Deadlands The Weird West Companion
Deadlands The Weird West Companion
Deadlands The Weird West Companion
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This page inserted for easier double-sided printing.
WEIRD WEST COMPANION
WWW.PEGINC.COM
Deadlands, Savage Worlds, all unique characters, creatures, and locations, artwork, logos,
and the Pinnacle logo are © 2020 Pinnacle Entertainment Group. Printed in China.
CREDITS
ADDITIONAL MATERIAL: Tim Beach, Clint Black, John Goff, John R. Hopler,
Jessica Moore
RELICS: Shannon R. Bell, Marc Gacy Nathaniel Garth, Cliff Hanson, Christopher
Henry, Will Herrmann, A. P. Klosky, Clay McGrew, S. Moore, Philip Morgan,
Jonathan Pierson, Jim Ryan, Jeff Scifert, Jim Stryker, Zach Welhouse
EDITING: Shane Hensley, Matthew Cutter, Jay Kyle, Ron Blessing, Simon Lucas,
Jessica Rogers, and Clint Black, Jordan Caves-Callarman
PROOFREADING: David Harriss, Andrew LaCara, Adam Loyd, Laurie Marks,
René Martin
ART DIRECTION: Aaron Acevedo & Alida Saxon
LAYOUT: Shane Hensley, Simon Lucas, Matthew Cutter, & Thomas Shook
INTERIOR ART: Aaron Acevedo, Bruno Balixa, Arthur Bowling, Von Caberte,
Matheus Calza, Donald Crank, Dennis Darmody, Sam Denmark, Loic Denoual,
James Denton, Martin de Diego Sádaba, Sebastien Ecosse, Alex Elykov, Bartlomiej
Fedyczak, Bien Flores, Quintin Gleim, Ross Grams, Konrad Korgull, Irina Kovalova,
Dio Mahesa, Wayne Miller, Fedrico Musetti, Christian C. Otazu, Sabrina Pugnale,
Aaron J. Riley, Alida Saxon, Martin Sickree, Tiago Silverio, Unique Soparie, Jon
Taylor, Joseph Weston
OPERATIONS & LOGISTICS: Jodi Black
SPECIAL THANKS: To all the fans who supported Deadlands on Kickstarter and
made this Companion a reality. Your enthusiasm and support drives everything
we do. Thanks for sharing a wild ride with us, amigos!
CONTENTS
INTRODUCTION
Welcome, partner, to the Deadlands: Weird Around 1998, the information contained in
West Companion. This book gives you some Deadlands and the Quick & the Dead was split
further details about the Weird West, along up into a Player’s Guide and Marshal’s Handbook.
with additional Arcane Backgrounds, extra
We also published setting books like Lost
information about Harrowed, and lore of the
Angels, the Great Weird North, and Back East
Hunting Grounds.
North (& South), and boxed sets like The Great
But before we get into all that, here's a little Maze, River o’ Blood, and The City o’ Gloom.
background information about the Deadlands
1997 saw the release of The Great Rail Wars,
setting, and the various twists and turns in the
the Deadlands miniatures game. That sold
trail that brought us to this point.
through its initial printing in just a few months
and sparked a series of follow-ons like Derailed!
(vehicle rules), additional troops (Dogs of War:
A BRIEF HISTORY OF DEADLANDS All’s Fair), and narrative campaigns like A Fist
Full o’ Ghost Rock and Raid on Roswell, where we
Deadlands: The Weird West roleplaying game established an early precursor to the Plot Point
debuted in August of 1996, at GenCon, in Campaigns we’d become known for later on.
Milwaukee, Wisconsin. Shane Hensley had
Deadlands: Hell on Earth, a post-apocalyptic
the original idea, and was later joined by Matt
Western follow-up to the Weird West, came out in
Forbeck and Greg Gorden to form Pinnacle
August of 1998. This setting postulated a possible
Entertainment Group. The game was an instant
future where our heroic posses failed and the
hit and sold out in just a few weeks.
Reckoners arrived on Earth. Clues were hidden in
That first version of Deadlands used a system the original books that pointed to the Reckoners’
that’s come to be called “Classic” and was all in true identity as the Four Horsemen, and at
a single book. A “companion” called The Quick GenCon ‘98, a procession of wasteland warriors
& the Dead followed soon after. carried a box of the first shipment of books into
the convention hall. Hundreds of fans awaited,
A slew of “splat” books—additional rules
and were shocked and thrilled at the big reveal.
for character types like gunslingers (Law Dogs),
hucksters (Hucksters & Hexes), blessed (Fire & Where the Weird West was built to model
Brimstone), and mad scientists (Smith & films like The Outlaw Josey Wales, fanning the
Robards)—followed quickly thereafter. hammer, and the gritty “chunk” of heavy lead
4
bullets on flesh, Hell on Earth had to suddenly
accommodate rocket launchers, mini-guns,
armored vehicles, and other sci-fi weapons—
as well as the more epic powers of radiation
priests, insect shamans, and undead cyborgs.
This and changes in the game industry at the
time caused difficult times for Pinnacle, and the
creation of a new, simpler set of rules based off
Introduction
The Great Rail Wars. This became Savage Worlds,
published in 2003. A new edition of Deadlands
for that rule system, called “Reloaded,”
followed soon after in 2005. That was once
again split into two expanded books, a Player’s
Guide and Marshal’s Handbook, in 2010.
Dozens of great adventures and sourcebooks
were published for Deadlands: Reloaded,
including the premier “Servitor Series,” four
mega-Plot Point Campaigns that pitted the
heroes against the Reckoners’ human Servitors
on Earth: Reverend Grimme, Raven, Stone, and
finally Dr. Hellstromme.
The conclusion of those adventures heralded
a new age in 2020. Deadlands is now just shy
of its 25th anniversary. In the game world, the
story has advanced from 1876 to 1884, with
only one large revision—the collapse of the
Confederacy in 1871 (in the previous game it
continued into the 1880s). The revision was
done for story-based reasons (“The Morgana
Effect,” explained in the new edition of
Deadlands: The Weird West), to make way for
the more interesting fictional factions we’ve
created since the game’s debut, and of course to
move away from the CSA’s influence without
whitewashing its terrible legacy.
There are many more stories to tell in the
Weird West, and we’re working on them
constantly. For those who want to see where
we’ve come from, most of those tales outside a
few dependent on the Civil War are still canon
and can be dropped right into your campaign
world with little effort.
Now you know a bit more about where the
game came from. The rest of this book adds to
this new edition and expands on some of our
“legacy” character types, discussions of the
mysterious Hunting Grounds, how to run the
game, and a slew of relics your posse can use to
fight back the powers of darkness.
We hope you enjoy your trek as much as
we’ve enjoyed creating it, amigos!
5
CHAPTER
1
DEADLANDS: THE WEIRD WEST
NO MAN'S LAND
CHARNEL BREATH
HARROWED EDGES REQUIREMENTS: Seasoned, Harrowed
Charnel Breath is the ability to dredge up
The Harrowed abilities in Deadlands: The
all the worst stench of decay in a Harrowed’s
Weird West are just tip of the big undead
body, supernaturally fester it even further,
iceberg. Over the years, “deaders” have
and blow it out all over an unsuspecting
figured out all kinds of strange tricks. This
target within arm’s reach. The corrosive gas
chapter explores some additional Harrowed
produces watery eyes and violent retching.
Edges your tall, dark, and creepy hero can
take after she kicks the proverbial bucket and To do so, she breathes a cloud of noxious
comes back Harrowed. fumes in a Medium Blast Template adjacent
to her position. Everyone within must make
BURROW a Vigor roll at −2 or suffer Fatigue. This effect
REQUIREMENTS: Novice, Harrowed can only cause Incapacitation, not death.
Beings that don’t breathe are immune to
The Harrowed gains the ability to burrow
Charnel Breath.
through raw earth, per the power (see Savage
Worlds). Although this makes him a very A Harrowed can wretch up these foul
efficient traveler underground—the earth vapors only after eating something and
seems almost eager to get out of his way— waiting at least an hour—it has to “simmer”
he always finishes such a trip covered with in his wretched innards for a while.
soil, slime, millipedes, centipedes, and such
subterranean accouterments. CONTORTION
The deader can burrow into loose earth REQUIREMENTS: Heroic, Harrowed
and move through it at half normal Pace (he It’s amazing what you can do with your
cannot run). He cannot normally be attacked body when you know it won’t cause any
while burrowing, and can attempt to surprise permanent damage.
opponents who didn’t see him coming by
Contortion allows a Harrowed to dislocate
making an opposed Stealth vs. Notice roll. If
pretty much any and every bone in her body—
successful, the burrower adds +2 to his attack
including shoulder blades, ribs, and pelvis.
and damage rolls that round, or +4 with a
raise (he has The Drop). To escape from being Bound or Entangled,
or squeeze through a gap up to about the
6
width of the Harrowed’s skull, the deader
makes a Vigor roll as an action to pop some
DEAD RECKONING
bones out of their sockets and slip loose or REQUIREMENTS: Novice, Harrowed
crawl through a gap. Dead Reckoning is the ability to sense the
direction to any and all corpses—animal,
Failure means he takes Fatigue and makes
human, or otherwise—within a mile.
no progress (or takes a Wound with a
Critical Failure). This shows up almost like radar in the
No Man's Land
Harrowed’s mind. Bits and bones show up
Success means he either improves his
as small “blips” while fresh bodies are larger.
situation one step (from Bound to Entangled),
or slips through the gap (but it takes his Detecting the dead is an action but doesn’t
entire turn—no other actions allowed). A require a Trait roll. And yes, it can absolutely
raise means the contortionist is no longer be used to tell if an individual is a walking
Bound or Entangled, or moves through an corpse, though it doesn’t tell him what
opening as a normal move. kind—another Harrowed, vampire, walking
dead, etc.
Anyone who happens upon a Harrowed in
his contorted, busted-up state must make a
Fear check—it’s a fairly gruesome sight!
DEATH MASK
REQUIREMENTS: Novice, Harrowed, Persua-
DEAD MAN'S HAND sion d6+
REQUIREMENTS: Veteran, Harrowed Use of this Edge allows a Harrowed to
appear as she did when she still drew breath,
Harrowed with this power can continue
negating others’ Unfriendly attitudes and
to control their own severed body parts—
the Harrowed’s innate –2 Persuasion penalty.
usually a hand or an eye—for short periods
Death Mask is an action to activate but doesn’t
of time. To use the Edge, the deader slices off
require a Trait roll. Once activated, the
his own hand or plucks out an eyeball.
Harrowed can keep it up as long as she likes.
The severed body part remains active and
The effect is a minor illusion, so if the
under its owner’s mental control up to a
Harrowed is Shaken, Stunned, or suffers
Range of one mile.
one or more Wounds, he must make a Spirit
The deader can maintain the Dead Man’s roll at −2 to keep the disguise active. Detect
Hand as long as he wishes, though he has arcana automatically sees through this effect,
the One Arm or One Eye Hindrance until the and a successful dispel removes it.
body part is reattached.
Severed hands use the Animate Hand
DEVIL'S TOUCH
profile (see Deadlands: The Weird West). They REQUIREMENTS: Seasoned, Harrowed
can “walk” on their fingers at a Pace of 6 (no A Harrowed with this Edge can disrupt
running). Eyeballs magically transmit back the workings of any mad scientist’s gizmo or
whatever they see to the owner, and can Infernal Device with a touch. This is an action
roll around at a Pace of 6 (no running). Ears and a Spirit roll. If successful, any failure
can’t move on their own, but if left behind when using the device counts as a Critical
somewhere they relay whatever they “hear” Failure. This lasts for three rounds after the
back to their owner. device is touched, or five with a raise.
Healing: Severing a body part causes
an immediate Wound and any Hindrance
FAST AS DEATH
associated with it (One Eye for the removal of REQUIREMENTS: Novice, Harrowed
an eye, One Arm for a hand, Hard of Hearing Normally, dead bodies don’t move very
for an ear, and so on). fast. But the Harrowed with this Edge can
move with supernatural speed when the
Sewing the body part back on reattaches it,
need arises. This increases her Pace by 3 and
but it doesn’t actually work until the next time
her running die one step. This stacks
he makes a successful natural Healing roll.
with Fleet-Footed and similar abilities!
7
DEADLANDS: THE WEIRD WEST
8
a normal horse—though one that’s clearly fingernail clipping, or blood stain; or it could
fierce and powerful. be an item of some significance to her, such
as a piece of jewelry, her firearm, or even her
The horse has the usual stats for a War
trusty horse.
Horse (see Savage Worlds), is Fearless, and a
Wild Card. The beast is loyal and has sinister The deader then simply decides if he
intelligence that understands its master’s wants his manitou to torment the target
commands (treat its Smarts as human each night. If so, she has the Night Terrors
No Man's Land
intelligence rather than animal). It’s a strange Hindrance for as long as the Harrowed
creature, and serves the human as well as his wants to torment her.
manitou when the demon has control of the
A victim can rid herself of the nightmares
host’s body.
by killing the Harrowed or sleeping on
If the Hell Steed is ever slain, the Harrowed sanctified ground. Dispel has no effect, but
doesn’t automatically get a replacement! He detect arcana senses an evil presence on the
can take the Edge again to summon a new victim when she’s being tormented. With a
beast, however. A Harrowed can’t have more raise, detect arcana also gives an impression
than one Hell Steed at once. of the Harrowed himself, perhaps a stench,
a memory of when the item was taken, or
MIMIC his dead eyes.
REQUIREMENTS: Legendary, Harrowed
Great supernatural power springs from
POSSESSION
the Hunting Grounds in one form or another. REQUIREMENTS: Veteran, Harrowed
Sometimes a Harrowed attuned to that If a manitou’s good at anything, it’s taking
power can decipher it and wrestle it away control of someone else’s body. This power
for herself. grants the Harrowed a limited ability to
do the same.
When any power that uses the Spellcasting
skill is used in sight of the Harrowed, she Controlling someone works exactly like
gains the ability to cast it herself. She may the puppet power in Savage Worlds, but the
only do this once, and it must be within the Harrowed uses his Spirit −2 for the arcane
same encounter she saw it used. skill roll.
The Harrowed uses Spellcasting to cast The deader is Distracted for as long as
the spell if she has that skill, or Smarts if he maintains control. He may maintain the
she doesn’t. power as long as he wants, but remains
Distracted while doing so (he may not use
Any Power Points or Modifiers must
Power Points even if he has them). If he’s
be identical. If a cultist casts a 3d6 black
Shaken, Stunned, or Wounded, he must make
magic bolt with AP 2 for four Power Points,
a Smarts roll or the power terminates as well.
the Harrowed may do exactly the same. A
Critical Failure means the Harrowed is
Fatigued and all currently maintained
RIGOR MORTIS
powers (if any) terminate. REQUIREMENTS: Heroic, Harrowed
A deader uses this power to inflict terrible
NIGHTMARES pain on everyone who gets too close to his
REQUIREMENTS: Veteran, Harrowed cadaverous corpse.
One of the manitous’ duties in the spirit Activating Rigor Mortis is a free action that
world is to torment dreamers. A Harrowed creates a field of agony the size of a Medium
whose brain-worm gives him this power can Blast Template centered on the Harrowed.
share his misery, giving other living minds Everyone who enters the template (friend
dark and terrible dreams. and foe alike) is wracked with pain and
stiffness and Distracted. The condition
The Harrowed needs something from
terminates at the end of a victim’s turn
the target to inflict nightmares on her—it
if he’s no longer in the area of effect.
could be something of her body, like a hair,
9
Rigor Mortis can be maintained as long Edge can tap into the manitous’ abilities to
as the Harrowed desires, but terminates if send a victim straight to the Land o’ Nod
DEADLANDS: THE WEIRD WEST
he doesn’t make a Smarts roll when Shaken, with a single touch. Even other Harrowed are
Stunned, or Wounded. affected. This works much like the slumber
power (see Savage Worlds), except it costs no
SILENT AS A CORPSE Power Points, has a Range of Touch, and is
REQUIREMENTS: Seasoned, Harrowed, Stealth d8+ enacted with an opposed Spirit roll against
the target as an action. If the Harrowed wins
As long as this deader’s feet are in contact
the opposed Spirit roll, the target falls asleep
with dirt, he can move without making a
for one minute, or 1d6 hours with a raise. It
sound (even if he’s wearing boots). He adds
can’t be maintained.
+4 to Stealth where sound is the primary
factor in detection.
SPEAK WITH THE DEAD
In the Weird West, most everything that’s REQUIREMENTS: Seasoned, Harrowed
not actually inside a building is dirt. Even the
After death, a soul remains somewhat
interiors to some buildings have dirt floors,
tethered to his remains for a while. It decays
such as barns, stables, poor farmsteads,
over a few months, the spiritual connection
and the like.
fading along with the flesh it once occupied.
SLEEP O' THE DEAD Harrowed with this power can tap into
REQUIREMENTS: Seasoned, Harrowed those connections to call forth a cadaver’s
spirit and speak to it. The body’s soul is
Manitous have something of a talent for
distant and confused when summoned
getting mortals to sleep. Harrowed with this
back to speak with the Harrowed. Its mortal
10
memories are vague and difficult to recollect. manitous swirling around a huckster or
It may have a crystal clear memory of a clear lurking inside the corpse of a walking dead,
summer day it spent swimming in a creek in how twisted an area is (its Fear Level),
his youth but can’t seem to recall which of magical effects on people or objects, or
his “friends” murdered him. (That means the even whether or not a manitou is wriggling
Marshal has full control on what information around inside of someone. In the latter
the posse gets, which should be helpful but case, the manitou’s demeanor might even
rarely give away the mystery of a good indicate whether it currently controls its
No Man's Land
adventure!) Harrowed host.
Contact requires touch and the corpse can’t This might allow the deader to notice an
have been dead longer than the Harrowed’s invisible creature if it has a spirit (and is thus
Smarts die in months. Once contact is visible in the spirit world), but doesn’t negate
initiated, the Marshal rolls a d6. On a 2–6, any penalties to affect it.
the spirit is dragged forth and answers a
Additionally, any creature with the Fear
few questions before it’s pulled back into the
Special Ability leaves a dark trail through
Hunting Grounds and can’t be summoned
the spirit world. Up to one hour after an
again until the next full moon. On a 1, a
abomination has moved through an area,
manitou responds instead, pretending to
it leaves a faintly glowing spoor of pure
be the corpse’s spirit, and causes as much
evil. A Harrowed with Spirit Sight can use
mischief as possible!
Notice (not Survival in this case) to follow
the tainted trail.
