Deadlands pdf collection download






















The Arunkel empire has stood a thousand years, forged by wealth and conquest, but now rebellion is stirring on the borders and treachery brews in the palace halls. Elsewhere, in a remote mountain village, a young mother sells the prophesies of her sister, Amarta, in order to keep them and her infant child from starving.

It's a dangerous game when such revelations draw suspicion and mistrust as often as they earn coin. Yet Amarta's visions are true. And often not at all what the seeker wishes to hear. Now in a tapestry of loyalty, intrigue, magic, and gold, Amarta has become the key to a ruler's ambitions. But is she nothing beyond a tool?

As Amarta comes into her own as a seer, she realizes she must do more than predict the future. She must create it. About The Seer: "Compelling characters, a fully imagined world, and a gripping narrative: The Seer announces Sonia Lyris as a new and exciting voice in epic fantasy. I highly recommend this novel, and I look forward to her next. Coe, author of best-selling Winds of the Forelands series "The Seer is something extremely rare these days: a fantasy which is complex, complete, so intricate that you feel the picture goes on far, far beyond the parts of it which are in the book.

There is a wonderful depth to it, and the characters and the setting in which the characters find themselves both horrific and fascinating made it compelling reading. The story's separate threads left me wondering how the author could possibly weave them together. She did so brilliantly, it was masterful and I was very impressed.

Lucy Stannis leads a quiet life as the chief biologist in the remote human colony on Eden until an alien spaceship arrives. She is thrilled to meet the captain, the formidable Blue, Sa Kamizan Veedak. But, the arrogant scaled Atrapako disdain the puny humans. Conflicts between the cultures threaten the whole planet as well as her tenuous friendship with Sa Kamizan. Lucy Stannis, receive a distress call from his sister, they must undertake the perilous mission to rescue her from the war-torn planet of Vkani.

As an exile, Sa Kamizan risks death if he is recognized, while the humans face slavery or worse if they are captured. The motley crew of Atrapako and human scientists will need all their skills to combat treachery by brutal warlords and survive the hostile environment.

Author : Martha C. Drawing on Lewis' manuscripts as well as unpublished letters, Sammons provides a detailed background for the novels, including biographical information on Lewis as it pertains to each work. She thoroughly investigates the characters, symbols, and themes of the novels, highlighting the Christian doctrines that are embedded in them in addition to the many Biblical parallels. Sammons also includes numerous references from Lewis' other books, ultimately relating the ideas presented in his written works to his Christian beliefs.

Exhaustive in its analysis yet accessible to a wide audience, this book will excite those in search of an insightful guide to Lewis' works.

Odessa is one of Karthia's master necromancers, catering to the kingdom's ruling Dead. Whenever a noble dies, it's Odessa's job to raise them by retrieving their soul from a dreamy and dangerous shadow world called the Deadlands. But there is a cost to being raised: the Dead must remain shrouded. If even a hint of flesh is exposed, a grotesque transformation begins, turning the Dead into terrifying, bloodthirsty Shades.

A dramatic uptick in Shade attacks raises suspicions and fears around the kingdom. Soon, a crushing loss of one of her closest companions leaves Odessa shattered, and reveals a disturbing conspiracy in Karthia: Someone is intentionally creating Shades by tearing shrouds from the Dead--and training them to attack.

Odessa is forced to contemplate a terrifying question: What if her magic is the weapon that brings the kingdom to its knees? Fighting alongside her fellow mages--and a powerful girl as enthralling as she is infuriating--Odessa must untangle the gruesome plot to destroy Karthia before the Shades take everything she loves. Despite frequent declarations of the western's death, the genre is now defined in part by its zombie-like ability to survive in American popular culture in weird, reanimated, and reassembled forms.

The essays explore how these weird westerns challenge conventional representations by destabilizing or subverting the centrality of the heterosexual, white, male hero but also often surprisingly reinforce existing paradigms in their inability to imagine an existence outside of colonial frameworks.

West of the Mississippi River is a hellzone known as the Deadlands. Here, bioengineered Corpse Worms rain from the blood-streaked sky, reanimating the dead. And here, atomic weapons have created legions of mutants, primeval monsters, and wild chaotic weather patterns. Enter: John Slaughter. Hardcore outlaw biker. Blood member of the Devil's Disciples. A very wanted man. Captured by the army, the feds want him to lead a gang of his old bikers across the Mississippi and into the nuclear wastes of the Deadlands.

