't enough, this page sourcebook also contains rules for lycanthropic and vampiric player characters! Hexarcana Are your huckster's cards a little worn from shuffling? Then this is the book for you! Not only does this spellbook contain new hexes, miracles, and favors, it also presents and expands on the rules for voodoo and martial artists from our popular boxed campaign sets.
If youre fond of things like clean water, fresh air, and wide-open spaces, then the City o Glooms just about the worst place around.
Sure, Salt Lake Citys the only place in the west with electric lights and indoor plumbing, and its the center of the most incredible scientific advances anywhere in the world, but progress Deadlands Figures: You'll find heroes--both mounted and on foot--bad guys, and some of the most common terrors of the High Plains.
For all versions of Deadlands! And this book is for your Ranger, amigo. Inside you'll find all the information your Texas Ranger hero is given to start his career as a rootin', tootin', Hell-stompin', fire-eatin', lead-slingin', monster-killin' badass! You'll learn all about the various ranks of Rangderdom, what they get you, and just how much Hell you can call in if things get too rough.
If that's not enough, Hell on Earth Classic: The Wasted West The Hell on Earth worldbook gives you the details on all the things we hinted at in the core rulebook.
Within these pages, you'll find out what really happened in the Last War, discover the fate of the Maze and the Cult of Lost Angels, and learn all the inner secrets of the Combine. Players will also find a host of new Archetypes, character options, Edges, Hindrances, and abilities! This is a must-have The Great Maze This incredible boxed set concentrates on the shattered labyrinth that was once California.
Inside you'll find a double-sided, full-color, poster-sized map of the City of Lost Angels and the region around it, a page sourcebook detailing the mysteries of the Maze, a full-length adventure, and the much sought-after rules for martial artists!
Written by Robin D. River o' Blood This formerly boxed set for The Weird West rolls down the mighty Mississippi in waves of scarlet horror. Find out about Baron LaCroix's insidious plans, Thayer Pharmaceuticals, and the horrendous things living at the bottom of the Mighty Mississippi!
This set includes a full-color poster map with New Orleans on one side and a riverboat on the other, a page book describing the strangest parts Deadlands Classic Folio Ease into your Tale-Tellin' with a set of journal pages specifically designed to complement your Deadlands Classic game! Contains 12 pages for your character stats, background, gear, mount, worst nightmare, maps, and Blessed, Harrowed, Huckster, and Shaman pages to note powers and effects.
The first printing of Deadlands Classic said that the Marshal should award "Bounty" to the PCs essentially, XP based on how well they accomplished the objectives.
However, later versions reverted to the GM awarding XP at the end of the session based on the PCs fulfilling their objectives. It's worth noting that the magic systems in Savage Worlds are modified pretty heavily in Deadlands Reloaded , so that's what I'm going off of. As for the differences with Classic , I could write a whole bunch on this, but here's the short summary:. The metaplot for Classic began in and got to by the end of its run.
Reloaded begins in and has recently gone to in recent supplements. The only major difference in status quo between and is that the Civil War has officially come to a stalemate and the fighting has ceased. Also, the Pinkertons formed into The Agency in It's also worth noting about the changing role of the metaplot. In the original version of Classic the one that was all-in-one with player and Marshal stuff in the same book , the metaplot was front and center.
The book began with "The Prospector's Tale" that explained several things about what is really going on, giving metaplot info to both players and Marshals. Pinnacle thought that Deadlands would be a relatively short run, so they intended to make the metaplot the focus of the story and have the metaplot conclude with the sequel setting Deadlands: Hell on Earth. As Deadlands became more popular and Pinnacle decided to continue the line, they shifted the metaplot from player and Marshal knowledge to Marshal knowledge only.
Still, most supplements had a Marshal's section that progressed the metaplot in some way almost always minor and off-camera , with some books like Black Circle being almost exclusively metaplot.
Pinnacle has done more or less a on this with Deadlands Reloaded. While they have not disregarded any of the metaplot that has been established, they've made it take a back seat, some of it having faded into obscurity to never be mentioned again. I think they realized that most of the metaplot had a lot of cool stuff happen off-screen, but didn't really work into a campaign with a posse of six adventurers.
So they basically made it a "take it or leave it" approach.
Also, the Weird West is a bit more static than it used to be: Two out of four of these Plot Point Campaigns have been released and right now it seems they are releasing one every years. But if you want a system that will have new content coming out or you want to download exclusively from your FLGS, Classic won't be a good choice.
It's also worth noting that it will be much more difficult to find players who have played Classic before and learning a new system may be a barrier to some players.
Since Deadlands Reloaded is just an addon to Savage Worlds , any player of Savage Worlds will be comfortable playing Deadlands Reloaded , so you'll have a much easier time finding players and if they do need to learn the system, knowing that they can use it for other settings may interest them.
Note that Deadlands Reloaded came out before Savage Worlds Deluxe , the most recent version of Savage Worlds , so print out the free Deadlands Deluxe-ified for rules updates mostly just adding a bunch of new powers. As a parting thought, here's what Shane Lacy Hensley, creator of both Deadlands and Savage Worlds , has said about the biggest difference between the two taken from The Making of Savage Worlds:. A few rounds of gunfire takes big chunks out of people and ends up with someone in Boot Hill.