SPIDER
REQUIREMENTS: Seasoned, Harrowed SPIRITUAL BARBWIRE
In a world filled with terrors and REQUIREMENTS: Veteran, Harrowed
abominations, there are few things creepier
This Edge allows a deader to create a
than watching a Harrowed scuttle up the
barrier that keeps out ghosts, poltergeists,
side of a wall.
and other ethereal entities—it has no affect
That’s exactly what this Edge does—it on physical entities. The Harrowed makes a
grants the hero the ability to walk on vertical Spirit roll and then places a Medium Burst
surfaces at his regular Pace. He can even Template centered on himself. The Spiritual
cling to inverted surfaces at half Pace (and Barbwire persists as long as the cowpoke
he may not run on inverted surfaces). concentrates on it, which inflicts a −2 penalty
on other Trait rolls.
SPIRIT SIGHT Entities wishing to enter the Template
REQUIREMENTS: Seasoned, Harrowed must make an opposed Spirit check against
As any deader knows, all that power and the deader’s total. If they fail, they cannot
locomotion is due to a demon squatting pass the barrier while the Edge remains
inside what’s left of his moldering corpse. active. Spiritual Barbwire stops the entity
Spirit Sight allows the Harrowed to tap into from passing through, but does not prevent
the manitou’s mind for a change, and take a it from “normal” actions such as Intimidation
quick gander into the spirit world. (A version or throwing physical objects.
of the ability is now a modifier to detect
If any living creature of rat-size or larger
arcana, too; see New Power Option profile
that started inside the circle crosses to the
on page 61.)
outside, the Edge is negated and must be
Activating Spirit Sight is a free action (but reactivated with another Spirit roll.
can only be done once per turn if the game
is in rounds). This is disorientating so he’s TRACKIN' TEETH
Distracted until the end of turn after he drops REQUIREMENTS: Seasoned, Harrowed
the Spirit Sight.
The dead tend to lose body parts here and
While peering into the Hunting Grounds, there. Those with this Edge can keep
the Harrowed can view such things as
11
track of those parts, whether they’re attached
to the rest of his cadaver or not!
IMPROVED TRACKIN' TEETH
REQUIREMENTS: Heroic, Harrowed, Trackin’
DEADLANDS: THE WEIRD WEST
12
MAD SCIENTIST EDGE
METAL MAGES
Metal mages are inventors who have figured
out and accepted the fact that their powers
NOTE: Metal Mage is a new Edge for Mad Scien- are given to them by manitous.
tists. It blends the basics of the New Science
with some of the magic of hucksters! METAL MAGE
R. Percy Sitgreaves wasn’t the first “mad REQUIREMENTS: Novice, Arcane Background (Mad
No Man's Land
scientist” to realize some of his inventions Scientist), Occult d6+, Weird Science d8+
weren’t entirely original. Some aspects of
Metal mages use devices like any other
those ideas were whispered into his ear,
weird scientist, but can also Deal with the
metaphorically, by creatures from another
Devil (see Deadlands) like a huckster!
plane of existence. After discussing his
“insane” theory with a huckster friend of This allows them to cast any power
his, he realized the sinister truth—key parts available to mad scientists, even those they
of his inventive process were given to him don’t have or that are above their Rank, and
by demons. perhaps even get enough energy directly
from the Hunting Grounds to power it.
The tinkerer found employment with
Smith & Robards in Denver, using his The process is similar to that of hucksters
growing huckster powers to enhance his but with a few key differences—see the
abilities through the interview process. He section on page 14 for all the details and
worked there for several years, watching the differences.
other inventors in wonder as they created
It’s quite a spectacular show when a metal
device after device, never realizing exactly
mage successfully Deals with the Devil!
where their devilish flashes of inspiration
Metal bits swirl about the scientist, either
came from.
appearing from thin air or levitating from
Over time, Sitgreaves proved a mediocre whatever crates, bins, or toolkits are within
inventor. His employers, Smith & Robards, a few feet of him. Unseen hands assemble
“retired” him from the workshop but kept the bits into a Hellish device or effect,
him on as the publisher of their catalog. The twisting, shaping, turning and smashing
newly-appointed editor knew Hoyle used pieces together in a storm of hot wind that
his Book of Games to pass coded instructions smells of brimstone and madness. And if one
for casting spells to hucksters, and as he looks closely, he just might see a demonic
perfected his special blend of metal magic, he face howling with glee in the middle of the
did the same in the Smith & Robards Catalog. swirling metal maelstrom!
Now dozens of individuals across the Weird
There’s no denying something super
West follow in his footsteps, blending both
natural is happening when a metal mage
the worst and best of hucksters and mad
deals with the Devil. Anyone who sees the
scientists into “thauamaturgical diffusionists,”
event knows deviltry is afoot. Metal mages
or more commonly, “metal mages.”
only resort to this measure as an absolute last
resort when strangers are about.
The devilish devices created in this way
last as long as the power itself lasts, then
collapse into a pile of their component parts—
often burning hot or icy cold from the touch
of the demonic forces that assembled them.
See Deadlands: The Weird West for the
Dealing with the Devil table, and the section
on the next page for the process.
13
DEALING WITH THE DEVIL FOR METAL MAGES
DEADLANDS: THE WEIRD WEST
1. Ante Up: The hero must spend a Benny to deal with the devil, just like a huckster.
Dealing with the Devil is an action that includes casting the spell, but can only be done
once per turn.
2. Choose a Power: The character can cast any power available to mad scientists,
including those he doesn’t have or that are above his Rank. Total up the Power Points
it requires, including any Modifiers.
3. Make an Occult Roll: Metal mages don’t gamble with manitous, they open their minds
to the spirits’ mad whispers to create fantastic but temporary devices. Draw five cards
from a fresh deck of cards, then make an Occult roll and draw one extra card for
success or two with a raise. Failure means you get no additional cards. A Critical
Failure means you get no additional cards, and after the spell is resolved, the Marshal
rolls on the Huckster’s Backfire Table in Deadlands.
Metal Mages can’t take Huckster Edges and so can’t get extra cards from them when
Dealing with the Devil, but they get an extra card if they have at least 20 pounds of
loose metal parts within arm’s reach. They may also draw an additional card if they
offer up an ounce of ghost rock (consumed in the process).
4. Make a Poker Hand: Once the mage has all his cards, put together the best poker hand
you can manage and consult the Dealing with the Devil Table in Deadlands. Jokers are
Wild Cards that can be used as any other card, and you get your ante (Benny) back!
You can only use the Power Points granted by the hand—not the character’s pool—
when Dealing with the Devil. The metal mage still attempts to cast the spell even if he
didn’t get enough Power Points, as you’ll see in the next step.
5. Activate the Device: Now make a Weird Science roll. Subtract 2 for each level the
power is above the character’s current Rank, if any, and one for each Power Point
you came up short in the last step. If the hand gave you more Power Points than you
needed, you can add them to the Weird Science roll to increase the total, or replenish
your existing Power Point pool (this can’t exceed the character’s maximum).
Failure means you’ve lost your ante and the power fails. Critical Failure means the
power fails and the Marshal rolls on the Huckster’s Backfire Table (see Deadlands).
Resolve the Power: If the power was successful, resolve its effects as usual.
14
NEW POWERS mage may try again. On a Critical Failure,
the damage can only be repaired through
A character must have the Metal Mage Edge
normal hard work and replacement parts
to take these powers.
(see Repair in Savage Worlds).
BREAKDOWN MODIFIERS:
Rank: Novice CRITICAL HITS (+2): The inventor can
Power Points: 2 instead attempt to fix a vehicular Critical
No Man's Land
Range: Smarts Hit by casting mend. Like repairing
Duration: Instant Wounds, this may be done multiple
times.
Metal mages can create gizmos that cause
EXPEL GREMLINS (+1): A successful Weird
other mechanical devices to jam, breakdown,
Science roll removes one gremlin from a
or malfunction. The caster chooses any device
machine or all gremlins with a raise. (See
with moving or connected parts (GM’s call
Gremlins in Deadlands: The Weird West).
but no “simple” tools) in Range and makes a
Weird Science roll. If successful, those using
the item subtract 2 from their totals, and it
TRINKETS
Metal mages may also take the huckster
breaks on a Critical Failure. Both effects work
power trinkets. The device (Trapping) can
like the All Thumbs Hindrance and do not
be a clockwork assembler or some such, or it
stack with it. Casting breakdown on a device
can just be a bag of random components the
that’s already suffering this penalty counts as
metal mage “assembles” when he activates
a raise—see below.
the power. In any case, he always uses his
With a raise, the device suffers an Weird Science skill.
immediate breakdown, and if it’s a weird
science gizmo or infernal device, the user
must immediately roll on its appropriate
Malfunction Table as well. Either result can
be removed with a Repair roll, which takes
an action if just removing the penalty or 1d6
hours if broken.
MODIFIERS
ADDITIONAL RECIPIENTS (+1): The
power may affect an additional
item for 1 additional Power
Point each.
MEND
Rank: Novice
Power Points: 3
Range: Smarts
Duration: Instant
Mend allows a metal mage to repair
damage done to complex machines—
essentially any device that has Wounds,
like vehicles or certain types of sentient
constructs. It may take the form of a
clockwork toolkit, multi-tool, or other
repair gizmo of the metal mage’s design.
Fixing a machine’s Wounds is a Weird
Science roll. A success repairs one Wound
and a raise repairs two. If the casting fails
or does not heal all the damage, the metal
15
strangeness as Agents and Rangers and
US MARSHALS asked the Agency to share some information
DEADLANDS: THE WEIRD WEST
16
see each spirit as a tool. Some have relatively
VOODOOISTS peaceful purposes, like Legba. Others are
violent but all-too-frequently necessary, like
Marinette.
Edge: Arcane Background (Voodooist)
Requirements: Novice, Spirit d8+, Faith Loas are numerous and have influence
d4+ over different spheres of life and nature like
Arcane Skill: Faith (Spirit) the animal spirits worshiped by American
No Man's Land
Starting Powers: 2 Indians. They also bargain like manitous,
Power Points: 15 but prefer to be fêted with gifts rather than a
Available Powers: Arcane protection, supplicant’s soul.
aspect of the rada loa, banish, barrier, beast
Voodooists communicate and bargain
friend, blind, boost/lower Trait, confusion,
with their spirits through rituals and shrines.
curse, darksight, deflection, detect/conceal
Stationary houngans and mambos have
arcana, dispel, divination, empathy, fear, fury
shrines to numerous loas in their house or
of the petro loa, healing, havoc, healing, holy
nearby environs. Traveling voodooists make
symbol, object reading, protection, puppet,
do with a small shrine, usually lit by candles
relief, sanctify, smite, speak language, speed/
and placed before them each night before
sloth, stun, warrior’s gift, zombie.
they bed down. Either spend at least an
Miracles: Voodooists may take Edges that
hour a day in prayer and occasional animal
require Arcane Background (Miracles).
sacrifice (which are usually consumed as a
Backlash: A Critical Failure on a Faith
meal as well).
roll causes the voodooist a level of
Fatigue and all currently active powers These prayers and rituals petition various
are terminated. loas for power, which are focused into
Gris-Gris: Voodooists must carry charms—rocks, bones, sculptures, animal
“conjure” bags on their person to activate parts, or even dirt or dust gathered from
their powers (see below). some special place. All of this goes into the
voodooist’s “gris-gris” bag so it can be drawn
on when the houngan or mambo invokes the
PLAYING A VOODOOIST loa’s power.
Voodoo’s roots lie in Africa. The Mid-Atlantic
slave trade brought Africans to the island of RITUALS AND CONJURE BAGS
Hispaniola where their captors attempted Voodoo priests and priestesses commune
to convert them to Catholicism. Instead, the with loa through prayer and rituals. As they
ancient worship of spirits blended with the do so, they present various tokens to their
worship of saints and became the practice loas’ shrines which become energized with
known as voodoo. spiritual energy. Tokens are symbolic of
the loas, and might include coins, tobacco,
Those who practice voodoo are houngans
charms, artwork, animal parts, jewelry
(male) and mambos (female)—collectively,
inscribed with the loa’s vévé. A bag might
“voodooists.” Their power comes through
even include blood, alcohol, spices, or
spirits called “loas,” a host of spirits with
perfume, kept in small bottles or smeared on
specific personalities and traits like Baron
pieces of cloth.
Samedi (loa of the dead, who wears a top
hat, black tail coat, and dark glasses), Papa In general, it’s assumed a player character
Legba (intermediary of the spirit world who voodooist is able to perform these rituals “off
appears as an old man with a cane and straw camera,” perhaps before bed, in the morning,
hat), or the terrifying Marinette of the Dry or after a meal as fits the particular loa. This
Arms (a violent spirit who frees her people takes about an hour, and gives her the
from bondage). items she must place in her conjure or “gris-
gris” bag. If she can’t perform these rituals
Gentle spirits are rada loa. Hot-tempered
and create her gris-gris bag, she can’t use
spirits are petro loa. Some label rada as “good”
her powers.
spirits and petro as “bad”, but voodooists
17
TRAPPINGS BEEN TO THE CROSSROADS
Voodoo powers are cast through brief chants REQUIREMENTS: Novice, Spirit d8+, Arcane Back-
DEADLANDS: THE WEIRD WEST
18
the Range Power Modifier since it’s not the
Range of the power itself.
AGWÉ: This loa rules over the great
VOODOO TERMS
waters and all that dwells within them. BOKKOR: An evil male priest, or
He is most often depicted as a tall, “warlock.”
handsome man with deep green eyes CAPALATA: An unscrupulous female
wearing formal clothes, crying salt tears voodooist, or “witch.”
No Man's Land
for the slaves transported across the CHEVAL (Horse): A person “ridden”
ocean during the Trans-Atlantic slave (possessed) by a loa.
trade. Those ridden by Agwé are morose GRIS-GRIS: A magic talisman, usually
and easily brought to tears. a small bag containing various
ingredients.
The spell allows the voodooist mastery of
HUMFOR: The voodoo community or
the water for the Duration of the power.
congregation.
She may walk upon it, breathe beneath its
HOUNGAN: A voodoo priest.
surface, and swim at her full Pace (plus
MAMBO: A voodoo priestess.
running die if desired). With a raise, she
MANGÉ: A feeding of the loas or the
adds +2 to her total Pace each round.
dead, typically with the sacrifice of
BARON SAMEDI: Samedi appears as animals.
a tall man in black hat, dark glasses, PETRO LOA: A manitou or demon.
formal coat with tails, cotton plugs in RADA LOA: A nature spirit.
his nose, and painted skull face. He is a VÉVÉ: A magical inscription, either on
dirty-minded and foul-mouthed loa who a piece of cloth or the ground.
relishes human vices. Samedi is the loa of
the dead and gatekeeper to the Hunting
Grounds. Anyone possessed by the Baron
becomes bawdy and salacious. All rolls are made at +1 if the spell is cast
with a raise.
Samedi temporarily severs an undead
creature’s link to the Hunting Grounds. ERZULIE FRÉDA: Erzulie appears as a
If a creature with the undead Special “black Madonna,” a loa of love and
Ability moves adjacent to the voodooist, it femininity. While beautiful and kind,
must make a Vigor roll (at –2 if cast with she’s also quick-tempered. When ridden
a raise) or be Stunned. by Erzulie, the voodooist also adopts
these traits.
DAMBALLA: The ancient creator of the
world once lay beneath the earth in The power grants the hero favor with
serpent form. It was he who created the a single individual who is romantically
mountains and the skies and the seas inclined toward his or her gender and
and all that humanity beholds. He’s a starts with a Neutral or better Reaction
powerful, pristine loa who communicates (see the Reaction Table in Savage
messages of wealth, prosperity, and Worlds). This isn’t the puppet power—
health through dreams. Casters who the individual isn’t a mind-controlled
invite Damballa into their body become slave—he or she is just eager to please
more patient and kind, with a long view the houngan or mambo. A raise means
to the cosmos and all who dwell in it. the target is even more eager to aid the
voodooist.
You can reroll any Vigor roll for the
Duration of the spell. If using the Wealth Once the power expires, the target may
rules from Savage Worlds, you can also rethink his or her commitment depending
reroll any Wealth roll for the Duration of on the situation. Of course the voodooist
the spell. If not, reroll any Persuasion rolls can always channel Erzulie Fréda and
to haggle or otherwise negotiate prices to rekindle the relationship anew.
get a better deal (a discount the GM feels
is appropriate for the particular situation).
19
PAPA LEGBA: Legba is the great Targets of Erzulie’s rage see her ghostly
communicator. He is depicted as an visage emerge from the voodooist. She
DEADLANDS: THE WEIRD WEST
old man with a cane, wearing a broad- races toward them, screeching with
rimmed straw hat and smoking a pipe, the stump of her severed tongue, eyes
and is often accompanied by a loyal dog. black as night and blood-stained hands
When he rides an individual, she becomes reaching out for vengeance. She passes
more patient, wise, and sympathetic. through their form and chills them to the
very marrow…then disappears.
The houngan or mambo gets a free reroll
on any Persuasion, Intimidation, or Taunt MARINETTE BWA CHECH (“Marinette
Tests for the Duration of the possession of the Dry Arms”): This terrifying petro
(at +1 if cast with a raise). loa is a tall, almost skeletal figure with
wild hair, mad eyes, and parched skin
wearing ragged, blood-stained clothes.
FURY OF THE PETRO LOA Those ridden by Marinette gain the Mean
Rank: Novice
Hindrance.
Power Points: 5
Range: Self Marinette extends her host’s Fighting
Duration: 5 attacks to Reach 2, and Str+d6, AP 2 if
unarmed. The damage is increased to
Petro loa are more aggressive or ill-tempered
Str+d8 if cast with a raise.
than rada loa, so they’re primarily useful in
dangerous situations such as combat. Like Anyone struck by the voodooist sees a
aspect of the rada loa, fury of the petro loa invites ghostly image of the horrific Marinette
these spirits into the voodooist’s body. transposed over the attacker, screaming
obscenities in her mad fury as she reaches
Only one spirit may ride the voodooist at
out with her horrific dry arms and long,
a time, though the caster may drop the spell
jagged claws.
at any time and start another if she chooses.
MET KALFU: Kalfu is the dark side of
Range: The voodooist can only cast this
Papa Legba. He appears as a suave man
spell on herself, though the Range to the
in a top hat with a forked tongue. He is
target is equal to the caster’s Spirit. This can’t
another loa of the crossroads between
be increased with the Range Power Modifier
worlds, with influence over dark spirits
since it’s not the Range of the power itself.
and emotions. Those who invoke Kalfu
Other Aspects: Most loas have more gain the Ruthless (Minor) Hindrance.
than one aspect. Those listed here are the Voodooists who already have the
most common favors requested by heroic Hindrance do not suffer the −2 to the
voodooists in the Weird West. Spirit roll below.