His objective: Snatch a high-level biologist who is being held at an old NORAD fortress by a paramilitary terrorist group. It will mean a raid into territory swarming with the living dead, mutations, and sects of psychotic survivalists The most notable of these is that the Civil War dragged on for far longer than it did in our history.

His impressive black granite church offered shelter and food to thousands in the devastated territory before it was struck down in a titanic flood in Some claim all was not as it seemed with the reverend, and that his church was actually a murderous cult.

The greatest and most terrible gathering of these deadly contraptions occurred at the epic and bloody Battle of Washington in , where a desperate Northern victory finally ended the long and tragic Civil War. The Mormons also took advantage of the situation to claim Utah for themselves in , proclaiming it the Independent Nation of Deseret. Darius Hellstromme, foremost inventor of the age and a master of the new ghost-rock-powered inventions, became their patron. His railroads and factories made Deseret a powerhouse both economically and militarily.

Still reeling from a decade of carnage, the Union had no option but to accept their autonomy. The Union eventually made peace with the Sioux enough to keep Deadwood and ghost rock mining alive around the Black Hills, but the tensions are always high. The trouble between these hot-headed warriors and the surrounding settlers and hunters who covet their resources threatens to boil over into full-scale war every day.

It 6 prints lurid and sensational stories of ghosts, monsters, and horrors on the High Plains. Few people discuss its stories, at least not in polite company.

The Epitaph also says this is why the newly formed Territorial Rangers are no longer confined to their home territories. Adventurous types are encouraged to look into membership, especially if they want to know how to deal with such critters should they come across them in the sun-baked deserts, frigid mountains, or lonely prairies. To find out all the grisly details, of course, drifters have to go see a place for themselves. Whether you believe that hullabaloo is up to you, friend.

Into the Weird West The Epitaph is a thorn in the side of the United States Agency, a shadowy government organization supposedly dedicated to rooting out troublemakers who might plunge the nation into another Civil War. There are far more immediate threats for you to worry about here in the Weird West. Most lethal are those weird varmints the Epitaph insists are real.

Folks say Death has left its mark on this land, and the evidence is that almost nothing lives there. Stock up on vital supplies—especially water and bullets—if you go, and be sure to bring a trail buddy. Miners by the thousands now chip away at the canyon walls, digging tunnels or hanging from perilous scaffolds to get at exposed veins of gold, silver, and ghost rock. The Maze is also home to some of the most unique critters to be found in the Weird West.

The Great Northwest: From the fogshrouded evergreens of the Coast Range to the icy peaks of the Cascades, the Great Northwest has some of the most awe-inspiring landscapes to be found in North America. The region is made up of Washington, Oregon, and Idaho, and its beauty is only matched by the harshness of the winters and the brutality of its wildlife.

Logging and trapping dominate this area, but ranchers and farmers can be found as well. The lumberjacks tell fanciful tales of the bigfoot, and bloodier, more terrifying tales of wolves that walk on two legs and hunt the flesh of humans.

They rocket through the earth at astonishing speed—nearly fast enough to run down a steam wagon at full throttle! Worst of all, these horrors have a mouthful of tentacles they use to grab prey. The Sioux maintain complete autonomy and keep a close watch on their borders for incursions. Ghost rock mining continues in the Black Hills as a result, but the tensions that have always held sway between miners and Indians are more pronounced than ever.

Make the game your own, Marshal! Into the Weird West and soot that hangs over it, the product of numerous factories churning out ghost-rockpowered infernal devices.

Despite the bleak and deadly terrain, folks keep flocking there for the gold, silver, and ghost rock found in great quantities. Some might think the deaths of the Earps and most of the Cowboy Gang a few years back brought a measure of calm to the storied burg.

If anything, the competition for ore has gotten even more dangerous, and outlaw gangs just that much more flagrant. Keep your eyes open and a hand on your holster, amigo! Chi Master: With the steady influx of Asian immigrants over the past decades, various martial arts have become more common in North America.

Some masters hone their chi to a mystical degree, using it to invoke supernatural powers and phenomena. The first step is to choose what kind of cowpoke you want to play.