But a big fight with 20 Black Hats, 5 player characters, and a couple of NPCs we talked into soaking up bullets for us can take a while. At the end of the night [of one of the first Savage Worlds games], when we were all kibitzing about how cool the game was, the comment everyone kept making was how awesome it was that the game handled a huge firefight with 20 combatants with machine guns blazing and explosives flying—and at the same time handling a very detailed scuffle between two individual combatants the fight between the medic and Doc Bronx.
But again, I have never touched or even seen Deadlands Classic. All that said, here are the big differences between Deadlands Classic and Savage Worlds with the Deadlands Reloaded supplement: Character Generation In Classic , characters are generated randomly using playing cards to determine a character's abilities.
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Basic Roll Mechanics In Classic you roll dice pools and take the highest result of a single die dice can explode. Target Numbers As described above, Classic players wanting to make a skill check roll a die pool and the result is the highest die in the pool. Characteristics There are a number of comparable characteristics for a character. Deadlands Classic Savage Worlds Traits 10 overarching characteristics Attributes 5 overarching characteristics e. Strength, Deftness, Cognition e.
Advancement The first printing of Deadlands Classic said that the Marshal should award "Bounty" to the PCs essentially, XP based on how well they accomplished the objectives. Magic It's worth noting that the magic systems in Savage Worlds are modified pretty heavily in Deadlands Reloaded , so that's what I'm going off of. As for the differences with Classic , I could write a whole bunch on this, but here's the short summary: There were a bajillion powers for magic users in Classic after all supplements, there were nearly for Hucksters alone.
Also, many of them were "the Shaman version of the Huckster power called X" or whatever. In Savage Worlds , there are 50 powers that are "generic" and are defined by their trappings.
For instance, a Huckster flinging a card and a Mad Scientist with a lighting gun both use the generic "Bolt" power and it's generally up to the GM to determine any situational uses for them e. Not every magic user can use every power e. Shamans can't use the "Zombie" power.
Also on powers, Classic has very specific trappings for powers that you can't deviate from. In the core rules, Hucksters can only attack in one way: If you want to attack with flaming playing cards instead, you can't do it unless you find the power in a supplement. In Reloaded , there are some guidelines for how power should go, but basically the "Bolt" power is whatever you want it to be: Mad scientists in Classic used a hand of cards to invent stuff and could give whatever they created to the party and there tended to not be a lot of restrictions to how it happened.
While flavorful, this led to a problem of "gatling pistols for everyone! Also, mad science weapons required ghost rock or other components as a resource that was tracked.
In Reloaded , mad scientists can still create established things like Gatling Pistols for half price and a successful Weird Science roll no cards this time. Any special weird science powers they have are for their use only. You no longer have to track ghost rock and material components are abstracted out into recharging power points.
Classic Hucksters were required to use a subsystem called "deal with the devil" to get a certain poker hand in order to cast powers. In Reloaded , they can still do that, but they have a limited pool of power points to safely cast spells as well. When that runs out though, they'll have to pull out the cards.
Reloaded Blessed work pretty much the same, although they've become a bit more powerful in that they get access to about 20 powers right off the bat and just have to pray real hard to get them to go off successfully. Shamans in Reloaded use the standard power points mechanic and, although they still have to in-game devote time to rituals, they no longer have to roll to see how successful it was; they just do it. The Enlightened Kung-fu chi mastery monks , Voodooists, and Whately blood magic users, all of which were introduced in the Classic supplements, are now a core part of Reloaded with Voodooists and Whately blood magic users being modified Blessed and Hucksters respectively.
Hexslingers basically gunslinger Hucksters were introduced in a supplement as a new Arcane Background in Classic , but in Reloaded are specifically cited as being mechanically the same as Hucksters, just with different power trappings so "Bolt" is a mystical six-gun rather than flinging a card or a soul blast.
In , Pinnacle released the Stone and a Hard Place plot point campaign which added Hexslingers as a unique Arcane Background distinct form Hucksters. Their big schtick is that they can cast gun-affecting powers as a free action e. The Hexarcana Classic supplement introduced Metal Mages, which were a few new options open when a character took both Arcane Background:Scattergun with feature activated Example chat log of a natural two being rolled Page 9 Deadlands: Reloaded for Fantasy Grounds II Arcane Powers Arcane powers have been given a large overhaul for Deadlands: Reloaded, and various elements are now dynamically displayed based on your characters chosen Arcane Type.
Pinnacle has talked a great deal about this process and the reasons behind it in The Making of Savage Worlds. The Hotness Games People Company. Deadlands Reloaded - Dangit! As described above, Classic players wanting to make a skill check roll a die pool and the result is the highest die in the pool. All by midnight.
The simplified rules were then expanded into a genreless roleplaying game called Savage Worlds and Deadlands Reloaded was created as a supplementary setting for that system.