ERZULIE DANTOR: Erzulie Dantor is As master of strange, spiritual energies,
an aspect of Erzulie Fréda born of the Kalfu can sever a target’s ties with Fate
bloody Haitian Revolution. She appears itself. Any time a foe spends a Benny and
as a black Madonna with a scar on her the voodooist wants to counter it, he may
cheek and a severed tongue—cut out make a Spirit roll at –2 (or no penalty if
to ensure she kept the secrets of the cast with a raise). If successful, no Benny
revolution. Anyone ridden by Erzulie can be spent on that roll. With a raise, the
gains a bleeding cut on the tongue (no Benny is lost as well!
game effect) and the Vengeful (Minor)
When an opponent’s luck is countered,
Hindrance for the Duration of the power.
he sees a ghostly image of Kalfu greedily
The fearful Dantor is a vengeful protector. drawing the energy into his mouth and
Anyone who harms the voodooist (causes devouring it with glee.
her to be Shaken, Stunned, or Wounded)
must make an immediate Spirit roll (at −2
if cast with a raise) or be Stunned.
20
Since witches gain their power from
WITCHES black magic, they gain certain advantages
when the Fear Level is 4 or higher, just like
those practitioners of black magic under the
Edge: Arcane Background (Witch)
Marshal’s control:
Requirements: Novice, Spirit d8+,
Spellcasting d4+ FEAR LEVEL 4–5: The witch gets a free
Arcane Skill: Spellcasting (Smarts) reroll on any failed Spellcasting roll (see
No Man's Land
Starting Powers: 3 Rerolls in Savage Worlds).
Power Points: 10 DEADLANDS: The witch gets a free reroll
Available Powers: Arcane protection, on all Spellcasting rolls.
banish, barrier, beast friend, beguile, blast,
Of course those rerolls just give the witch
blind, bolt, boost/lower Trait, confusion,
more chances to become Corrupted, as we’ll
curse, darksight, deflection, detect/conceal
examine next!
arcana, disguise, dispel, divination, drain
Power Points, dread, elemental manipulation,
empathy, entangle, environmental protection,
CORRUPTION
In addition to the usual effects of Fatigue
farsight, fear, fly, growth/shrink, havoc,
and terminating all active powers, a witch
illusion, invisibility, light/darkness, mind
who rolls a Critical Failure gains a point of
wipe, object reading, protection, puppet, shape
Corruption. Each point of Corruption gives
change, sloth/speed, slumber, sound/silence,
her a new Minor Hindrance or increases a
stun, summon ally, transform, wall walker,
Minor to a Major (her choice).
warrior’s gift, zombie.
In The Blood: Witches may take the Hindrances should be negative in nature.
huckster Whateley Blood Edge (see A witch might become excessively irritable
Hucksters in Deadlands: The Weird West). (Mean), grow a large wart on her nose (Ugly),
Backlash: A Critical Failure on a Spell or even become Wanted by the authorities.
casting roll causes the witch a level of Occasional “good” Hindrances, like Loyal,
Fatigue and all currently active powers are possible with the Marshal’s permission.
are terminated. It also gives the witch a
If a witch’s Corruption ever equals her
point of Corruption (see below).
Spirit, she becomes a truly evil nonplayer
Black Magic: Witches get certain
character under the Marshal’s control.
advantages in areas where the Fear Level
is high. Reducing Corruption: Every time a witch
participates in reducing a region’s Fear
Level, she reduces her Corruption by 1. This
NOT YOUR GRAMMA'S WITCHES eliminates a Minor Hindrance she gained
Let’s be clear before we go any further. We’re
through Corruption, or reduces a Major
not talking about wiccans, white witches,
Hindrance gained through Corruption to
hedge mages, or other magic users who
the Minor version. (It doesn’t affect other
draw their power from nature, themselves, or
Hindrances she acquired or started with.)
anything good. Use the blessed or shamans
for those who walk on the side of light. She may also rid herself of a Hindrance
gained in this way by spending an Advance
BLACK MAGIC (see Advances in Savage Worlds). If the
This Arcane Background features witches Hindrance was gained from Corruption, it
and warlocks who draw energy straight out removes a point of Corruption as well.
of the darkest part of the Hunting Grounds.
“Black magic” is a quick and easy source of PLAYING A WITCH
power for those who learn to take it, and it’s Most witches in the Weird West come from
as tainted as week old meat. The Reckoners one of two places—they’re a descendant
are happy to let mortals play with this power, of the mad Whateley family or they were
even if they think they’re ultimately doing secretly trained in witchcraft at Mina
good with it, because eventually it corrupts Devlin’s School for Girls in Dodge
even the strongest wills. City, Kansas.
21
DEADLANDS: THE WEIRD WEST
Witches and warlocks of the Whateley On graduation at the age of 18, those
clan can also take the huckster’s Whateley young ladies who survive their training
Blood Edge (see Hucksters in Deadlands: become enforcers for Mina’s company,
The Weird West). The Whateley clan in the Black River Railroad. Each “coven” serves
US originates in the hills of New England in different parts of the West. They play up
(though the family is far older than that). their powerful reputations, wear distinctive
Those in the West were either born to those leather masks and outfits, and aren’t hesitant
few who moved on from there, or more likely to use violence to further the company’s
left home themselves to escape their strange goals—especially against men, thanks to
family. Several strong Whateley clans can be Mina’s influence.
found in Kansas, the Great Maze, and the
The most famous of the Wichita Witches is
Texas hill country.
Violet Esperanza. Violet and her murderous
Whateley witches and warlocks have “sisters” serve as models for the rest of
little formal training but inherent power Mina’s minions.
and aptitude.
A few Black River witches have managed
Witches trained by Mina Devlin get much to break free of Mina’s grasp and see the light
more disciplined training in the black arts. over the years. These heroines should take
They’re taken in as orphans, given a formal the Enemy Hindrance—no one leaves Mina
education, and indoctrinated in Mina without incurring her wrath.
Devlin’s particular view of the world. Mina
Of course witchcraft has been around for
and her lieutenants occasionally scour the
thousands of years so a character doesn’t
West looking for clever, strong-willed female
have to come from the Whateleys or Black
orphans desperate for an even stronger
River, those two paths are just the most
mother figure. Such promising recruits are
common in the Weird West.
taken in to Mina Devlin’s School for Girls
and slowly introduced to the black arts
under Mina’s evil tutelage.
22
WITCH EDGES The familiar has 5 Power Points of its
own. It cannot cast spells, but the witch
FAMILIAR can draw on them as if they were her
REQUIREMENTS: Novice, Arcane Background own. They recharge separately and at the
(Witch), Spellcasting d8+ same rate as the witch’s.
Your witch has a small (Size −3) creature
that serves her. WICHITA WITCH
No Man's Land
The familiar has the Loyal Hindrance to REQUIREMENTS: Novice, Arcane Background
its mistress but isn’t a slave. It acts like a (Witch), Spellcasting d8+
typical but very smart version of its species Mina Devlin teaches her orphan girls
and can occasionally be distracted by its own reading, writing, arithmetic, etiquette, and
inherent instincts. A cat might interrupt its of course, witchcraft! Her “girls” also learn
task to chase a mouse or take a brief nap and how to defend themselves, intimidate the
will most likely hide during combat. rough hired guns they often command, and
of course, fight.
A familiar is a Wild Card with respect to
Wounds and rolling a Wild Die with its Trait The trademark black mask, provocative
rolls. It doesn’t get Bennies, but the witch can leather outfit, and long whip mark the
spend her own on its behalf. witch as one of Mina’s witches (whether
the character is still with her or not). When
The familiar can understand its mistress’s
fully decked out, she adds +1 to Intimidation
speech and vice-versa (others hear only
rolls and +1 to Persuasion rolls to those who
the creature’s natural sounds). The bond
might be attracted to her. (She subtracts 1
between the familiar and its mistress makes
from Persuasion rolls when dealing with
it immune to the beast friend power.
authorities or “law and order” types—
If a familiar dies, the witch is automatically GM’s call).
Stunned (no matter how far away it is). She
Wichita witches also learn to charge their
can summon another after 13 days, and can
whip with violent energy. This costs one
change the type if she chooses.
Power Point, is a free action, and can be
Familiars do not advance as allies. Instead, triggered after the witch hits with the whip.
a familiar has any one of the advantages If she hits with a raise and spends the Power
below for each of the witch’s Ranks Point, she can add a bonus die to the damage
(including Novice) and for every fourth as usual (instead of only Entangling the foe—
advance the witch gains past Legendary, see Whips in Deadlands: The Weird West).
gaining them as she advances or starting
with them if she must replace a fallen pet.
Only increasing a Trait or gaining an Edge
NEW POWERS
may be taken more than once.
BEGUILE
The witch can transfer Wounds and Rank: Novice
Fatigue to and from her familiar as a free Power Points: 3
action. Range: Spirit
The witch can increase one of the Duration: Until the next sunrise or sunset
familiar’s Traits one die type. This may
Witches know the easiest path to get their
only be taken once per Trait.
way is to charm gullible paramours into
Your witch can use the familiar’s senses
peacefully doing what they want.
as if they were her own. This requires
concentration and the maximum range Beguile is an opposed roll of the witch’s
for this ability is 10 miles. Spellcasting versus the target’s Spirit. It
The familiar gains an Edge. It must make works only on those romantically attracted
sense for the familiar’s species and meet to one of the witch’s gender, and only if they
the Requirements as usual. have a Neutral or higher attitude toward
23
her (see the Reaction Table accompanying unwilling victim causes him to make a Spirit
Persuasion in Savage Worlds). roll (at –2 with a raise on the Spellcasting roll).
DEADLANDS: THE WEIRD WEST
24
CHAPT
ER
2
RELICS
25
ALLISON'S HOLSTERS surfaced soon after in Boston. Since then,
they’ve passed through the hands of several
Clay Allison was a soldier, cavalryman, and
DEADLANDS: THE WEIRD WEST
26
Power: The jacket still exists, and is BULLETPROOF BIBLE
currently held by Dog Soldiers of the Coyote
Everyone’s heard about the traveling
Confederation. Anyone who wears it gains
preacher saved from an early grave by his
Toughness +4.
breast-pocket Bible. It was in Amarillo. Or
Taint: The bearer of the jacket and those St. Joseph. Or Oshkosh. Wherever it was,
he leads or influences (the other player the locals weren’t buying his sermon. He’d
characters, a squad, warband, etc.) gain the already made mincemeat of the Lord’s
Vengeful (Minor) Hindrance. prayer, and his story of the vision from St.
Melvin wasn’t opening any purses. Skipping
town before the crowd turned mean would
BOWIE'S LAST KNIFE take a miracle.
Relics
Jim Bowie had this knife in his hand when
Things turned ugly, tempers got hot,
he was killed by Santa Anna’s troops at the
smokewagons were skinned. Before the
Alamo. His blood infused it with the power
preacher could dive for cover, he’d been
to slay his foes.
shot. He fell, but the only pain he felt
Power: The knife causes was when his head hit the ground. His
Str+2d4 damage, or Str+2d6 Bible had stopped the bullet cold.
against soldiers of the There was no choir of angels, but
Mexican Army. the message was clear. He
stood up, apologized to the
Taint: The owner is quick
gathered congregation,
to violence, especially against
and left before anyone
Mexican authorities.
could react.
Any holy book can
BUFFALO CALF PIPE become bulletproof, including
This is the sacred pipe of the Lakota, given a Torah or Koran, but given the
to them by the White Buffalo Calf Woman, number of preachers Out West, most
who instructed the Lakota on its meaning are those of the Christian variety. Beyond
and care, and taught the People traditions their uncommon effect on weapons, no
they have followed ever since. It is the model two bulletproof Bibles are alike. Some are
on which all other sacred pipes were made. thick sheaves of pamphlets, smudged by
It serves a central role in the Ghost Dance rain and fire. Others are family heirlooms
movement, and is indestructible. or gilt-edged graduation gifts, slick with
parental love.
Sitting Bull was guardian of the buffalo
calf pipe until the Black Hills War of 1881. Power: Faith is true protection against
After that conflagration, its whereabouts wickedness and want. Bullets too, when it
are unknown. gets right down to it. When a bulletproof
Bible’s carried, it provides +4 Toughness
Power: The Buffalo Calf Pipe is associated
against attacks to the torso.
with all types of medicine, so shamans who
inhale its vapors add +2 to their Faith rolls Taint: None to speak of, but such books
for the next hour. have one quirk. Come bedtime, they
occasionally show up on the owner’s pillow
The pipe also grants the divination power
or nightstand, open to a passage relevant to
regardless of the shaman’s Rank.
the day’s events or upcoming tribulations.
Taint: None, but if the pipe were to fall
into the hands of non-Sioux, a full-scale
war would likely result as the Lakota tribes
CAPTAIN JACK'S BLANKET
gather to recover one of their most sacred Kintpuash, better known as Captain Jack,
items. led the year-long Modoc War (1872–1873)
against General Edward Canby and the
Union army. It took place among the
27
Lava Beds—encompassing southern Oregon of a full coup bottle a card draw of Nine or
and Northern California near the Maze—in greater indicates an encounter.
DEADLANDS: THE WEIRD WEST
28
CRITIC'S NOTEBOOK Power: When the shooter rolls damage
for a dead man’s bullet, he may reroll any
In 1878, Neville Douglas was the Tombstone
1s once.
Epitaph’s restaurant critic. In this capacity,
he traveled for a year exploring the West’s Taint: None.
culinary offerings, cataloging interesting
recipes he found along the way. His last
known whereabouts were in the famine-
DEADER'S BOOTS
stricken lands of California, where his stated These are boots that have been worn by a
intent was to investigate the source of the gunslinger who came back Harrowed and
meat used in the City of Lost Angels’ weekly was then sent to his demise—er, re-demise.
feasts. Some speculate the unfortunate food Anyone wearing them when he is killed has
Relics
critic was “invited to dinner”—never to be a greater chance to come back Harrowed.
heard from again.
Power: If a character is killed while
His journal was a pocket-sized notebook wearing deader’s boots, he draws three
bound in green cloth, but its spine was extra cards to determine if he comes back
broken and the pages scattered over a year Harrowed.
ago. Like their former owner, they’ve got a
Taint: The boots smell of rot that can’t be
tendency to mosey. These days pages turn up
cleaned or masked by even the strongest
individually, or in sheaves numbering 1d6
scents. The wearer reduces his Persuasion
pages, all over the West.
totals by 1 when wearing them—unless his
Each page is filled with handwritten target is dead himself, or can’t smell!
notes about restaurants and recipes Neville
encountered in his travels, along with
diary entries.
DEVIL'S CALLIOPE
This unusual steam organ has turned up
Power: Neville’s desire to share good food
with a number of traveling carnivals and
with others lives on through his notebook’s
theater troupes, but none are certain of its
leaves. With a successful Trade (Cooking)
true origin. Much like a wagon, it has four
roll at −2, the reader is able to make a tasty
wheels and can be drawn by a pair of horses
and satisfying meal for up to five adults with
controlled from its driver’s seat. The sides
any technically edible supplies on hand. It
of the calliope display what must once have
doesn’t matter how vile the ingredients
been a proud array of metal whistles and
are—three-days-dead trail buzzard? Makes
delightful images of wild animals. But now
a hearty stew!
the pipes are dingy and rusted, most of the
Failure means the meal’s “delectable” paint has chipped off, and the carved wood
ingredients are wasted and provide no has become dark, warped, and pitted. If you
sustenance. With a raise, those who consume squint at it just right, the calliope looks like
it receive +1 to Vigor rolls for the next the grinning maw of something horrific.
four hours.
It still plays a number of enchanting
Taint: None. melodies, but some folks say its tone is
downright eerie. Other listeners skip right
over eerie and say the organ is cursed.
DEAD MAN'S BULLETS There are unconfirmed tales of the calliope
When a gunman dies in a duel at high coming to small towns whose populations
noon, the bullets in his gun are sometimes soon suffer frequent incidents of violence or
enchanted by the Reckoning’s foul mojo. vanish altogether. None can say if it’s true,
but the organ rarely stays in one place for
The defeated gunman can’t be a pushover,
very long, and those who’ve heard its strange
so a villain who figures out how this relic
keening shudder whenever they speak of it.
comes to be can’t just toss a schoolmarm a
six-shooter and gun her down for a quick Power: The calliope plays a tune
reload. Nice try though, sidewinder. whenever its crank is turned. Anyone
29
standing within a Large Blast Template of The Devil’s Six Gun requires bullets with
it can perceive the Hunting Grounds. This ghost rock powder, which must be custom-
DEADLANDS: THE WEIRD WEST
allows them to see tell if a character has made using the Weird Science skill. This takes
an Arcane Background (and what type), if bullets molds, 6 oz. of ghost rock, lead, and
someone is possessed, controlled, Harrowed, an hour of work. Failure means the bullet-
or undead (and which entity is in charge), maker can try again, but a Critical Failure
the area’s Fear Level, and any magical effects means it blows up on her for 3d6 damage
on people or objects. and all the bits are lost. Success creates six
bullets and a raise halves the time required
Objects in the real world are also visible
to forge them.
in the Hunting Grounds—walls block one’s
view, for example, so positioning the calliope Taint: The owner of the Devil’s Six Gun
is important when determining who or what suffers from Blackburne’s Curse. He can’t
can be seen. spend Bennies to reroll Shooting rolls made
with it. He may still use Conviction, however.
Taint: The organ’s music and its
accompanying visions can drive an audience Obviously this powerful weapon makes
mad. Anyone in the template when it’s the wielder a target for just about every evil
activated must make a Fear check at −2. force out there. But other heroes want it as
well, and some might be desperate enough
Aside from the insanity, the visions work
to kill for it!
both ways. When a person gazes into the
Hunting Grounds, the things that lurk there The gun was last seen in the hands of a
stare right back and become aware of the mysterious stranger who took it from the
intruder’s presence! This gives everyone who hands of its inventor, Copernicus Blackburne.
took part in the vision Night Terrors for the The identity of that stranger is up to the
next 1d4+2 days. Marshal, and it may have changed hands
several times since. Finding the weapon’s
location is a quest in itself—retrieving it from
THE DEVIL'S SIX GUN the owner is another!
The Devil’s Six Gun was meant to kill the
Devil himself, and if any pistol in the Weird
West can do it, it’s this one. In fact, it can
DISTILLED FEAR
kill anything. Hellstromme’s purpose in creating secret
roundhouse laboratories across the West
Power: The pistol’s statistics are Range
was to experiment with—and ultimately
10/20/40, Damage 1–6d6, RoF 1, Shots 6. It’s
understand the true nature of—fear as a
considered the Weakness of any character or
tangible energy.
creature (including the Servitors!).