Pick one from the following list or devise your own concept. Common Folk: Not everyone is a gunslinger, war-weary soldier, or huckster. Some are ordinary men or women— craftsmen, farmers, traders, and so forth— who traveled west seeking a new life and a fresh start. Some folks evade justice for an awful long time in the lawless frontier towns of the West. Regardless, this character was branded a coward and traitor by the military they left behind, and being captured likely entails a long drop and a short rope.

Drifter: Some folks make a living on odd jobs; more often than not, these odd jobs involve a smoking gun. Manpower in the North and South were left at alltime lows. This was good news for women, insofar as many of them were able to fill roles they could only dream about before the war. In , women in the Weird West can be gunslingers and gamblers, Indian shamans and warriors, or politicians and entrepreneurs. With the upswing in independent, prosperous women over the last decade, male escorts have begun to pop up in bigger cities.

Explorer: These visionaries are always looking over the next horizon in search of something new. They realize the vast, virgin territories of yesteryear are gone forever, but they also know that many wonders— and horrors—of the West have yet to be uncovered. Grifter: Con men ply their dishonest trade to make a quick buck on the frontier. Snakeoil salesmen sell worthless elixirs of flavored water and extracts from dubious roots and herbs.

Some say the cryptic text hides ancient incantations and rituals of the black arts. Others believe hucksters are frauds. Some hexslingers have a mystical connection to their firearms; their bullets deal out hexes just as sure as they do death. Immigrant: Chinese or Mexican, European or African, these people are strangers in a weird land. But they bring new and unusual customs to this land of opportunity, which sometimes leads to their persecution.

Indian Shaman: Shamans have many roles in Indian culture, whether serving the spiritual needs of the people, healing and guarding against sickness, or leading in war.

Duties are usually divided among shamans with specific expertise. Regardless, all understand the importance of protecing the tribe and fighting evil spirits. Warriors are fiercely loyal to their tribes, and most spend their time hunting or patrolling tribal borders. Download a character sheet designed for Deadlands at www. Unfortunately, the only rag willing to publish the wilder and truer stories is the Tombstone Epitaph, a notoriously sensational newspaper.

Outlaw: Whether a ruthless bank robber, cold-blooded killer, or innocent fugitive on the run, outlaws have a price on their head and the law on their tail. Some outlaws evade pursuit and build new lives, but some crimes are so heinous that the US, Deseret, and everyone in between wants to see the varmint hanged.

Prospectors devote their lives digging for it, and spend what little they find on wine, women, and song. Only a few prospectors strike it rich. Soldier: These men bravely serve the United States Army. Those who excel climb the ranks to command other soldiers. The West is a diverse place where Mad Scientist: These eggheads use ghost all ethnicities are welcome, even though rock to power their infernal devices and bigots of all types remain.

Despite its general gizmos of steam and steel. Some believe lawlessness—or perhaps because of it—folks them geniuses, others think them mad. Humans begin play cousins, synthesizing potions to bestow with one Novice Edge whose Requirements seemingly magical benefits. You can take up to 4 points of Hindrances. A Major Hindrance is worth 2 points, and a Minor is worth 1. A hero could thus take two Major Hindrances, four Minor, or any combination that adds up to 4 points.

You can take more Hindrances if you want but the maximum benefit is 4 points! Use points gained from taking Hindrances to purchase benefits for your character, as detailed on the following page. We try to portray Native Americans like all peoples of the world, complex and layered with great heroes, villains, and everything in between. The following stats are based on the Traits you chose, or are common to all characters, unless modified by Edges or Hindrances.

Raising an attribute by a die type costs 1 point, and you may not raise an attribute above d Your to shine during a story. Most standard skills in the Savage choose another Edge.

Worlds rulebook are available in Deadlands: The Weird West. Each hero starts with the clothes on his back and some of whatever currency is appropriate for the hero see Dinero on page Note the specific trade in parentheses.

Trade lets an entrepreneur raise funds as the Performance skill in Savage Worlds through advertising, money-saving tactics, and buying cheaper goods.

This all helps you play your character well, and gives the Marshal lots of ideas for interesting stories. Language Skill: Most folks in the Americas, regardless of where they hail from originally, learn the most common language of the land. Heroes with the Outsider Hindrance know a different language and must drop a few points into Language English to make themselves understood. GEAR 9. Now think about what kind of dream makes him wake up with the cold sweats at night.