One side effect of his experiments was the
Of course just because the gun can kill
creation of pure distilled fear in liquid form.
anything doesn’t mean it will—the user
It looks like quicksilver in a thermometer,
still has to hit and roll damage. For each
and absorbs instantly into exposed skin.
consecutive, successful Shooting roll against
a single target, the gun deals a d6 of damage, Power: A cowpoke infused with distilled
starting at 1d6 for the first bullet and fear has a certain knack for telling terrifying
working up to a maximum of 6d6 for the tales…the kind that cause an area’s Fear
sixth round. If all six bullets hit, anyone else Level to rise. When the infused character
within a Large Blast Template of the original uses Persuasion or Performance for the
target is caught in a massive explosion of purpose of tellin’ a tale, apply a +2 bonus. If
supernatural energy for 3d6 damage. that buckaroo also has the Tale-Teller Edge,
apply a +4 bonus. With a success, the local
If the target is missed, the gun is used
Fear Level rises by 1.
against a different target, or the gun is
reloaded, the damage resets to 1d6 and the Taint: While infused, a dude’s as scared
bonus is lost. as a rabbit in a wolf’s mouth. He gains the
Yellow Hindrance and suffers a −4 to Fear
30
checks. Successful casting of banish purges Taint: The hero gains an aura of confidence
distilled fear from a person’s system, as does that adds +1 to his Persuasion rolls. While
entering a sanctified area. this is often an advantage, folks are always
asking her for help, and get mighty angry if
they’re refused.
DREAMCATCHER
Pacific Indians make these devices to keep
away bad dreams and nightmares. Truth
EXCALIBUR
is, they work, and can be quite handy to a Arthur’s legendary sword is in remarkable
fellow who suffers from night terrors. condition considering its age. Its double-
edged blade is over three feet in length and
Power: Anyone who sleeps in a room with
Relics
polished to such a degree it catches any
a dreamcatcher sleeps peacefully. Wounded
available light and almost appears to glow.
characters may add +1 to any natural healing
rolls they make after a night’s rest beneath a No fancy etching or letters adorn the
dreamcatcher. blade, and the plain, if apparently golden,
crossguard sits atop a well-worn leather grip.
A dreamcatcher has a 50% chance
Still, it’s impossible to look upon the sword
each night of negating the Night Terrors
and not realize it’s an item of true power.
Hindrance.
Power: Excalibur is a magical weapon
Taint: None.
and deals damage as a standard long sword
(Str+d8). But it ignores all armor, including
EAGLE FEATHER Heavy Armor.
A shaman is said to have plucked a handful When attacking objects, damage caused by
of feathers from the Great Eagle’s tail. These Excalibur can Ace.
rare, precious items have been passed down
Taint: None.
through the tribes over the ages, their power
rekindled with the Reckoning’s onset.
Power: Anyone holding one of the Great
GREAT TOMAHAWK
Eagle’s tail feathers is completely immune to Occasionally a Native American’s weapon
Fear and Intimidation! becomes imbued with his desire for
vengeance or violence, whether justified or
Taint: None, but only the most powerful
otherwise. Most of those encountered are
Native American shamans possess such
tomahawks, but they also take the form
items. An Indian shaman who owns an eagle
of war clubs, spears, or other Old Ways’
feather is challenged to a test of strength,
style weapons.
wits, or magical prowess by nearly every
shaman she meets. If a non-Indian has the Power: The damage of a great tomahawk
feathers and the Lakota find out, they hunt (or other weapon) is increased one die type
him to the ends of the Earth to retrieve them. and is imbued with the warrior’s gift power.
It has 10 Power Points that recharge
at a rate of 5 per hour, and is
EARP'S BADGE activated with the wielder’s
Though Wyatt Earp was fired at many times, Spirit (or Faith if he’s a
he was never hit until he ran up against shaman).
Stone. Some of his incredible luck rubs off
Taint: Because
on the many badges he wore during his time
these weapons are
as a lawman.
forged in the flames of
Power: Attacks against the wearer war, they bear a bit of the
of Earp’s badge, whether in melee or Reckoning’s stain. The wielder of a great
ranged combat, subtract 4 tomahawk gains the Arrogant Hindrance.
from their total.
31
GRAVEDIGGER'S SHOVEL Power: Anyone carrying one of Hardin’s
cards gets one free reroll on any Shooting roll
There’s an old story about four brothers who
DEADLANDS: THE WEIRD WEST
32
GUNS OF JERICHO incinerators, however, and sold them on the
City o’ Gloom’s black market.
Jericho Slade was a failed inventor who, in
his madness, reinvented himself as an outlaw Power: The blueprint works with one
gunslinger. He figured if he couldn’t make power, chosen by the Marshal when it’s
money with his inventions, he’d use them found. If a mad scientist casts that power (i.e.
to take money. With a few dark, whispered uses the blueprint in his design), any roll to
words from a crafty manitou, and spurred activate it gains a +2 bonus—this includes
by his own insane rage to do its murderous others if the power is invested in an Arcane
bidding, Slade infused the Reckoning’s Device (see Savage Worlds).
hellish power into his vile new creations.
Oddly, this doesn’t apply to Dr.
Relics
Jericho forged a pair of smoky black Hellstromme himself!
Gatling rifles in a fire of bones and tempered
Taint: There is no actual taint to
the steel in the blood of innocents. The
Hellstromme’s blueprints, but the ruthless
firearms have a permanent smoke-tarnished
Dr. Hellstromme sends secret agents out to
patina that leaves the wielder’s hands stained
recover any of his devices or blueprints that
black. Only fresh blood or holy water can
“wander” from his compound.
wash away these stains.
Hellstromme’s methods are also free from
Power: The guns of Jericho are a matching
the guilt of social mores. The components
pair of modified (.45) Gatling rifles (Range
are often illegal if not downright terrifying.
24/48/96, Damage 3d8, RoF 2, Shots 20, AP
Biological parts figure into some of his
2). Each grants its firer the Rock And Roll!
designs, whether from people or exotic
Edge as long as it’s held.
creatures of the Reckoning!
The rifles emit a ghostly, hazy smoke as
they’re fired that lingers in a Small Blast
Template until the start of the shooter’s next
THE HOLY GRAIL
turn. Ranged attacks into the cloud suffer a This is the, well, “holy grail” of relics, the cup
−1 penalty. Jesus Christ Himself drank from at the Last
Supper. Legend says King Arthur’s knights
Taint: Whoever owns one of these guns
searched for it for years, but history doesn’t
receives the Greedy (Minor) and Mean
record whether they found it or not.
Hindrances. As unforgiving as they are
deadly, if the user rolls a Critical Failure on The cup is a simple wooden vessel, though
his Shooting roll when using the guns, they anyone who can see its true appearance
vanish into thin air. Where they end up is (via detect arcana, a Harrowed’s Spirit
anyone’s guess, but it’s usually hundreds Sight, etc.), sees a beautiful gilded chalice of
of miles away in some backwater town silver and gold.
where they can “hide” for a while before
Power: Mortal humans who drink
causing more death and mayhem.
from the Grail are instantly healed of all
By the way, Jericho Slade is a Wounds, illnesses, or other infirmities,
gunslinging mad scientist, and he including dementias and phobias.
wants his guns back! If he hears Even physical Hindrances are cured
of ‘em being used, he sets out to by the Grail.
reclaim them like a bat out of Hell.
The grail does nothing for animals
or supernatural creatures, including
HELLSTROMME'S BLUEPRINTS the Harrowed.
Professor Darius Hellstromme discards Taint: The Grail never remains in
his past designs and later burns them anyone’s possession for long. An hour
to hide his often sinister experiments. or so after it’s used, it fades away,
Enterprising and unethical employees moving to some new location where
have salvaged a few from the the powers of good feel it will
eventually fulfill some unknown
33
and mysterious purpose. The same occurs if can glean enough knowledge from the text
it’s “destroyed” or discarded—it eventually to piece them back together. A recent copy
DEADLANDS: THE WEIRD WEST
finds its way back to the world. (editions published from 1861–1880) can be
purchased for 25 cents. Older versions are far
At least that’s how it usually works. The
more rare, and difficult to come by.
Cackler has found a way to “trap” the grail,
and it’s currently ensconced in his hidden Power: When a huckster who owns an
citadel somewhere in the Weird West! earlier edition of Hoyle’s Book of Games takes
the New Power Edge, she can try to learn a
power not normally available to hucksters.
HONEST ABE'S TOP HAT The edition lists which powers are available.
This stovepipe hat is rumored to be the Learning them requires an Occult roll with
very bit of haberdashery in which President the modifier listed in parentheses after the
Lincoln met his demise. Somehow showing editions below. If failed, the huckster can’t
up in the possession of a prominent learn that hex from that edition and must
Washington doctor and later lost in a poker choose a power from the list usually available
game, it eventually made its way to the to hucksters. She may only try to learn the
Weird West. forbidden hex again using an earlier edition.
The black hat’s crown is a seven-inch-tall, 1769 EDITION (+2): Burrow, curse, darksight,
cylindrical stovepipe with a two-inch-wide, drain Power Points, fly, growth/shrink,
flat brim. A black silk mourning band adorns healing, shape change, smite, warrior’s gift,
the crown’s base. Tucked inside the hat are zombie.
a few scraps of weathered paper bearing 1780–1800 EDITION (—): Burrow, darksight,
illegible writing. The hat adjusts its size to fit drain Power Points, growth/shrink, healing,
a wearer when placed on the head. A distant, shape change, smite, warrior’s gift, zombie.
echoing gunshot accompanies this fitting, but 1801–1820 EDITION (−2): Burrow, darksight,
only the wearer can hear it. growth/shrink, healing, shape change, smite,
warrior’s gift.
Power: If a hero is wearing the hat when
1821–1840 EDITION (–4): Darksight, growth/
he’s killed, he’s guaranteed to come back
shrink, smite, warrior’s gift.
Harrowed.
1841–1860 EDITION (−6): Darksight, smite.
Taint: The wearer gains a version of the 1861–1880 EDITION (—): No additional
Big Mouth Hindrance, making him honest hexes. (Dang editors!)
and forthright in all his dealings.
Taint: None, but every huckster in the
If a Harrowed wears the hat, the manitou world would kill to get his hands on a
is immune to the hat’s noble compulsions. priceless 1769 edition, and a good many
would kill to get hold of one of the later
editions too. Isn’t that bad enough?
HOYLE'S BOOK OF GAMES
Before his death, Edmond Hoyle’s crowning
achievement was to encode all the hexes he
HOYLE'S CARDS
discovered during his travels into the 1769 Hoyle used many sets of cards in his travels.
edition of his famous manual. With each later At the moment of his death—or more
edition, more of these arcane cryptograms precisely, his mysterious disappearance—
were erased by clueless editors. But the 1769 some became enchanted. They have since
edition is still pure, and contains hundreds been scattered and only a handful have made
of still-undiscovered hexes. it to the Weird West.
Every publisher who plagiarized Hoyle’s Power: When Dealing with the Devil (see
Book of Games has unwittingly carried Deadlands: The Weird West), each card in the
the old mage’s spells over into their own huckster’s possession lets the huckster draw
editions. They’re often corrupted, mistyped, an additional card.
or reorganized, but someone who
Taint: None.
knows what to look for—a huckster—
34
JACKALOPE'S FOOT could out-eat, out-work, and out-sleep a
jackass. According to legend, Joe’s labor
Normally when you cut off a jackalope’s
nearly put the whole town out of work, so
foot, it’s good for a luck charm for about a
he instead melted himself down to build a
month before it starts to get a little too ripe to
new mill. The steel in Joe Magarac’s bones
carry. However, someone with no small skill
was later shipped out across the Weird
in taxidermy and some occult knowledge
West, laying rails that would conquer
apparently found a way to preserve the charm.
the frontier.
While it does continue to bring the bearer good
luck most of the time, when things go bad for That particular tall tale is just that, and
the owner, they go bad with a capital B-A-D! would resurface again in later eras. But
someone—perhaps Joe Magarac, perhaps
Relics
Power: The owner gains the Great Luck
some unknown laborer—was one Hell of a
Edge while in physical possession of a
steel-driving man, and his knuckle bones
jackalope’s foot.
are worth their weight in ghost rock to mad
Taint: When the owner rolls a Critical scientists.
Failure, the result is worse than usual. It’s the
Power: Joe Magarac’s might and work
Marshal’s call, but we’re talking accidental
ethic are imbued in each of his knuckles. If
shootings, fires, or other catastrophes!
one of Magarac’s knuckle bones is worked
into a device that deals damage—such as
LITTLE ABBY'S BLANKET a lightning gun (bolt)—the gizmo deals an
additional d4 damage. If placed in a device
Abigail Young was playing in the cellar when
that produces a power with a duration—
she heard her family attacked by someone
like a hurricane machine (havoc) or electric
upstairs. She covered herself with her
re-animator (zombie)—the power’s base
blanket and was quiet. Moments later the
Duration is doubled.
cellar door opened, and a foul-smelling man
seemed to look for her—but couldn’t find her. Only one of Margarac’s knuckles can affect
Eventually the killer left, dismayed. a single Weird Science gizmo; installing
multiple knuckles has no additional effect.
Little Abby grew up, discovered the man
who killed her family was “Texas” Joe Slides, Taint: Unfortunately, Magarac’s legendary
and left him bleeding out on the Kansas Plains. mule-headedness also permeates his
knuckles. Any Repair roll made on the gizmo
Abby’s blanket, which now completely
suffers a −2 penalty and requires double the
hides anyone beneath it from the view of
normal repair time.
supernaturally evil creatures, eventually fell
into the hands of a traveling salesman named
Rutherford Ellington Dillenger. The British MARTYR'S CROSS
entrepreneur looks for just these kinds of
The blessed are called on to fight the horrors
artifacts and sells them to the highest bidders,
of the Reckoning more than any others.
usually the Agency or Rangers.
Sometimes, when a pious man or woman
Power: The blanket is infused with Little dies in the course of his crusade against evil,
Abby’s stealth. Anyone hiding beneath it is his chosen holy symbol is imbued with the
completely invisible to supernaturally evil power of his righteous sacrifice.
creatures, including Harrowed and other
In the Weird West, most of these relics
undead.
take the form of crosses or rosaries, but a
Taint: None. shaman’s fetish or a Mormon’s Bible might
also take on the power of the “martyr’s cross.”
MAGARAC'S KNUCKLES Power: The wielder may add +4 to Faith
rolls when calling on the protection power.
Any Pittsburgher can tell you the stories of
Joe Magarac—the famous steel-man who Taint: None.
stirred molten metal with his hands and
35
PINCE-NEZ DE PERDITION He saves it for those who have 0 Dominion
or are dang close to it.
These stylish eyeglasses have no arms, but
DEADLANDS: THE WEIRD WEST
36
Sacagawea’s walking stick is well-worn, Of course some are occasionally taken
made of black walnut, and just over five- from the noble warrior’s body, as well. If
and-a-half feet in length. It is adorned with the Sioux see such a weapon wielded by
carved scenes of Indians hunting, fishing, someone who didn’t earn it, they look to
and playing. return it to the People, either by trade if the
current owner seems honorable, or more
Power: The stick can be used as a weapon
violent means otherwise.
(Str+d4, Parry +1, Requires two hands), and
is considered magical for the purpose of Power: Against most foes, the weapon
damaging Ethereal creatures. is a regular tomahawk (Str+d6). When
wielded against a supernatural creature of
The walking stick’s owner adds +2 to
evil—including a Harrowed, with or without
Relics
Survival rolls, and acts as if affected by the
Dominion—the tomahawk does Str+2d6
wilderness walk power (see Deadlands: The
damage.
Weird West), whenever the walking stick is
in her hand. Taint: None, but the warrior is obligated
to fight for the Sioux when he or she is called
Taint: The stick’s owner gains the Curious
upon. Non-Sioux with the tomahawk are
and Loyal Hindrances. For each week the
asked to return it. If that fails, Sioux warriors
owner travels with the walking stick, draw
put on their warpaint and go on the hunt to
a card from the Action Deck. On a face card,
return the sacred relic to their tribe.
an abomination of some kind (Marshal’s
choice) has caught the stick’s arcane scent
and starts hunting the owner. On a Joker, SINNER'S GUNS
the abomination is definitely intelligent and a
Sinner’s guns come in pairs, and are made
Wild Card. Taking the stick into the Hunting
from an eerie, grayish metal of unearthly
Grounds attracts unwanted attention from
origin. Fancy engravings depict sinners in
nature spirits and manitous alike.
torment in Hell, which seem to crawl slowly
over the surface as one watches. It’s possible
SACRED TOMAHAWK OF THE SUN that’s exactly where they came from, perhaps
planted by Old Scratch to cause more death
The Sioux bestow this sacred artifact
and mayhem in the world.
upon one brave warrior at the end of their
annual Sun Dance. The relic consumes the At least six sets of these weapons have
ceremony’s magical energy, and from been spotted around the West, often in pawn
that point on it bestows shops or for sale in small towns far from the
its awesome powers on eyes of Agents or Territorial Rangers who
whomever the Sioux’s know exactly the trouble they cause.
council of wicasas
Power: Sinner’s guns are 1860 Colt Army
awards it to.
revolvers (Range 12/24/48, Damage 3d6+1,
The Sioux have RoF 1, AP 2) that fire Hellish bolts of red
created one tomahawk fire. Because of this, they never run
and one bow every year since out of ammunition and never need
the Reckoning, so there are 21 to be reloaded.
of each in existence in 1884. Their
When drawn, they emit
owners prize them beyond all other
a loud and terrible wailing
possessions. They are never sold or
that adds +2 to its owner’s
given away willingly, although they
Intimidation rolls.
may be loaned out for short times for
worthy causes. The owner may also willingly Taint: The guns give the
pass the weapon on to someone she feels o w n e r the Bloodthirsty, Mean, and
is worthy, usually a son or daughter, but Vengeful (Major) Hindrances. Some claim
sometimes a trusted friend or ally. anyone who kills with them is fated to die a
violent death and spend an eternity in
the depths of Hell.
37
TOM SMITH'S SPURS Power: The arrows fired by the bow are
magical and cause 3d6 damage.
Tom “Bear River” Smith was the Marshal
DEADLANDS: THE WEIRD WEST
of Abilene and later a US Marshal. He was Taint: None, but the Sioux expect the
a tough and imposing man who served the recipient to protect their people with
law from New York City to Wyoming to this sacred weapon. As with the Sacred
Kansas. At Bear River City, Wyoming, he Tomahawk of the Sun, non-Sioux with a Sun
put himself between warring railroaders and Bow are asked to return it. If that fails, Sioux
local vigilantes, holding off both sides until warriors put on their warpaint and go on the
the US Army came from Fort Bridger. hunt to return the sacred relic to their tribe.
Smith died in the line of duty, but his
legend lives on among the West’s most UNHOLY SYMBOL
notable law dogs. Anyone who wears any of
When the leaders of the world’s most
this hard-riding frontiersman’s former spurs
nefarious cults are slain, their sinful essences
can call on a little bit of his menacing air.
are often drawn into their unholy icons.
Powers: A cowpoke wearing the spurs has
Power: The most powerful unholy icons
his Intimidation die type increased one step,
allow a wielder to use a single Black Magic
or two steps with both spurs.
power. The Marshal should choose the power
Taint: The wearer gains the Mean based on the history of the icon itself. In all
Hindrance. cases, powers are enacted using the wielder’s
Spirit, or Spellcasting if he has Arcane
Background (Black Magic). The symbol has
SPLINTER O' THE TRUE CROSS 10 Power Points and recharges 5 points per
Back in the Middle Ages, just about every hour.
square mile had at least one charlatan
Taint: Unholy symbols always corrupt
selling a piece of the cross Jesus died on. Of
their users in some ways. Most simply
course, most of those folks were lying, but
give the new wielder the Ruthless (Minor)
there are still a few of the real ones floating
Hindrance, driving them to complete their
around today.
own goals whatever the cost.
The shards are usually a few inches long
A few unholy symbols contain the soul of
and completely unremarkable to the naked
some evil priest inside. When someone picks
eye. A blessed senses their power, however,
up the symbol, the priest makes an opposed
and feels it if she touches it. Detect arcana or
Spirit roll to possess his physical form. The
similar powers sees the shard as part of a
original host’s soul is repressed—it can sense
great, blinding cross with the brilliant form
what’s happening but can’t stop it under any
of a man crucified upon it. The visage is
circumstances. The dark priest is in complete
beautifully painful to look at and no details
control, has access to the host’s memories
can be seen, but its origin is clear.
and abilities, and can wreak whatever
Power: The shard provides +2 Toughness havoc he wants.
in a Large Blast Template to all good-natured
If a possessed host is slain or successfully
beings and animals.
affected by the banish power, the priest’s soul
Taint: None. flies back to the unholy symbol and awaits a
new victim. If the symbol is destroyed, his
evil soul passes on to the Hunting Grounds.
SUN BOW
Like the Sacred Tomahawk of the Sun, the
Sun Bow is awarded to the Sioux’s bravest
WHATELEYS' UNHOLY ICON
and brightest warriors. The wicasas typically To the Eastern Catholic church, “icons” are
grant the tomahawk to the stronger of their symbols made from the personage of some
two champions, and the bow to the sacred figure, such as a saint or martyr. The
wilier. In 1884, 21 of these bows exist. twisted Whateley family is a line of dark
38
sorcerers who have communed with things Taint: Whenever anyone wearing either of
humanity was not meant to know since Wild Bill’s pistols is shot from behind, add an
before the Dark Ages. They worship strange extra 2d6 to the damage roll.
elder gods with unpronounceable names,
and let’s just say their family tree is more
than a bit “intermingled.”
WITCH'S SALVE
Despite popular characterizations, witches
One of the Whateley family icons that
don’t ride flying broomsticks. They instead
have been discovered by the Agency are
make a “flying salve” they can put on any
severed hands. They aren’t mummified, but
object to grant them flight. Brooms are
somehow remain disgustingly soft, pliant,
ubiquitous, easy to “hide” in plain sight,
and even warm to the touch.
Relics
and—with some practice—easy to sit astride.
The hands start with five fingers (yup,
The recipe for flying salve goes back to
five—plus a thumb). Each time the hand is
medieval times and is quite terrible—it
used, a finger curls up until the whole thing
includes the fat of a human infant, various
balls up into a fist and crumbles into dust.
herbs and weeds depending on the locale,
Powers: Hucksters, witches, and evil and fine ground wheat meal. The resultant
sorcerers can expend a “charge” to mass is boiled for 13 hours, while the
completely refill their Power Points—no witch occasionally adds bits of herbs, such
matter how large the pool. as belladonna, wolf’s bane, or deadly
nightshade. Lastly, the witch puts a bit of her
Taint: The icon gives off an oily,
hair or skin into the salve and smears it on
supernatural aura that repels all but the
the item she wishes to grant her flight.
blackest hearts. Reduce the Initial Reaction
of all normal folks by one if a bearer of the Power: The lengthy ritual produces
hand gets within a few feet, or two enough salve to cover one object of roughly
levels if the hand is visible or broomstick size. It grants that item flight
known to be present. with a Pace of 24” and carry around 200
pounds. The salve lasts 13 days, after
Truly evil individuals or
which it requires a fresh application of
those immune to Fear and
ointment.
Intimidation aren’t normally
affected by the hand’s aura Taint: The foul salve tends to
of corruption. seep into the skin of anyone
using it and emits a horrible
smell. A character who
WILD BILL'S SIX- rides an item covered in
SHOOTERS the salve stinks like rotting
cabbage. He subtracts 2
Everyone knows the story of how
from any Persuasion rolls,
Wild Bill was shot in the back by Jack McCall.
and the attitude of normal folks
What most folks don’t know is that while he
starts one level lower than usual
was pushing daisies (temporarily—Wild
(see Persuasion in Savage Worlds). The stench
Bill’s brain survived and he rose Harrowed),
rarely causes someone to directly attack the
someone made off with his twin, single-
witch unless they know the origin of the
action Colt Navy revolvers. Since then his
smell. Most just avoid them, or get word to
guns have become part of the very legend of
the law if they suspect something sinister.
the Weird West.
Power: These Colt Navy revolvers are
Range 12/24/48, Damage 3d6, AP 1, RoF 1,
ZOMBI'S SNAKESKIN
Shots 6. Unless the hombre rolls a Critical The last skin shed by Marie Laveau’s pet
Failure, a shootist firing one (or both) of snake Zombi, this relic is imbued with the
Wild Bill’s revolvers can reroll any 1s on the powers the snake had when it lived.
Shooting die. Marie Laveau used Zombi as a living
39
charm in many of her rituals, and the snake
absorbed the channeled essence of the
DEADLANDS: THE WEIRD WEST
40
CHAPT
ER
3
RUNNING DEADLANDS
41
John Ford/John Wayne Westerns or the what works with your group, then tailor to
films of Bud Boetticher and Randolph Scott fit your particular mix of players and their
DEADLANDS: THE WEIRD WEST
42
Speak rapidly, in short sentences too. Don’t above it ourselves on occasion. By and large,
be afraid to startle them with loud noises— however, you’ll find graphic descriptions
slam your hand on the table to imitate a of steaming entrails are nowhere near as
door bursting open, yell out the crack of a frightening as letting the players fill in the
pistol—BOOM!—bellow like the monster details themselves.
or howl like the wolf you’re attacking them
Running Deadlands
Try this. Gabe opens the door to a trapper’s
with. Fill the players with a sense of panic
cabin and finds the fellow inside flayed alive.
and urgency so they don’t have time to think
You could describe the mess in a lot of detail.
everything through.
Or you could simply say Gabe shuts his eyes
Game-wise, keep things moving FAST! and closes the door. The latter approach lets
Some horrible abomination bursts through the group picture the scene in their own
the door? Deal Action cards then turn to minds. They know what bothers them and
the player with the highest card and count are likely to picture this horrific sight in the
quickly to five. If she doesn’t tell you what way that disturbs them most.
her character is doing in time, put her on
When you do have to describe the details
Hold and move on to the next hero. Don’t
(such as when they start investigating the
give anyone too much time to overanalyze—
body for clues), that’s when you want to go
this is the time to act!
for a little more gore. Describe the loose pile
Don’t let the detailed combat rules drag of skin lying beside the corpse, the dark hairs
you down when you’re going for the finale. matted to the shaved scalp, or the green bile
If someone needs to look something up, put leaking down through the feather bed along
them on Hold and move on, coming back with the thick red blood. This way you’ve
to them when they’re ready. Roll some dice, not only given them the grisly details, you’ve
narrate results, and get a bit more gory and also provided clues their characters might be
violent than usual—to the level your group able to piece together.
is comfortable, of course.
DESCRIBING MONSTERS & EFFECTS
CULTIVATING FEAR This is old advice from every book or article
Of course all that is easier said than done. on Game Mastering, ever, but it holds up.
Building a growing sense of dread is the Don’t “label” monsters—describe them.
hardest for new Marshals to handle. Here
Instead of saying “A Maze dragon sneaks
are some tips on how to make those creepy
up on you,” try “A dark green shape rises up
scenes leading up to the climax truly
out of the water. It’s something like a huge
terrifying.
serpent but with a lizard-like head. It has a
One word of warning first, Marshal. mouthful of razor-sharp teeth and what body
Don’t be upset if you’re going for the you can see is over 20 yards long!”
heroes’ jugulars and they’re laughing so
Similarly, when a cowpoke rolls 15 damage
hard at something they’ve got sarsaparilla
but the creature has a 16 or higher Toughness,
coming out their noses. That’s a good thing.
try to describe the effect narratively. “You
Remember you’re all here to have a good
sling lead right into the thing’s scaly hide.
time, and if a player tosses out a one-liner
You see the slightest trace of blood but it
that has everyone rolling on the floor—it’s
doesn’t sink in.”
well worth breaking the mood for a few
minutes. Remember what we said at the You can do the same thing with Special
start, the humor may actually enhance the Abilities, especially those that are particularly
horror of the scene because it provides such insidious and require some additional work
high contrast. or tactics to overcome. If an evil houngan
tries to take over a character’s mind, don’t
BLOOD & GORE say, “Roll Spirit to resist the puppet power.”
A lot of new Marshals are tempted to use Instead say something like, “You feel
a lot of blood and gore to emphasize the something rooting around in your
horror. That has its place, and we’re not memories, like a hungry pig looking for
43
truffles. Your brain buzzes…then itches. You
shake your head back and forth instinctively,
OMENS
“Something wicked this way comes,” wrote
DEADLANDS: THE WEIRD WEST
44
steam train—even though there isn’t one player than having the Marshal say, “Come
anywhere around. with me….”
Besides being a tool of terror, isolation
ISOLATION also means the heroes have to confront your
A posse stuck in an isolated cabin high in villains and creatures on their own—and
Running Deadlands
Donner Pass is more apprehensive than that’s the entire crux of a Western—standing
the same posse in the middle of Dodge on your own two feet. But what happens
City. Isolation is a tried-and-true method of when the authorities see it with their own
making your party feel they are the prey of eyes? That’s when the law should ask the
your nefarious evil (and they probably are). posse for help. They probably stirred up the
evil anyway. If the law puts the heroes on the
But what do you do if the adventure takes
front line, the players might realize just how
place in a heavily populated area? Isolation
bad things are.
comes in many forms, Marshal. Remember
that most folks in the Weird West have Also, if the heroes are always running for
never heard of the Reckoning and they don’t help, the posse may actually contribute to
believe in monsters. If the heroes go to the the Fear Level by spreading their own terror!
local law and tell him the dead are rising Find a way to let them know this, then hit
from Boot Hill, he’s likely to just throw them them with a higher Fear Level when they
in the hoosegow for public drunkenness. eventually go back to finish the job.
You can also isolate the heroes from
their closest companions—the posse itself.
PARANOIA
One last tip, Marshal. It never hurts to instill
Anytime a character wanders off by himself,
a sense of paranoia in the group. Pass notes,
take the player into a separate room for a
take players aside for private discussions,
bit. Besides keeping his fate a mystery to the
and make them tell you things only their
rest of the group, the player will actually feel
characters know in private. Don’t let a player
isolated as well. There’s nothing creepier to a
say he’s stealing the treasure map from
another hero in front of the victim’s player.
45
Make him pass you a note or take you aside
for a private conference instead. Remember
DEADLANDS: THE WEIRD WEST
MUSIC, MAESTRO!
The right background music can add a
lot to your game—that’s why we make
soundtracks for all our games. Mix up official
Deadlands tracks with a good assortment of
music to really reinforce the various moods
you try to create during the night.
Try inspirational Western soundtracks for
the early phases of a game where everyone’s
thinking about cowboys. Play some light-
hearted saloon music when they start
interacting with the locals. Move on to eerie
tracks as they investigate the mystery, then
darker tunes as the posse comes across the
grisly handiwork of your villains. If they
get in a fight with bandits or other relatively
normal bad guys, play something exciting
and heroic, then move back to something
dramatic and urgent for the final fight.
Movies and television use music to
stimulate our emotions, and you can do the
same. You can even queue up some special
sound effects on your phone or sound system
if needed—a woman’s scream, a hoot owl’s
hoot, a panicked horse, and so on. You won’t
believe the difference it can make.
46
CHAPT
ER
4
47
any heroes who got too big for their britches posse uncovered the plot and interrupted
and dared to challenge the Reckoners. Hellstromme before he could embrace
DEADLANDS: THE WEIRD WEST
48
The Story Thus Far
his personal train, the Good Intentions, to Our heroes, along with Lacy O’Malley,
Lost Angels. Iron Dragon has no intention try to save the innocents caught in
of seeing Wasatch win the Great Rail Wars. Hellstromme’s mad gambit. When they’ve
Kang’s most trusted captain, Red Petals saved all they can, O’Malley thanks them for
Su, is dispatched with a force to ambush their help and tells them about the Explorer’s
Hellstromme himself and attacks in a Society, an organization dedicated to rooting
running battle through the desert. out and hunting down evil in all its forms.
He adds that if they travel to Shan Fan and
3. Out with a BOOM!: Dr. Hellstromme
seek out Captain Roderick Pennington-
has been cuddly as a teddy bear to our
Smythe, he’ll vouch for their membership
heroes so far. Now his nasty side comes
as well. Besides saving the world, the club is
out. The Good Intentions reaches Lost Angels.
also a sort of mutual aid society, and can be
Reverend Grimme is waiting, as are the
a great help to its members when it comes to
forces of Black River, Empire Rail, Lone Star,
dealing with trouble.
Bayou Vermilion, and Iron Dragon. As the
battle royale begins, Lacy O’Malley leads the Finally, Lacy tells the group that page 13 of
posse into Lost Angels in search of an old the Sunday Edition of the Tombstone Epitaph
friend. After witnessing dreadful evidence (the national edition) is essentially his private
of Grimme’s towering evil, they discover page where he tips off other Explorers to
they’re too late—Sam Q. Hellman’s nowhere strange occurrences around the country.
to be found.
4. Big Trouble in Little Shan Fan: The
Back on the battlefield, it looks like Explorer’s Society lodge in Shan Fan is a
Wasatch doesn’t stand a chance. About that smoking ruin. A little investigation reveals
time a fleet of black airships flies overhead that they’ve run afoul of the Shan Fan Triad,
and drops two bombs on the battlefield. A and Captain Pennington-Smythe has been
third lands on Ghost Town, the shantytown kidnapped. By one method or another, the
east of Lost Angels. The bombs are Ghostfire posse eventually discovers the captain’s
Bombs—something like high-yield location and stages a rescue. Captain
incendiaries manufactured in Hell itself— Pennington-Smythe thanks his rescuers and
and their detonation immediately brings the tells them the triad now knows the location
hostilities to a close.
49
of a powerful artifact. He rushes off to stop Bowl, she uses it to grant the posse a vision.
them with his new companions in tow. In it they witness firsthand the grim founding
DEADLANDS: THE WEIRD WEST
50
The Story Thus Far
Bearclaw and perhaps learn more about 4. Vision Quest: In the Hunting Grounds,
the mysterious Iron Dragon cargo. They the posse sets out on a quest to find the
run afoul of pole men, discover the Ghost last Old One. A series of weird scenes and
Miners’ handiwork, and meet a Sioux patrol encounters follows, shedding light on some
before the missing miner’s trail leads to aspects of the story but complicating others.
Dusky Jewel—a secret, illegal mining town Eventually our heroes rescue Jordrava from
owned by Kang in the Black Hills. The posse his manitou captor, and he tells them the
finds the lost miner’s corpse in Dusky Jewel. story of Raven’s evil acts before and after he
From his journal they learn about meetings started the Reckoning. The white calf’s birth,
between Kang’s people and the Sioux in the Jordrava says, heralds two prophecies—a
middle of the night out at Devils Tower. They light one and a dark one—and the outcome
also get their faces rearranged by the Seven is still in doubt. He asks the heroes for their
Samurai if they’re not careful. A desperate help. If they accept, he explains that he
chase through Kang’s ghost rock mines caps came to the Hunting Grounds seeking a
off this episode. few relics that belonged to him in life. One
of them—a medicine rock in the shape of a
3. In the Fortress o’ Fright: The heroes go
white buffalo—he knows to be located at the
looking for the meeting place described in
modern-day site of Dodge City.
the journal, and end up finding another of
Kang’s armed camps. This one stands watch 5. Prime Cuts: The Ravenites are also
over a pair of doors leading right into the looking for Jordrava’s medicine rock. Some
side of Devils Tower, guarded by a passel poking around in Dodge City reveals that
of kung fu misfits. Just then, one or more Boot Hill was originally located on the site
compadres have waking visions of an Indian of an Indian burial ground. The posse hunts
shaman who beseeches them to find a way down Jordrava’s ceremonial “resting place,”
into the mountain. but discovers a warren of tunnels beneath
the now-empty graves. Buffalo hunters have
The inside of Devils Tower has become
been stalking the heroes since their arrival,
weirder, wilder, scarier, and more dangerous
and they attempt a graveyard bushwhackin’.
over the years. The crossbreeds devolved
The fight draws the attention of an Agent
into a bestial shadow of their former society,
and Territorial Ranger working together to
thanks to the influence of a portal to the
quell the recent unrest in Kansas. One good
Hunting Grounds. There the posse finds
turn deserves another, so the posse aids them
Jordrava’s spirit awaiting them. As a swarm
against the Ravenites, and they find a
of manitous descends, the portal draws our
heroes bodily into the Hunting Grounds.
51
partial map of the ghoul warrens under Boot against a Last Son and his Ravenite cronies.
Hill. Jordrava chooses this time to take an active
DEADLANDS: THE WEIRD WEST
52
around Deadwood. The only clear losers are technology never functions reliably within
the Sioux. the borders of the Sioux Nations again.