Write it down. No reason, really. Trust us. Here we provide a herd of new ones particular to the Weird West. Medicine is a rudimentary science on the frontier, and there are worse ways to die than a severe case of lead poisoning. Your cowpoke suffers from a chronic and at least so far incurable disease of some sort. The Minor version of the Hindrance means you subtract 1 from any roll made to resist Fatigue from any source.

A Critical Failure on such a roll means things are getting worse. If your pistolero has the Minor version, she gets worse and her Hindrance becomes Major. If she already has the Major version, the Reaper comes calling. The good news is you gain an immediate point of Conviction. The bad news is you choose when and how your hero dies during that session. She might go out in a blaze of glory or surrounded by friends on a peaceful mountaintop.

When your character finally passes, the other player characters gain a point of Conviction, drawing strength from the brave death of their stalwart companion. You can also buy off your Hindrance by spending an Advance two for the Major version of the Hindrance. The South fought the Civil War primarily to preserve slavery as a national policy. Scars yet remain, as well as holdouts unwilling to give up a lost cause.

The shameful legacy of slavery casts a long shadow. Some players enjoy social commentary and an exploration of the challenges minorities faced every day in the Old West. Yet other groups might blend these approaches or vary them based on the session. No matter what tack you end up taking, have a frank discussion about these topics before play begins. Your hero has done somebody wrong, either through past affiliation or dark, unspoken deeds.

The downside is your malcontent winds up in the hoosegow or on the run from his enemies a lot. Worse, anytime his attack roll is a Critical Failure, he hits the nearest ally in sight with a raise!

Those who remain true to their vows get a free reroll on any Spirit roll. If the mortal violates the agreement, however, the spirits withdraw this advantage for 24 hours. If the oath-taker uses an item powered by ghost rock—a noxious and cancerous substance to nature spirits—their support is withdrawn for a week.

This Edge can take this Hindrance. Once he drops off, on her person. That sounds all good and noble, but often Note that mad scientists already need a causes problems when dealing with more chosen gizmo to enact powers—an actual nefarious types. A hero with this Hindrance dependence rather than a mental one.

Worse, if your hero plans to make money playing poker, the penalty also applies to bluffing. A hero severe understatement. The repeated barrage on his psyche results in an overall weakened resolve. A character may only take one Arcane Background Edge. Everything you need is in the Savage Worlds rules. When creating heroes, first think of them as an archetype. Makin' Heroes Things never go smoothly for this hero. As a Minor Hindrance, whenever the character rolls a Critical Failure the consequences are subtly worse in some way, as determined by the Marshal.

A saloon girl might be Attractive—or Ugly. Heck, she may be plain-looking but Charismatic. A muckraker might take the Investigator Edge. Want to play a gunslinger? Indian warrior? Take the Woodsman Edge. For a local lawman, how about Charismatic or Command for a start? Add an Obligation to keep the peace. In the Weird West, these pious souls are known as the blessed. Blessed are nuns, priests, or any average but relatively pure-hearted folks touched by a divine entity. Though rare in the Weird West, there are also blessed imams, Buddhist monks, and others of faith running around with higher powers covering their holy backsides.

When these folks behave themselves, they can invoke miracles to help them fight the evils of the Weird West. Blessed use Faith as their arcane skill.

See page A very few of these supremely skilled fighters have achieved the spiritual discipline necessary to channel supernatural force through their own bodies, called chi. These enlightened fighters use the Arcane Background Chi Master Edge to reflect their astonishing abilities. Chi masters use Focus as their arcane skill. Those who practice sorcery must often wrestle their powers from dark spirits, who are rarely willing to give up easily.

Hucksters envision these duels of will as card games, and the best are capable of amazing powers. Others reportedly tread even darker paths and harness the power of blood magic. Hucksters use Spellcasting as their arcane skill. Most every such inventor—or at least the successful ones—rely on ghost rock to power their inventions in some fashion. Mad scientists use Weird Science as their arcane skill. Shamans are Indian holy men and women, and keepers of tribal medicine.

Their power comes from bargains with the demanding spirits of the natural world. When these medicine men or women honor the nature spirits, they can accomplish amazing feats that make even the most doubting Thomas tremble.

Shamans use Faith as their arcane skill. They can stare the Grim Reaper himself in the face, just so long as something about him strikes them as funny.

A character with this Edge may use her Taunt skill instead of Spirit when making a Fear check and all the usual modifiers apply as normal. Just make sure you roll and resolve your Fear check first, partner!