Wovoka and his disciples have circulated
the word among the tribes for months now,
STONE AND A HARD PLACE (1881-82)
1. Shot Down at the OK Corral: A posse
and many noble shamans are gathered at
gathers in Tombstone, Arizona, and gets to
53
beans on Stone’s weakness—the bullets that another telegraph. The posse rides hard to
killed him. Roswell, New Mexico, where Ronan Lynch
DEADLANDS: THE WEIRD WEST
54
agents. Having interrogated turncoat Danite can use it as a staging ground for their own
Bill Hickman, Agent Smith knows the incursion. In reality Hellstromme spurs the
location of a still-functioning roundhouse invasion as a smokescreen to cover his other
lab. The party infiltrates the facility just as ploys. He also sends an X-Squad to Detroit
a fear experiment gone wrong unleashes a to steal the Hell Gate’s final component
terrifying abomination. A death-defying air from a British rival. Nevada Smith sends
55
DEADLANDS: THE WEIRD WEST
will finally—after so many delays—link body. And to just about everyone’s chagrin,
Wasatch to the City o’ Gloom. On the same he succeeded!
day, the posse receives a steamer trunk that
See, Marshal, the Cackler is none other
promises to reveal many of Hellstromme’s
than Mordred, whom you may have read
secrets. By assembling a clue Nevada
about in Arthurian legend. When he returned
Smith gave them in Detroit with newfound
the soul of his mother, Morgana, to Rachel’s
documents, the caballeros sneak into the labs
body, a change came over the Weird West.
hidden beneath Hellstromme’s estate near
Magic’s power began to grow ever so subtly,
Salt Lake City. There they learn the terrible
the manitous grew bold, and an eerie quiet
enigma of the automatons, and find out the
seemed to fall over the West. No one knows
exact time and date Hellstromme plans to
quite what it portends, but rest assured the
activate his Hell Gate.
Cackler and his mama ain’t done yet!
8. The Door to Hell: Now only one
question remains to be answered: whether
Hellstromme succeeds in his mad plan. Back
WHERE THINGS STAND
in the City o’ Gloom, the posse infiltrates By 1884 the Reckoners have suffered some
Hellstromme’s sanctuary beneath Junkyard. tough setbacks. Famine lost her Servitor and
First, the well-spoken dudes have to the Great Summoning rendered the Sioux
convince Darius Hellstromme of the error of Nations a place where the Old Ways will
his ways. And when the infernal door swings always rule. The Great Rail Wars ended.
open, only your cowpokes stand between the Raven, Stone, and Hellstromme may not be
Weird West and all the gathered hosts o’ Hell. gone but their faith is shaken. Meanwhile,
We wish ’em luck! the Reckoners crawl back to their holes in the
Deadlands to lick their wounds.
THE FIRST HARROWED Make no mistake, Marshal—the Reckoners
may be down but they haven’t given up the
We should mention one other ne’er-do-well
ghost. The American West remains the focus
who’s made a recent appearance in the Weird
of their efforts, and they’ve switched up their
West—the Cackler. He’s one of the oldest
tactics somewhat.
Harrowed on Earth, and has been around
since the Dark Ages. Back in 1881 he finally
tracked down his last living blood relative, a
girl named Rachel Lash. He wanted to
return his ancestor’s soul to the girl’s
56
CHAPT
ER
5
What is known as the “Hunting Grounds” The corruption of the spirit world has
to Indians is called many things by many numerous after-effects. The remaining
cultures, but all agree it’s a place beyond Happy Hunting Grounds, what those of
what most mortal eyes can see. It’s another other faiths consider Heaven, has walled
plane of existence, a strange, twilit world itself off. Legions of manitous, the twisted
populated by spirits that represent aspects souls of those mortals who chose evil in life,
of the physical world. flood the realm. These horrors and other
“demons” hunt, torture, and devour those
Indians have long looked to this world as a
entities helpful to humanity (and other
source of inspiration, guidance, and wisdom,
beings—for the Hunting Grounds touch
examining the purest essence of things to
all worlds).
better understand their purpose on Earth.
So how can this terrible process be averted?
They also look forward to walking the
The Reckoners have gambled everything on
“Happy Hunting Grounds” when they
terrorforming Earth so that they might walk
pass—a place of peace, easy hunting, and
upon it in the flesh. Stopping and reversing
ease with their ancestors.
these effects is the first step.
Many types of entities “live” in the
Hunting Grounds, from nature spirits to the CHANNELING ENERGY
shades of mortals who passed in the physical The Reckoners pollute the world by creating
world. Forces of destruction, like the Four fear. To do that they empower existing
Horsemen, dwell there too. Their entropic creatures humanity already considers
touch is part of the natural order of things, monsters or create new ones straight from
and is a necessary part of the constant cycle mortal nightmares.
of creation and destruction.
The Hunting Grounds are as full of
Somewhere in the past, however, the spiritual energy as the Earth is full of air.
Reckoners became greedy. They became Those who know how to channel it, either
evil. They’ve put their desire to escape the through their own will or by virtue of being a
spirit realm and walk upon the Earth before denizen of that realm like a manitou, animal
the cosmic balance. They’ve corrupted the spirit, or divine entity, can use it to create
Hunting Grounds and given terrible power magical effects.
to their unholy minions.
57
Ironically, this power is also a critical tool could move from Deadwood to Dodge (in the
in fighting the evils of the Reckoning. Spells, Hunting Grounds) with the right power, for
DEADLANDS: THE WEIRD WEST
hexes, miracles, witchcraft, mad science, example, ignoring the vast distance between.
and the very existence of the Harrowed all But if she wanted to follow the trail between
draw on it. the two, she could do that as well.
Of course sometimes the power corrupts Within a location, the Hunting Grounds is
a mortal soul and aids the Reckoners, which a fuzzy copy of the physical world. A town
is why the Agency and Territorial Rangers has the same basic appearance, but buildings
are quick to respond when a Harrowed rises might lean in odd directions, streets stretch
or a huckster shows his “hand.” Not only off in impossible perspectives, and even
are such individuals a possible danger, but colors shift to fit the mood of the beings that
anyone who sees them now knows such live there. A forest has the same trails and
power exists. They might seek it themselves, landmarks but the trees might sway without
and the quick and easy path to power is the wind, plants bloom out of season, or a
one most likely to corrupt and create even babbling brook seems to hold a conversation
more terror. with itself.
That’s why “good” sources of magic Sound is muffled in the Hunting Grounds,
require discipline or adherence to moral but travels in strange and unpredictable
codes of some sort. Divine miracles, ways. A whisper uttered in China might
entreaties to nature spirits, and even appeals occasionally find its way to Deadwood, or
to rada loa are all more difficult to learn but one might hear an elephant’s dying breath
tend to keep the petitioner on the straight in Alaska.
and narrow.
Black magic, mad science, and the eldritch
SPIRITS
The shades of living beings are visible in the
sorcery of hucksters are all much easier to
spirit world. They seem solid when someone
attain and use. The manitous that offer it
focuses on them but fade from view when
up don’t care what a mortal does with it as
not. A town in the Hunting Grounds can thus
long as they get something in return—a little
appear both starkly empty and bustling with
chaos and mayhem or a chance to corrupt the
activity all at once.
petitioner’s soul!
Other entities, such as the spirits of rocks,
trees, wind, or concepts such as fertility and
LOOK & FEEL love, may be visible or hidden as they choose.
Other cultures interpret the spirit world
Rogue manitous and other evil spirits
differently and give it different names. In the
have always roamed the length and breadth
world of Deadlands, all are correct in some
of the Hunting Grounds, but now they are
ways and wrong in others, and we use the
far more numerous. While they await their
terms we mortals can best understand when
masters’ orders they hunt, torment, and slay
describing them.
more peaceful creatures such as animal or
Parts of the Hunting Grounds mimic our elemental spirits.
world, creating a strange, mirror version of
Earth—but it doesn’t map directly to our
geography. Instead, the Hunting Grounds
REGIONS
dynamically creates pocket realms as Most of the Hunting Grounds are mirror
needed. All these places continue to exist, images of the physical world, but there are
but only “come into focus” when some a few special regions that deserve particular
notable event occurs or a sentient being attention.
concentrates on them.
These pocket realms aren’t connected like
THE DEADLANDS
The Deadlands are a vast and terrible region
they are in the real world either—unless
where the Reckoners and other ancient
a traveler wants them to be. A shaman
forces of destruction dwell. No one who’s
58
walked the Deadlands—and there are few Sometimes spirits come out of this
who have done so and returned—has ever dimension and walk the Hunting Grounds or
seen the Reckoners there. They have felt their even the physical world. Ancestors, deceased
presence though, and believed themselves as family members, or entities claiming to be
insects to their monumental power. angels sometimes appear to aid mortals, but
59
manifest in corporeal or incorporeal form.
This is how ghosts, phantoms, and other SPIRITS
DEADLANDS: THE WEIRD WEST
60
usually destroyed forever. The Reckoners do
not tolerate failure.
NEW POWER OPTION
Detect arcana gains a new power option
So why take such a risk? Using spiritual
in Deadlands:
torture on a number of test subjects, the
61
like to find their way into Heaven, but so far
SPIRIT DANCES they can’t.
DEADLANDS: THE WEIRD WEST
Native people around the West ask Attributes: Agility d8, Smarts d6, Spirit d10,
various spirits for favors and blessings, Strength d8, Vigor d8
requesting everything from health to Skills: Athletics d8, Common Knowledge d8,
fertility to strength in battle. Fighting d8, Intimidation d8, Notice d8, Per-
suasion d8, Stealth d10, Taunt d10
Specific requests are granted via
Hindrances: Mean, Ruthless (Major)
the powers system and Arcane
Edges: Frenzy (Imp), Menacing
Background (Shaman).
Pace: 6; Parry: 6; Toughness: 6
Community ceremonies such as Sun Special Abilities:
Dances can drive away evil spirits. This Bite/Claws: Str+d6.
lowers the Fear Level by 1 in roughly a Ethereal: Manitous can become invisible
one-mile radius, and drives away all and immaterial at will. On the physi-
but greater manitous in a matching area cal plane, they can only be harmed by
of the Hunting Grounds. The Duration magical attacks.
varies based on the particular ritual, Fear (−2): The sight of a manitou pro-
which is why they are performed at vokes a Fear check at –2.
different intervals in different parts of the Flight: Manitous fly at Pace 12”.
West. Most last for at least a season. Then Illusion: A manitou can activate one
a new dance or ceremony is called for. illusion (per the power) as a free action
once per turn. No roll is required, and it
acts as if cast with a raise and the Strong
and Sound Modifiers. The manitou may
maintain the power as long as it cares to
focus on it (−1 to all other Trait rolls).A
single manitou may not have more than
one illusion active at once, but the hateful
things usually travel in groups!
c Greater Manitou
Greater manitous are named beings. Most
forget or ignore their former mortal life
after long centuries as a spirit and take
on demonic names. In the Hunting
Grounds, some gather roving gangs or
carve out small fiefdoms to battle others
for supremacy, torture and enslave nature
or people spirits, and look for ways into
the cherished mortal realm.
Attributes: Agility d10, Smarts d10, Spirit d12,
Strength d10, Vigor d10
Skills: Athletics d8, Common Knowl-
edge d10, Fighting d10, Intimidation d10,
Notice d10, Persuasion d10, Stealth d10,
Taunt d10
Hindrances: Mean, Ruthless (Major)
Edges: Frenzy (Imp), Menacing
Pace: 6; Parry: 8; Toughness: 14 (1)
Special Abilities:
Bite/Claws: Str+d6.
Ethereal: Manitous can become invisible
and immaterial at will. On the physi-
62
cal plane, they can only be harmed by The great buffalo knows if a visitor to
magical attacks. the Hunting Grounds has slain its children.
Fear (−2): The sight of a manitou pro- It may charge the hunter on sight, or may
vokes a Fear check at –2. simply refuse to aid him or his companions
Flight: Manitous fly at Pace 12”. depending on its mood.
63
including agriculture, fertility, war, and all Young thunderbirds are huge, powerful
other aspects of native life. Native peoples birds of prey; absolutely terrifying in their
DEADLANDS: THE WEIRD WEST
create dolls of the kachina or dress and dance majesty. They are likely the only reason
in kachina costumes to gain their blessings. the manitous haven’t completely overrun
The spirits occasionally possess a dancer portions of the Hunting Grounds.
dressed in their image to briefly enjoy life
Attributes: Agility d10, Smarts d10,
among the mortals they serve.
Spirit d12+1, Strength d12+5, Vigor d12
Attributes: Agility d6, Smarts d6, Spirit d8, Skills: Athletics d10, Fighting d10, Intimida-
Strength d6, Vigor d6 tion d12+1, Notice d12
Skills: Athletics d6, Common Knowledge d6, Pace: 6; Parry: 8; Toughness: 13
Fighting d4, Stealth d10, Taunt d10 Special Abilities:
Hindrances: Loyal Beak: Str+2d6.
Edges: Varies Carry: Thunderbirds can carry anything
Pace: 6; Parry: 4; Toughness: 5 up to the size of a large horse in their
Gear: Most kachina are unarmed, but a few claws while flying. This does not harm
carry various clubs (Str+d4). the passenger.
Special Abilities: Claw: Str+d8.
Various: Kachina abilities vary depend- Fear: The sight of a thunderbird pro-
ing on their sphere of influence, but vokes a Fear check.
they’re usually helpful rather than Flight: Pace 24.
harmful. A fertility spirit might be Size +5 (Large): Thunderbirds are
able to increase the chances a maiden massive beasts with 30’ wingspans.
becomes pregnant, while a water Thunder: A thunderbird can create an
kachina can create a small pool of clear, enormous clap of thunder by beating
drinkable water. its wings. Everyone in a Large Blast
Template centered on the creature must
LEGENDARY SPIRITS make a Vigor roll at −2 or be Shaken.
Coup: A Harrowed who counts coup
Many unique and legendary figures lurk
on a thunderbird can mimic its Thunder
in the Hunting Grounds, including the
ability once per game session.
Reckoners themselves. Some of these beings
dwell in hidden dimensions, accessible only
to those who know certain chants or rituals.
Others travel the spirit realm, fulfilling RULES OF THE
whatever purpose they were created
to perform. HUNTING GROUNDS
One of those spirits worshiped by most
native tribes is the thunderbird.
SPECIAL ABILITIES
Creatures have their usual profiles in the
c Thunderbird Hunting Grounds with one exception.
Thunderbirds have many purposes. One of
Those beings that normally require magical
them is to scour the Hunting Grounds for
weapons to affect can be harmed by any
rogue spirits and devour them!
traveler in the Hunting Grounds. Essentially,
There are at least four ancient thunderbirds beings in the Hunting Grounds are magical.
somewhere in the Hunting Grounds—the If a creature can only be killed by a specific
creatures manifested over the Sioux Nations Weakness, however, that remains true.
in 1881 (as told in Deadlands: The Last Sons).
The profile here is for a younger
DEATH
If the spirit of a physical being dies, the body
thunderbird, the kind that soars through
dies as well. The spirit fades away to Heaven,
the Hunting Grounds hunting manitous and
Hell, or wherever else it was bound.
other loathsome entities.
64
The destruction of fauna spirits causes their If a party is able to peer into the Hunting
physical version to wither and die as well. Grounds using a Harrowed’s Spirit Sight or
DEADLANDS: THE WEIRD WEST
66
CHAPT
ER
6
FAMOUS RASCALS
67
Persuasion d10, Riding d6, Stealth d4, Sur-
vival d8 c Seth Bullock
Seth Bullock is Deadwood’s town marshal.
DEADLANDS: THE WEIRD WEST
68
Attributes: Agility d8, Smarts d6, Spirit d8, (Confederation tribes), Guts, Fervor, Fetish,
Strength d6, Vigor d10 Followers (Indian warriors), Natural Leader,
Skills: Athletics d8, Common Knowl- Professional (Spirit, Healing), Reputation
edge d6, Fighting d8, Gambling d6, (Good)
Notice d6, Persuasion d4, Riding d8, Shoot- Powers: Arcane protection, beast friend, banish,
ing d8, Stealth d8, Survival d6 dispel, entangle, healing, resurrection, sloth/
Pace: 6; Parry: 6; Toughness: 7 speed. Power Points: 35
Famous Rascals
Hindrances: Bad Luck, Loyal, Ugly (Minor) Gear: Medicine bag.
Edges: Combat Reflexes, Reputation (Good), Special Abilities:
Quick Draw Coyote’s Trick: If Isatai is ever killed,
Gear: Colt Frontier (Range 12/24/48, he may spend a Benny to instead be
Damage 2d6+1, RoF 1, AP 1), Winchester Incapacitated with three Wounds. He
’73 (Range 24/48/96, Damage 2d8−1, RoF 1, awakens 1d8 days later. If he is killed
AP 2), Bowie knife (Str+d4+1, AP 1). and has no Bennies to spend, Isatai truly
departs to join the Great Spirit.
c Coyote/Isatai
Isatai was gunned down at Adobe Walls by c Crazy Horse
Billy Dixon’s miraculous shot at a range of The legendary war chief Crazy Horse is chief
more than a mile, and when he rose from the of all the Sioux Nations’ Lakota tribes. He and
dead as “Coyote,” he brought earth spirits his permanent war party of about 20 warriors
back with him that haunted the place for a prowl the Nations looking for trespassers
long time. Thus began Isatai’s rule of the and supernatural critters. Crazy Horse loves
Coyote Confederation in 1874, and he still to fight, going so far as to taunt otherwise
rules it in 1884. innocent foes into combat. Any who value
their lives refuse to be goaded, however.
The trickster spirit Coyote visited Isatai
Nobody has ever beaten Crazy Horse.
many times during his life, acting as his
guardian and guide to unlocking many Attributes: Agility d12, Smarts d6, Spirit d8,
ancient secrets. The last one was the trick Strength d10, Vigor d8
of almost dying and then coming back. Skills: Athletics d10, Common Knowledge d6,
Once Isatai achieved that feat he was truly Faith d8, Fighting d12, Intimidation d12,
ready to take command of all the Southern Language (English) d6, Notice d6, Per-
Plains tribes, and cast out those who would suasion d10, Riding d12, Shooting d10,
not join him. Stealth d12, Taunt d8, Survival d8
Pace: 8; Parry: 10 (9 with bladed war club);
As long as he stays alive, Isatai keeps the
Toughness: 6
Coyote Confederation unified. His adherence
Hindrances: Old Ways Oath, Overconfident
to the Old Ways, while remaining tolerant of
Edges: Arcane Background (Shaman),
those who don’t, has bridged disagreements
Attractive, Block (Imp), Charismatic,
between many tribes. Should Raven ever
Command, Dodge, Fleet-Footed, Frenzy
succeed in his plan to kill Coyote, the ensuing
(Imp), Inspire, Knack (Shooting Star), Level
chaos would result in bloody war among all
Headed, Marksman, Natural Leader, Rep-
the tribes.
utation (Bad), Steady Hands, Strong Willed,
Attributes: Agility d6, Smarts d8, Spirit d12+1, Tougher than Nails
Strength d4, Vigor d8 Powers: Arcane protection, boost/lower Trait,
Skills: Athletics d4, Common Knowl- deflection, healing, protection, smite. Power
edge d12, Faith d12, Fighting d4, Points: 25
Healing d12+1, Notice d10, Persuasion d4, Gear: Bow (Range 12/24/48, Damage 2d6,
Riding d4, Stealth d4 RoF 1), 20 arrows, bladed war club (Str+d8,
Pace: 6; Parry: 4; Toughness: 6 AP 2, Parry −1, 2 hands), knife (Str+d4),
Hindrances: Ailin’ (Minor), Old Ways Oath, Crazy Horse’s coup stick (see page 28),
Vow (Major—Unite the tribes) medicine bag, horse.
Edges: Arcane Background (Shaman),
Charismatic, Command, Connections
69
DEADLANDS: THE WEIRD WEST
70
him. Only the actions of an adventurous Pace: 6; Parry: 6; Toughness: 9
group of hirelings saved him, but a Hindrances: Grim Servant o’ Death, Venge-
subsequent encounter with a young rattler ful (Major), Vow (Destroy the Rail Barons)
called the “Gulper” left Dillenger reluctant to Edges: Attractive, Charismatic, Combat
undertake further such expeditions. Reflexes, Duelist, Fan the Hammer (Imp),
Grit, Guts, Harder to Kill, Harrowed,
Attributes: Agility d8, Smarts d10, Spirit d6,
Marksman, Quick, Quick Draw, Reputa-
Strength d6, Vigor d8
Famous Rascals
tion (Bad), Right Hand of the Devil, Steady
Skills: Academics d10, Athlet -
Hands, Strong Willed, True Grit
ics d8, Common Knowledge d6, Fighting d6,
Harrowed Edges: Implacable, Soul Eater,
Gambling d12, Occult d8, Notice d8, Persua-
Supernatural Attribute (Agility)
sion d10, Riding d10, Shooting d4, Stealth d8,
Gear: Colt Peacemaker (Range 12/24/48,
Survival d6
Damage 2d6+1, RoF 1, AP 1), 50 extra
Pace: 4; Parry: 5; Toughness: 6
rounds, Stetson, poncho, cigarillos, matches.
Hindrances: Curious, Outsider (Minor),
Special Abilities:
Quirk (Collector), Slow (Major)
Undead: +2 to Toughness and Spirit
Edges: Aristocrat, Attractive, Tale-Teller
rolls to recover from Shaken, ignore
Gear: Checkbook, fancy suit, Colt Peace-
additional damage from Called Shots
maker (Range 12/24/48, Damage 2d6+1,
except to the head, ignore 1 point of
RoF 1, AP 1), 12 rounds, gold pocket watch,
Wound penalties, doesn’t breathe,
leather shoes, matches, pipe, tobacco, cane,
immune to disease and poison, don’t
wallet, $100.
Bleed Out, and are only permanently
slain by destroying the brain.
c Gal With No Name
She is known by aliases too numerous
to mention—among them Montana c Alexander Graves
Graves is a hexslinger—perhaps the most
Michelle, The Drifter, Junkyard Jo, New
powerful one yet. He learned the art from
York Mo, Maryland Mary, Red, Jackpot
Doc Holliday himself but he has surpassed
Justine, Deadwood Deb, Virginia City Vern,
his former teacher. He uses his arcane powers
Toothsome Abby, and Hurricane Mae—but
to further his success as a bounty hunter.
in truth she has no name. At least not one
known by anyone still living. The Gal With Attributes: Agility d10, Smarts d10, Spirit d10,
No Name wages a neverending war of Strength d8, Vigor d10
vengeance on those who work the railroads. Skills: Athletics d10, Common Knowl-
No one knows where she comes from or why edge: d6, Fighting d12, Gambling d4,
she practices her malicious trade against the Intimidation d12, Occult d6, Notice d8,
Rail Barons. Whatever grudge she bears Persuasion d4, Riding d12, Shooting d12,
them must run deep. Spellcasting d12+1, Stealth d4, Taunt d6
Pace: 6; Parry: 8; Toughness: 7
In 1884, the Gal With No Name still
Hindrances: Heroic, Loyal
roams the Weird West. These days there are
Edges: Ambidextrous, Arcane Background
still opportunities to ply her chosen trade.
(Huckster), Behold a Pale Horse (Brimstone),
Although the Great Rail Wars are over, the
Dodge (Imp), Grit, Guts, Hexslinger, Marks-
Gal With No Name lashes out at any rail
man, Nerves of Steel (Imp), Professional
warriors she encounters, and she joins up
(Spellcasting), Quick Draw, Rapid Fire,
with like-minded individuals from time to
Streetwise, Strong Willed, Tough as Nails,
time. Until something bad happens to her
True Grit
new friends, that is…
Powers: Ammo whammy, boost/lower Trait,
Attributes: Agility d12, Smarts d8, Spirit d10, burst, numb, speed, trinkets. Power Points: 30
Strength d8, Vigor d10 Gear: 2× Colt Frontiers (Range 12/24/48,
Skills: Athletics d6, Common Knowledge d4, Damage 2d6+1, RoF 1, AP 1), 1× Colt
Fighting d8, Gambling d8, Intimidation d10, Peacemaker (Range 12/24/48, Damage
Notice d8, Persuasion d10, Shooting d12, 2d6+1, RoF 1, AP 1), 3× Bowie knives
Stealth d4, Survival d6, Taunt d8 (Str+d4+1, AP 1), horse.
71
+1), hat gun (Range 12/24/48, Damage
c Hanuman 2d6+1, RoF 1, AP 1), bulletproof suit (Armor
Hanuman is Hellstromme’s longest tenured
DEADLANDS: THE WEIRD WEST
c Jesse James
The James Gang is a bunch of Missourians
who frequent the banks, stagecoach trails,
and rails of Kansas. Jesse and Frank James—
along with frequent cohorts Bob, Cole, and
Jim Younger—are notorious bandits and
thieves. Some believe the dime novels’ tales
of their “daring” exploits, but in truth these
men are brutal killers. Jesse James was once
beaten nearly to death by Yankees and lives
for revenge, simple as that.
But ever since an incident in which
overzealous Pinkertons (are there any other
kind?) laid siege to the James homestead and
maimed Jesse’s mother, opinions are split
over whether the James Gang is made up of
noble Confederate loyalists or greedy, cold-
blooded killers. These heartless murderers
72
are considered heroes in some parts Gear: Colt Peacemaker (Range 12/24/48,
of Missouri. Damage 2d6+1, RoF 1, AP 1), Winchester ’73
(Range 24/48/96, Damage 2d8−1, RoF 1, AP
For a while the James brothers sold their
2), double-barrel shotgun (Range 12/24/48,
services to a minor Rail Baron named Richard
Damage 1–3d6, RoF 1), 20 extra rounds for
Barney, who operated the Kansas City &
each weapon, knife (Str+d4), quick-draw
Little Rock Rail Co. until mid-1879. The
holster, duster, horse.
Battle of Broken Rails that October forced the
Famous Rascals
James boys to reassess their place in the Great
Rail Wars. These days they wander Kansas, c Coot Jenkins, "The Prospector"
Coot Jenkins may have started out as a
engaging in robberies and senseless acts of
prospector, but learning about the Reckoning
violence. Jesse James is an unassuming man
and the Harrowed changed that. Coot has
with short, neatly-combed hair and a few
several Harrowed bodyguards looking after
days’ growth on his scruffy chin.
his safety.
Attributes: Agility d12, Smarts d8, Spirit d6,
Attributes: Agility d8, Smarts d10, Spirit d12,
Strength d6, Vigor d8
Strength d6, Vigor d8
Skills: Athletics d10, Common Knowl-
Skills: Athletics d6, Common Knowl-
edge d4, Fighting d10, Intimidation d10,
edge d6, Driving d6, Fighting d6,
Notice d6, Persuasion d4, Riding d10, Shoot-
Healing d8, Intimidation d6, Occult d12,
ing d12, Stealth d10, Survival d8
Notice d12, Persuasion d12+2, Research d6,
Pace: 6; Parry: 7; Toughness: 6
Riding d6, Shooting d8, Stealth d4, Sur-
Hindrances: Ailin’ (Minor), Enemy (Major—
vival d6, Taunt d8
Agency), Wanted (Major)
Pace: 6; Parry: 5; Toughness: 6
Edges: Alertness, Charismatic, Common
Hindrances: Loyal, Vow (Major—Defeat the
Bond, Connections (KC&LR Rail), Dodge,
Reckoners)
Duelist, Fan the Hammer (Imp), Level
Edges: Alertness, Brave, Charismatic, Expert
Headed (Imp), Luck, Marksman, Quick
(Persuasion), Followers (Harrowed), Grit,
Draw, Reputation (Varies), Steady Hands,
Guts, Marksman, No Mercy, Rock and Roll!,
Two Gun Kid
Strong Willed, Tale-Teller, True Grit
Gear: 2× Colt Army (Range 12/24/48,
Gear: Gatling shotgun (Range 12/24/48,
Damage 2d6+1, RoF 1, AP 1), 50 extra
Damage 1–3d6, RoF 2), satchel, 12× vials
rounds, Bowie knife (Str+d4+1, AP 1),
of the Prospector’s Elixir (see page 36),
Sharps Big .50 (Range 30/60/120, Damage
playing cards, whiskey, mule, $65.
2d10, RoF 1, AP 2), horse.
73
Attributes: Agility d8, Smarts d12+1, Hindrances: Heroic, Loyal (New Tomorrow
Spirit d10, Strength d8, Vigor d12 Triad), Vow (Major—Celibacy)
DEADLANDS: THE WEIRD WEST
Skills: Academics d10, Athletics d6, Edges: Arcane Background (Chi Master),
Common Knowledge d8, Fighting d8, Intim- Block, Brave, Charismatic, First Strike,
idation d12+1, Language (Lakota) d8, Martial Warrior, Superior Kung Fu (Eagle
Language (Latin) d8, Notice d12, Occult d12, Claw, Tan Tui), Two-Fisted
Persuasion d12, Research d8, Riding d6, Powers: Arcane protection, deflection, healing.
Shooting d10, Stealth d8, Survival d10, Trade Power Points: 20
(Law) d8 Gear: Colt Peacemaker (Range 12/24/48,
Pace: 8; Parry: 8; Toughness: 10 Damage 2d6+1, RoF 1, AP 1), 12 rounds,
Hindrances: Curious, Enemy, Vow (Major— battered suitcase (Str+d8; Held with two
Heal the nation) hands, the suitcase conveys Parry +1 and +2
Edges: Agent (Grade 5), Block (Imp), Char- Armor against ranged attacks), tailored suit.
ismatic, Connections, Fleet-Footed, Grit,
Guts, Harrowed, Level Headed (Imp), Luck, c Nat Love, "Deadwood Dick"
Marksman, Professional (Intimidation), Deadwood Dick is the nickname of Nat
Quick Draw, Reputation (Good), Steady Love, a famous black cowboy who has
Hands, Streetwise, Strong Willed, Tale- made Deadwood his home. He acquired the
Teller, True Grit, Two-Fisted, Two-Gun Kid moniker after winning the roping, shooting,
Harrowed Edges: Claws, Ghost, Spook, and wild horse riding competition at the
Stitchin’ (Imp), Supernatural Attribute Centennial celebration.
(Smarts, Vigor)
Nat runs a saloon frequented by many of
Gear: 2× Colt Frontiers (Range 12/24/48,
the black miners in town, the Wooly Buffalo.
Damage 2d6+1, RoF 1, AP 1), Winchester
Though many folks in the West have put
’73 (Range 24/48/96, Damage 2d8−1, RoF 1,
aside such prejudices these days, Nat is
AP 2), 100 rounds, letter of authority from
the de facto leader of the black community
President Arthur, Agency badge, mnemo-
on those occasions someone forgets their
mizer.
manners. Nat is a moderately handsome
Special Abilities:
black man who wears his hair long. He
Undead: +2 to Toughness and Spirit
dresses almost exclusively in trail clothes,
rolls to recover from Shaken, ignore
except when attending church.
additional damage from Called Shots
except to the head, ignore 1 point of Attributes: Agility d12, Smarts d10, Spirit d6,
Wound penalties, doesn’t breathe, Strength d6, Vigor d6
immune to disease and poison, don’t Skills: Athletics d12, Common Knowl-
Bleed Out, and are only permanently edge d6, Fighting d12, Gambling d10,
slain by destroying the brain. Notice d8, Persuasion d8, Riding d12, Shoot-
ing d8, Stealth d12, Survival d6
c Suitcase Lee, "Feichei Lee" Pace: 8; Parry: 8; Toughness: 5
Lee is a young man with close-cropped hair, Hindrances: Curious, Heroic, Lyin’ Eyes
dimples, and a smile that makes the ladies Edges: Charismatic, Dodge, Fleet-Footed,
swoon. You wouldn’t know to look at him Marksman, Steady Hands
that he’s a renowned Man of Action and hero Gear: Colt Frontier (Range 12/24/48,
in his own right. Suitcase Lee is allied with Damage 2d6+1, RoF 1, AP 1), sawed-off
the New Tomorrow Triad, a progressive shotgun (Range 5/10/20, 1–3d6, RoF 1), 15
group based in California. extra rounds for each, horse.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d10 c Ronan Lynch
Ronan Lynch was a Union Army lieutenant
Skills: Athletics d10, Common Knowl-
during the Civil War. After his discharge
edge d6, Fighting d12+1, Focus d10,
in 1869, Ronan headed Out West looking
Notice d8, Persuasion d8, Shooting d10,
for something better than killing, but his
Stealth d6
reputation always preceded him. He met
Pace: 6; Parry: 9; Toughness: 7
his death by hanging on Christmas Eve 1875,
74
and came back Harrowed to take revenge on Hindrances: Enemy (Major—Outlaws), Obli-
the folks who wronged him. gation (Major—Uphold the law in Perry)
Edges: Block, Command, Nerves of Steel,
Attributes: Agility d10, Smarts d10, Spirit d10,
Quick Draw, Streetwise, Strong Willed
Strength d10, Vigor d10
Gear: Colt Frontier (Range 12/24/48,
Skills: Athletics d8, Common Knowl-
Damage 2d6+1, RoF 1, AP 1), Winchester
edge d8, Fighting d8, Gambling d6,
’73 (Range 24/48/96, Damage 2d8−1, RoF 1,
Intimidation d8, Occult d8, Notice d6, Per-
Famous Rascals
AP 2), 100 extra rounds, quick-draw holster,
suasion d6, Riding d10, Shooting d10,
rope, horse, gold badge.
Stealth d6
Pace: 6; Parry: 8; Toughness: 9
Hindrances: Heroic, Night Terrors c "Six-Hundred-Pound Sally" Manners
Sally Manners’ nickname isn’t inspired by
Edges: Block (Imp), Combat Reflexes, Duelist,
her weight; she’s about as healthy as it gets
Fan the Hammer (Imp), Grit, Guts, Har-
in the Weird West. Instead, it’s from the time
rowed, Harder to Kill, Level Headed (Imp),
she managed to load 600 pounds—Nevada
Nerves of Steel (Imp), Marksman, Quick
Smith and his allies—onto her auto-gyro
Draw, Reputation (Good), Rock and Roll!,
to save them from walkin’ dead on Black
Streetwise, True Grit
Mesa. Sally works for Smith & Robards’
Harrowed Edges: Implacable, Improved
Rush Delivery System on missions of grave
Stitchin’, Supernatural Attribute (Spirit,
importance, and has ties to the Twilight
Strength)
Legion as well.
Gear: Colt Army (Range 12/24/48, Damage
2d6+1, RoF 1, AP 1), Gatling shotgun (Range Attributes: Agility d6, Smarts d8, Spirit d8,
12/24/48, Damage 1–3d6, RoF 2) cavalry Strength d6, Vigor d8
saber (Str+d6), Bowie knife (Str+d4+1, AP Skills: Athletics d6, Common Knowledge d6,
1). Driving d12, Fighting d6, Gambling d6,
Special Abilities: Intimidation d6, Occult d6, Notice d8, Per-
Undead: +2 to Toughness and Spirit rolls suasion d8, Piloting d12+2, Repair d10,
to recover from Shaken, ignore addi- Riding d6, Stealth d6, Taunt d8, Trade
tional damage from Called Shots except (Aviation) d10
to the head, ignore 1 point of Wound Pace: 6; Parry: 5; Toughness: 6
penalties, doesn’t breathe, immune to Hindrances: Code of Honor, Loyal
disease and poison, don’t Bleed Out, and Edges: Ace, Alertness, Charismatic, Combat
are only permanently slain by destroy- Reflexes, Connections (Smith & Robards),
ing the brain. Grit, Guts, Level Headed (Imp), Master
(Piloting), Quick, Reputation (Good), Strong
c Chris Madsen Willed, Tale-Teller, True Grit
Chris Madsen is the quintessential tough, Gear: Colt Frontier (Range 12/24/48,
no-nonsense lawman. But he’s a fair and just Damage 2d6+1, RoF 1, AP 1), double-barrel
man all the same. Only the worst lawbreakers shotgun (Range 12/24/48, Damage 1–3d6,
see his really bad side. If he needs help, he RoF 1), Derringer (Range 3/6/12, Damage
can call on Bill Tilghman and Heck Thomas, 2d4, RoF 1), Bowie knife (Str+d4+1, AP 1),
and they come running. (Use the Veteran tool kit, tethered satellite, auto-gyro.
Gunman stats in Deadlands: The Weird West
for Bill and Heck.) c William "Bat" Masterson
William Barclay “Bat” Masterson is currently
Attributes: Agility d10, Smarts d8, Spirit d8,
sheriff of Ford County, Kansas. Masterson
Strength d6, Vigor d8
spends most of his time in Dodge itself. He’s
Skills: Academics d6, Athletics d8, Common
a friendly sort, but Hell to deal with when
Knowledge d6, Fighting d10, Intim-
he’s angry. He also has a not-so-friendly
idation d8, Notice d8, Persuasion d6,
rivalry going with town marshal Larry Deger.
Riding d10, Shooting d10, Stealth d4, Sur-
vival d8, Trade (Law) d4 He isn’t a particularly fast or deadly gun,
Pace: 6; Parry: 8; Toughness: 6 but he excels at keeping his head and
stopping trouble before it starts.