A big, tough, experienced hero? Go ahead and apply those now. When you take this Edge, draw a single card from the Action Deck. If you draw a Joker, 18 draw again and tell your Marshal whether you drew a black card or a red card or another Joker.

Beware—the results can range from maiming to insanity. Your Marshal has all the details. When causing melee damage, he adds his Wound levels to the roll. In a duel, this hero receives two extra Hole Cards at the start of the throwdown. Rules for Dueling can be found on page You may choose your final Action Card from any of your available choices, including additional draws from Level Headed, Quick, etc.

The supremely skilled shootist with this Edge can hit a target while slapping her gun faster than chain lightning with a busted link. Assuming his six-gun is fully loaded, he may fire up to six shots in a single action. A player character firing all six shots, for example, rolls six Shooting dice and one Wild Die. What you lose in accuracy you hopefully make up for by getting lead in the air!

Read the top secret details on page Heroes with the Born in the Saddle Edge get a free reroll on Riding rolls. They also know how to get the most out of their trusty steeds in an emergency. Your character gets one free reroll when making a Gambling roll. That includes hucksters who Deal with the Devil see 65! He gets a free reroll when making Fear checks. Not all soldiers uphold that principle, but they take the oath when they put on the uniform.

Soldiers may be demoted if they perform poorly, abandon their post, show cowardice in the face of the enemy, disobey orders, or otherwise shirk the code of military conduct. Demotions are entirely up to the Marshal— no roll is made. In the Weird West, Tale-Tellers are critical to saving the world! The world needs saving? You bet it does. So if you do something amazing, bucko, tell people about it!

Rangers are responsible for the eight The Marshal has all the details on page territories—Arizona, California, Idaho, 84, but this Edge gives you two perks. Second, when you history there.

The Tombstone her earn Conviction see Savage Worlds. Epitaph claims they often hunt stranger prey—but only crackpots believe those bedtime stories, right? This stacks with Brave. The price they pay is an eternal battle for their own soul. If you take this Edge, your character has been reborn into unlife and you can read the grisly details on page The Harrowed Edge may only be selected at character creation.

To become Harrowed later requires shedding the mortal coil and a whole lot of luck the Marshal has information on how this might occur , or by taking the Damned Edge at Legendary Rank. Note: Talk it over with your Marshal before you take this Edge, because it sometimes becomes an involuntary Hindrance to everyone else in the posse! Occasionally, these folktales 22 contain a germ of truth. A Knack is just that— folklore come true.

Not the mean ornery kind, but the fatherless kind. A child born out of wedlock is said to be able to see the unseen. Spend a Benny to automatically be able to see invisible and hidden critters, or those that supernaturally blend in with their surroundings, for five rounds. They occasionally receive warnings if their actions are about to cause disastrous consequences. Born on Christmas: A babe born on Christmas is particularly resistant to arcane effects powered by evil spirits.

Breech Birth: A baby born butt-first is said to have the uncanny ability to heal injuries. Your hero is just such a person and can spend a Benny to use the healing power.

Seventh Son: Your hero is fated for greatness; his legend will loom large in the Weird West. This hombre has the ability to control fate. Any time a Benny is used in his presence, he can spend a Benny of his own to negate its effect.

This increased range lasts until the end of the encounter. It has character. The faithful beast uses the statistics for a war horse see Savage Worlds but gains the Fearless special ability and the Danger Sense Edge. Usually in messy and embarrassing ways. Taking this Edge is an insurance policy against having your plans for this old hand ended prematurely. If your hero is killed, he automatically returns from the grave as a Harrowed see page 60 for details.

It could be near-instant, or it could be after your partners put you in a pine box and read the 23rd Psalm. Your hero gets a fourth action. When you spend a Benny to reroll a Fear check, you ignore all Fear penalties, both from the critter and the local Fear Level.

Folks have taken to calling him the Right Hand of the Devil or Left if your cowpoke is of the sinister rather than dexter persuasion. So a relic Colt revolving rifle would do a fearsome 3d8 damage.

A hero usually dresses it up a bit with a silver filigree, pearl handles, and the like. The Edge remains with the weapon, so if your shootist loses his gun, he loses the Edge as well—at least until he can get it back. And yes, anyone else who finds it in the meantime gets its benefits! He ignores all penalties when making Fear checks, and if failed, gets one free reroll on the Fear Effects Table if he chooses. Once you return as Harrowed, you may trade this Edge for an additional Harrowed Edge.

A reliable horse and a sturdy saddle. Breakage: Cheap guns, saddles, and so This chapter holds an assortment of items forth—anything a cowpoke might use in a a cowpoke needs to get by, whether by the skill roll—break if the player rolls a Critical skin of his teeth or in luxurious style. As we Failure. Powered items Deadlands you have two options when you explode, the cinch on a saddle snaps like go shopping. You can pay the prices listed in thunder, and so on.

A ratty duster, for example, is a sure sign of a no-good scofflaw or saddletramp in civilized company—even in the most remote corners of the West. These Skinflint characters who cheap out on effects are usually situational, which means horseflesh are in for a whole different brand of trouble. You pays your money or not and you takes your chances. Marshal, we know how much you want to punish your players for being misers, but use common sense here.

Everyday items are easy enough to sell or trade. But only a sucker pays full price for a used item. A successful Persuasion roll in a fair-sized town allows the seller to dump the goods at a quarter the normal value, while a raise nets half the list price. This roll may be attempted once per week on the trail, or every two to three days in a boomtown.

Unloading more unusual or dangerous gear—guns, blades, and gold bullion, for example—can be tricky. Attempting to sell more than a couple such items is liable to catch the attention of suspicious law dogs. Characters in the market to sell ill-gotten goods probably want to avoid this outcome. Includes buckskins, soft leather, woven breastplates, etc. Only a few merchants in the Southwest sell it—for 10 times the normal price of the clothing itself. The subject must sit still for several minutes for a clear picture.

Roll 1d6 per additional 50 lbs each minute or whenever the rope suffers stress. It snaps on any result of 1. The target is Entangled with success, Bound on a raise. All models have been updated, are fairly well-known in , and are no longer considered infernal devices see page A Critical Failure when firing a Gatling means it jams, requiring a Repair roll as an action to get working again. Weight Cost Gatling Pistol.

Weight Cost Gatling Gun. Loading a new stick takes one action. Loading a new belt takes two actions. Str Wt Cost Derringer. Colt Buntline Special. Must be ordered direct from the Colt factory in New Jersey. Colt Dragoon. Colt Navy. Colt Peacemaker. LeMat Revolver. Switching between them is a free action. Colt Lightning. Str LeMat Carbine. Switching between the two is a free action.

Carbine and shotgun are cap and ball weapons, Reload 3. These bullets are hard to come by out West, but can be ordered directly from the company—delivery takes about three weeks. Springfield Rifled Musket. See Savage Worlds. Throwing dynamite uses Athletics; setting it uses Repair. Anything more than seven sticks of dynamite is usually set to explode rather than thrown. Nitroglycerine is a colorless, oily, and unstable liquid explosive. Each pint of nitro acts as one stick of dynamite, but automatically explodes if a bottle takes 4 points of damage.

Dynamite and nitroglycerine are Heavy Weapons. Fuse burns at a rate of one foot per five combat rounds, or two feet per minute. Tabletop Pace is 12; it may run. Needs minimum crew of engineer, boilerman, and brakeman to function.

Listed crew is for normal function. More crew may be on hand to serve passengers or perform special functions. This takes 2d6 days via train or post if the item is small enough. Payment must be made in advance at a bank or sales outlet, which wires the factory to confirm receipt. Roll on the table below to determine just how bad things are about to get. Non-powered devices Stun the user and cause 2d6 damage as the ghost rock ignites, goggles shatter, spring boots propel the user into a wall, etc.

One-shot devices are wasted with no effect, and cause Fatigue if they were rubbed on, injected, inhaled, or swallowed. One-use items have no effect and are consumed. Potions and elixirs require powdered ghost rock as a reagent, weapons and armors are made with ghost steel plates or shavings, and RUSH ORDERS vehicles or powered devices use it for fuel. The price of progress is that infernal the item built or on hand, it might take devices are subject to Malfunctions.

Air delivery takes d4 hours and must be within 50 miles of a city. Most vehicles and devices can use unrefined ghost rock, but this reduces their maximum range or duration by half. Most have been improved since their first introduction, either in function, weight, or cost. Notice rolls suffer a —2 penalty, and Trait rolls for more complex actions performed through the scope suffer a —4 penalty.

A Catastrophic Malfunction blinds the wearer for 1d6 hours. Critical Failure on the roll indicates a Malfunction see page Drinking a potion is an action. If she already has it, her minimum card is now an Eight rather than a Five. Breathable air is provided via a handcranked pump and hose that can extend up to yards. Anyone shooting at the wearer with metal bullets subtracts 1 from his roll. The device runs for five rounds per ounce of ghost rock expended. It remains on until deactivated or the ghost rock is exhausted.

Roll Repair to take photographs. The operator controls and steers it with a levered control stick. The mule can walk up to eight hours on flat terrain per pound of ghost rock expended.

Size 1, Toughness 11 2. The device comes in a metal cylinder with an extendable base. When deployed, four metal whips spin an inch off the floor for up to 10 minutes, causing 2d6 damage in a Small Blast Template to Normal or larger-Size beings it contacts. The powered de-moler burns one ounce of ghost rock per minute deployment. The detector functions for one hour per ounce of ghost rock expended.

Ballistic Protection in this era is 2 rather than the 4 of more modern equipment, such as that listed in Savage Worlds. All are made from ghost steel, and subject to Malfunction. Type Armor Min.

Its fuel is a single, one pound chunk of ghost rock, keeping the weight down for those scientists who spend more time exercising their minds instead of their bodies. The attack is a Heavy Weapon, may be Evaded, and flammable targets may catch fire.

The steam boiler is usually placed on the ground and connected via a foot hose. It can be worn but weighs 30 pounds and includes a ghost steel backpack to absorb the heat. If the backpack is lost or unavailable, the user must make a Vigor roll every round or take Fatigue! Gatlings must fire their full Rate of Fire.

Travels miles per one-pound ghost rock fuel core. Travels 50 miles per one-pound ghost rock fuel core. When the tracks run out, the driver can retract the wheels with the pull of a lever and continue on a pair of armored wagon wheels.

It can go 40 miles per one-pound ghost rock fuel core on land, or 80 miles on rails. Travels 75 miles per one-pound ghost rock fuel core. It has a ghost rock boiler and two paddlewheels that can rotate independently for maximum maneuverability. Travels 25 miles per one-pound ghost rock fuel core. Travels 20 miles per one-pound ghost rock fuel core.

Can carry lbs of passengers or cargo. Ornithopers require about yards of flat terrain for take-off and landing. They can carry up to pounds for 50 miles per one-pound ghost rock fuel core twice that if lbs or less. Super-gyros travel 50 miles per one-pound ghost rock fuel core fully loaded, or twice that if empty.

Handling is —2 when loaded, and 0 when empty. Lifts lbs for 60 minutes per one-pound ghost rock fuel core. In this modern world one can cross the entirety of North America by steam train, traveling in style the whole way. Download Undead In The West Ii books , This companion to Undead in the West Scarecrow explores the blending of the Western genre with zombies, vampires, mummies, ghosts, and spirits in comics, graphic novels, literature, games, new media, fandom and material culture.

Fear is abroad in the Deadlands as a string of brutal killings and cattle mutilations trouble a Western frontier town in the Arizona Territory, nestled in the forbidding shadow of the rugged Thunder Mountains. A mule train is massacred, homes and ranches are attacked, and men and women are stalked and butchered by bestial killers who seem to be neither human nor animal, meanwhile a ruthless land baron tries to buy up all the surrounding territory-and possibly bring about an apocalypse.

Once an officer in the Union Army, Tucker Bringloe is now a worthless drunk begging for free drinks at the corner saloon. When he's roped into a posse searching for the nameless killers, Tuck must rediscover the man he once was if he's to halt the bloodshed and stop occult forces from unleashing Hell on Earth.

Download Canyon Der Verdammnis books ,. Download Die Great Maze books ,. Download Stadt Der Finsternis books ,. Welcome to the Deadlands, where steely-eyed gunfighters rub shoulders with mad scientists and dark, unnatural forces. Where the Great Quake of has shattered California into a labyrinth of sea-flooded caverns.

In Ghostwalkers, a gun-for-hire, literally haunted by his bloody past, comes to the struggling town of Paradise Falls, where he becomes embroiled in a deadly conflict between the besieged community and a diabolically brilliant alchemist who is building terrible new weapons of mass destruction. Deadlands is one of the most popular RPGs in history, with over a million Deadlands gaming books sold.

Search for:. Author : Cynthia J. Author : Henry L. Author : Robin D. Best Books.



0コメント

  • 1000 / 1000