75
Masterson is fairly well-respected in Pace: 6; Parry: 5; Toughness: 6
Dodge City, and he can summon up a posse Hindrances: Curious, Heroic, Obligation
DEADLANDS: THE WEIRD WEST
76
gets on in years, he’s vigorous but looking to Unfortunately, he didn’t stay planted.
induct the society’s next generation. Quantrill returned Harrowed, with the
power to create walkin’ dead under his
Attributes: Agility d6, Smarts d10, Spirit d10,
control. Bloody Bill’s manitou was running
Strength d6, Vigor d6
the show when he first dug his way out of
Skills: Academics d10, Athletics d8,
the grave. It put together an unholy host of
Battle d8, Boating d8, Common Knowl-
undead raiders and set about terrorizing
edge d6, Fighting d10, Gambling d8,
Famous Rascals
the innocent civilians of Missouri and
Healing d8, Intimidation d8, Knowledge,
Kansas. For a while Quantrill fought to keep
Occult d10, Notice d10, Persuasion d10,
Dominion. But the manitou has total control
Piloting d8, Research d10, Riding d8, Shoot-
now, so while Bill’s madness is a thing of the
ing d8, Stealth d8, Survival d12, Taunt d6
past, his evil has grown exponentially.
Pace: 5; Parry: 7; Toughness: 5
Hindrances: Curious, Elderly, Quirk (Collec- Quantrill was an ugly man in life, and
tor) death hasn’t done a thing to improve his
Edges: Charismatic, Combat Reflexes, appearance.
Command, Grit, Guts, Hard to Kill, Level
Attributes: Agility d10, Smarts d6, Spirit d8,
Headed, Streetwise, True Grit
Strength d6, Vigor d10
Gear: Monocle.
Skills: Athletics d6, Common Knowledge d6,
Fighting d8, Gambling d4, Intimidation d8,
c "Bloody" Bill Quantrill Notice d6, Persuasion d4, Riding d10, Shoot-
Once upon a time, Bloody Bill Quantrill was
ing d10, Stealth d8, Survival d6, Taunt d8
the leader of a group of Confederate guerillas
Pace: 6; Parry: 8; Toughness: 9
known for their bloodthirstiness. In 1863 he
Hindrances: Bloodthirsty, Grim Servant o’
and his men burned the town of Lawrence,
Death, Ugly (Major), Wanted (Major)
Kansas, and killed more than 150 men,
Edges: Ambidextrous, Block (Imp),
women, and children. Later the same year he
Command, Duelist, Fan the Hammer (Imp),
defeated a small unit of Union cavalry and
Frenzy (Imp), Guts, Harrowed, Marksman,
executed 17 noncombatants. Some Union
Nerves of Steel, No Mercy, Quick Draw,
boys finally caught up with him in Kentucky
Reputation (Bad), Soldier, Two-Fisted
and put him six feet under.
Harrowed Edges: Implacable, Supernatural
Attribute (Agility, Vigor), Wither
77
Gear: 2× Colt Dragoons (Range 12/24/48, Hindrances: Enemy (Major—Outlaws), Illit-
2d6+1, RoF 1, AP 1), 2× Bowie knives erate, Obligation (Minor—Uphold federal
DEADLANDS: THE WEIRD WEST
78
Skills: Athletics d6, Common Knowl-
edge d6, Driving d6, Fighting d6, c Belle Starr
Born Myra Belle Shirley to a prominent
Occult d12+1, Notice d10, Persuasion d12,
Missouri businessman and his wife, Belle
Repair d6, Riding d6, Science d12, Stealth d6,
Starr was never content with a woman’s
Weird Science d12
traditional place in society. Young Belle met
Pace: 5; Parry: 5; Toughness: 5
the notorious Cole Younger and promptly
Hindrances: Curious, Elderly
became his mistress. He left her behind
Famous Rascals
Edges: Alchemy, Alertness, Arcane Back-
when he rode away with the James Gang,
ground (Mad Science), Charismatic, Dodge,
but he sees her and their daughter Pearl
Fleet-Footed, Metal Mage, Scholar (Science),
whenever he can.
Scholar (Occult)
Powers: Bolt, blast, breakdown, damage field, From Cole, Belle went on to have affairs
trinkets. Power Points: 30 with plenty of other outlaws. She finally
Gear: Colt Peacemaker (Range 12/24/48, married outlaw Sam Starr. Belle frequently
Damage 2d6+1, RoF 1, AP 1). went along with him, helping to rob banks
and trains, rustle horses and cattle, and
c Nevada Smith commit other nefarious acts. Back East the
Nevada Smith is the United States’ most papers call her “The Bandit Queen,” and she
famous secret Agent and a master of disguise. lives up to that name.
The dashing fellow even has a series of
Attributes: Agility d8, Smarts d8, Spirit d6,
dime novels written about him. He started
Strength d6, Vigor d8
out in Deseret trying to uncover Brigham’s
Skills: Athletics d8, Common
skeletons, but found himself pitted against
Knowledge d6, Fighting d8, Notice d6, Per-
Hellstromme at every turn. Smith has
suasion d8, Riding d8, Shooting d8, Stealth d8,
vowed to take Hellstromme down one way
Thievery d8
or another, and these days he’s the Agency’s
Pace: 6; Parry: 6 (5 with whip); Toughness: 6
leading proponent of the Twilight Protocol.
Hindrances: Quirk (Randy), Wanted (Major)
Attributes: Agility d10, Smarts d10, Spirit d8, Edges: Attractive, Charismatic, Connections
Strength d8, Vigor d8 (Former lovers), Dodge, Reputation (Bad),
Skills: Academics d8, A t h l e t - Thief
ics d8, Battle d10, Common Knowledge d6, Gear: Whip (Parry −1, Reach +2). Belle lets
Driving d8, Fighting d8, Gambling d10, whoever she’s working with supply her
Healing d8, Intimidation d8, Occult d8, with gear.
Performance d10, Notice d8, Persuasion d10,
Piloting d8, Repair d6, Research d10, Riding d8, c Al Swearengen
Science d6, Shooting d10, Stealth d8, Sur- Al Swearengen was one of the first folks who
vival d6, Taunt d10, Thievery d6, Trade arrived in Deadwood without the slightest
(Blacksmith) d6, Trade (Law) d6 intention of being a miner. Swearengen
Pace: 6; Parry: 6; Toughness: 6 came to make money off miners, so he
Hindrances: Enemy (Hellstromme), Heroic, opened the Cricket Saloon and Gem Theater
Loyal, Secret (Major) in Deadwood. He makes most of his money
Edges: Agent (Grade 5), Alertness, Brave, from running a prostitution ring, and he has
Charismatic, Command, Command Pres- extensive ties to Chinatown’s opium trade
ence, Connections (Agency), Elan, Great via Huang Li.
Luck, Grit, Guts, Improved Dodge, Lev-
Combining utter ruthlessness with a knack
el-Headed, Man of a Thousand Faces,
for having the right friends, Al Swearengen
Marksman, Quick Draw, Reputation (Good),
is as dangerous as a viper to someone on his
Rock and Roll!, Streetwise, Strong Willed,
bad side. He typically has anywhere from
Tale-Teller, Thief, True Grit, Very Attractive
10–20 hired gunmen on his payroll.
Gear: Gatling pistol (Range 12/24/48,
Damage 2d6, RoF 3, AP 1), lockpicks, tool Attributes: Agility d6, Smarts d10, Spirit d10,
kit, disguise kit, hat periscope, Agency Strength d6, Vigor d6
badge, mnemomizer.
79
Skills: Athletics d6, Common Knowledge d8, Triad), Filthy Rich, Martial Artist, Pro-
Fighting d6, Gambling d10, Intimidation d10, fessional (Gambling), Reputation (Bad),
DEADLANDS: THE WEIRD WEST
80
pulling a plow on a Mexican farm. Not come. For others it signals the end times, and
plowing, mind you—pulling a plow. He was brings with it a heaping helping of fear.
so strong they turned the oxen loose and put
Attributes: Agility d10, Smarts d10, Spirit d12,
the yoke on him!
Strength d6, Vigor d12
William Alexander Wallace was born in Skills: Athletics d6, Common Knowl-
Virginia in 1817. He moved to Texas in the edge d10, Faith d12, Fighting d6,
1840s and joined the Texas Rangers, then Healing d12, Occult d10, Notice d10, Per-
Famous Rascals
fought in the Mexican-American War. He suasion d12, Riding d10, Stealth d6
also fought in the Civil War before returning Pace: 6; Parry: 5; Toughness: 8
to Texas. Despite the fact he’s over 60, he Hindrances: Loyal, Old Ways Oath, Pacifist
continues to serve in the field as a Ranger. (Major), Vow (Major—Spread word of the
Age doesn’t seem to have diminished his Ghost Dance)
strength or vigor. He still likes to mix it up Edges: Arcane Background (Shaman), Aris-
with outlaws and bust heads with his big fists. tocrat, Charismatic, Command, Common
Bond, Connections, Fervor, Guts, Hold the
Attributes: Agility d8, Smarts d8, Spirit d8,
Line!, Inspire, Healer, Natural Leader, Very
Strength d12+2, Vigor d10
Attractive
Skills: Athletics d8, Common Knowl-
Powers: Arcane protection, burrow, divination,
edge d6, Fighting d10, Intimidation d6,
entangle, fear, healing, open portal, protection,
Language (Spanish) d6, Notice d8, Per-
shape change (all Ranks), sloth/speed. Power
suasion d4, Research d8, Riding d10,
Points: 35
Shooting d8, Stealth d4, Survival d8
Gear: Medicine bag.
Pace: 6; Parry: 7; Toughness: 10 (2)
Hindrances: Overconfident, Obligation
(Major—Shoot or recruit the supernatural) c Brigham Young
Brigham Young is president of the Mormon
Edges: Brawny, Dodge, Investigator, Marks-
Church and the Nation of Deseret, and
man, Quick Draw, Streetwise, Territorial
founder of the City o’ Gloom. Although
Ranger (Captain)
he’s as great a man as all those titles would
Gear: 2× Colt Dragoons (Range 12/24/48,
imply, he’s also complex. He holds a sincere
2d6+1, RoF 1, AP 1), Colt-Paterson model
confidence in the goodness of his motives
’36 (Range 24/48/96, Damage 2d10, RoF 1,
and he achieves great things. But he is also
AP 2), shotgun (Range 12/24/48, Damage
merciless where enemies are concerned.
1–3d6, RoF 1), 50 rounds of ammunition for
all his guns, armored duster (Armor +2), Attributes: Agility d10, Smarts d12, Spirit d12,
Bowie knife (Str+d4+1, AP 1), rope, horse, Strength d8, Vigor d10
rations, bedroll, Fugitives from Justice in the Skills: Athletics d6, Battle d10, Common
U.S. Territories (including Chapter 13), $55. Knowledge d8, Faith d12+2, Fighting d10,
Intimidation d12, Occult d10, Notice d10,
c Wovoka Persuasion d10, Riding d10, Shooting d8,
Wovoka is young, charismatic, and much- Stealth d4, Survival d8, Taunt d8
loved by all the Ghost Dancers who have ever Pace: 6; Parry: 7; Toughness: 7
met him. Whites get along well with him too. Hindrances: Code of Honor, Heroic, Obli-
Wovoka is intelligent, understanding, and gation (Major—Safeguard the Mormon
sensitive to everyone he meets. Even enemies Church), Ruthless (Minor)
of the Paiutes with longstanding grudges Edges: Alertness, Arcane Background
refuse to raise a hand in anger toward (Blessed), Champion, Charismatic,
Wovoka. His father is respected Paiute elder Command, Command Presence, Expert
Tavibo (page 80). (Faith), Fervor, Grit, Guts, Holy Warrior,
Level Headed (Imp), Reputation (Good),
As the Ghost Dance movement gains steam,
Strong Willed, Tactician, Tougher Than
word has begun to spread that Wovoka may
Nails, True Believer, True Grit
be some kind of Messiah reborn. For some
Gear: Book of Mormon (First printing).
this signals prosperity and good times to
Special Abilities:
81
Miracles: Brother Brigham has access Edges: Arcane Background (Mad Scientist),
to any power available to the blessed Metal Mage, Ore Eater
DEADLANDS: THE WEIRD WEST
METAL MAGE
Until a few years ago, metal mages were
encountered only in the City o’ Gloom. Since
then they’ve spread across the West.
Attributes: Agility d6, Smarts d8, Spirit d8,
Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d8,
Fighting d6, Notice d6, Occult d8, Persua-
sion d6, Riding d6, Science d8, Shooting d8,
Stealth d6, Weird Science d8
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Delusional (Minor)
82
CHAPT
ER
7
83
The two men didn’t know if Grimme was the locals to attend Sunday church service,
defeated for good or if he would rise again, they headed home, stopping at a small,
DEADLANDS: THE WEIRD WEST
but in the meantime they planned to do their isolated camp along the way to commit their
duty and carry on in his foul name. foul deed.
Eventually, the Iron Dragon train stopped The cultists killed two miners just off the
in Deadwood, Dakota Territory. There a beaten trail, but close enough to others to be
starving miner asked them for food. Strong found, then shot their bodies full of arrows
and Wyse took this as a sign. They “shared a to make it look like the work of the Sioux.
meal” with the miner in the cult’s particularly Making their way back to town, they realized
horrific way and decided Deadwood would they’d left a flyer behind that could tie them
be their new home. to the crime, and they were forced to return
to retrieve it.
A few days later, Strong and Wyse
managed to beg, borrow, or steal enough Unfortunately for them, a Sioux hunter
money to build a small wooden building at called Never Smiles saw the whole thing,
the edge of town. They embedded Grimme’s and had picked up the incriminating leaflet.
altar shard into their podium and called their The cultists spotted him and tossed down
church the Chapel of Red Waters, in secret a handful of ensorcelled finger bones—the
memory of Grimme’s bloody demise in the kind that raise the cult’s “bloody ones”!
Flood. They preach their own unique brand The gory zombies chased Never Smiles
of the Gospel that sounds peaceful enough from the camp down into a swampy bowl
to casual listeners, but insinuates all kinds between hills the local Sioux had avoided for
of awful stuff for those few (so far) who get generations—”Horse Eater Woods.”
indoctrinated.
Never Smiles is trapped there now, still
Best of all (for them), their altar shard clutching the damning evidence, trapped in a
gives the pair arcane powers, including tree by the undead things that wait hungrily
making bloody ones and literally turning and patiently for him to descend. But their
their blood-tainted water into wine. The tasty presence has awakened something far more
stuff guarantees a room full of thirsty miners powerful, and this is the monster our heroes
every Sunday service, just as Grimme used must ultimately face. If they do, they can save
to provide his “Lost Angels” with a feast Never Smiles, avenge the murdered miners,
every week in Famine-ravaged California. and stop yet another senseless war between
the people of Deadwood and the Sioux.
The cultists have been in town over a
month now. The faith of those who attend
their service slowly feeds the dark energy A DARK AND STORMY MORNING
of Grimme’s altar shard, giving Strong and
Deadwood
Wyse more powers they can use to carry on
in the Servitor’s name. FEAR LEVEL: 4
84
War always seems to loom in Deadwood. Angry Clouds stares at your pot of coffee
The treaty passed a few years back between for a moment, then breathes the aroma
the town and the local Sioux has held, but in deeply.
tensions are always high. Miners work He lets out a long sigh and smiles. “I
with permission in certain parts of the believe in the Old Ways, but…I sure miss
Black Hills allotted to them by the Indians, coffee. It has been too long.”
but stray often—either out of greed or just
If offered and he can steal a sip without the
85
trimmed beard. He yawns, steps up onto embankment into a pine tree, impaling its
the box, then looks around at the crowd. He hind quarters. The horse is Fatigued for the
DEADLANDS: THE WEIRD WEST
catches sight of your party and the Sioux rest of the adventure unless someone uses
warriors and gives you all a sleepy smile. magical healing on it.
“Good morning, friends,” he says, then
The group reaches the scene of the murder
looks out at the crowd in general. “Harken
around 11 a.m. A brief spot of sunshine
all ye sinners, for we are all sinners. As you
penetrates the clouds and illuminates a sad
break your fast and head to the mines or
and gruesome sight.
saloons or wherever you toil, remember that
God has placed the entire world before you. A single ratty tent has been set up 30
As it says in Genesis, ‘Every moving thing yards off the main path, just visible from the
that lives shall be food for you. And as I gave main road. Miner’s tools and other camp
you the green plants, I give you everything.’” necessities are strewn about.
Most of the people walk on by, but a few
A makeshift table holds two dirty plates
stop and listen, perhaps shaking the last
and spoons and a pot of cold deer stew.
cobwebs from their minds as they wake from
Whatever happened must have taken place
last night’s to start a new day.
either during or right after dinner.
Most give the Sioux a wide berth, staring
in wonder at the strange figures riding Nearby are two bodies, lying on their
through the crowd. A few give more sinister backs. Both wear overalls and heavy jackets,
glances, and you know it wouldn’t take much spotted with mud and grime that marks
for the distrust between the two peoples to them as miners. Their throats have been cut,
rise to conflict once more. they’ve been scalped, and each has several
arrows sticking out of his torso.
If the group asks about the preacher, let
them make a Common Knowledge roll. Angry Clouds and his companions
Those who succeed recognize the preacher remain mounted at the entrance to the
as Brother Strong, a peaceable-enough fellow camp, showing by their body language and
from the month-old Chapel of Red Waters. demeanor they have no wish to influence
It’s unclear what denomination Strong (and their new friends’ investigation.
his partner Wyse) represent, but they seem
Here’s what else the posse can learn by
relatively harmless. They’ve attracted a
investigating the scene:
following relatively quickly by sharing a fair
amount of wine at their Sunday sermons. Common Knowledge: Those who’ve
spent much time in Deadwood can
make a Common Knowledge roll at −2
SCENE O' THE CRIME to recognize the two miners. They didn’t
Black Hills come into town much, but when they
did they had only a few ounces of ghost
FEAR LEVEL: 3
rock between them. They’d spend it on
Assuming the party agrees, it’s a two-hour the usual vices, then head back into the
ride up into the hills. It’s cold and wet out, wilderness to look for more. With a raise,
and bright stormclouds cough up a sullen the hero recalls their first names were Bill
drizzle. The ground is muddy and the trail is and Thomas.
occasionally hazardous, with deadfalls, steep Healing: Success notes the fatal wound
drops down wooded slopes, and other perils. was the cut throat. A raise reveals the
arrows and scalping were done after they
Have everyone who’s mounted make
were already dead, but not by much.
Riding rolls. Failure just means they
There’s just less blood spray than there
embarrass themselves a bit—the experienced
should be.
Sioux give them patient but disappointed
Notice: The men were on their knees
looks as they struggle to keep up. A Critical
when their throats were cut, and both
Failure results in a gruesome but superficial
were facing in the same direction. By the
injury to the rider’s horse—it loses
blood spatters, they fell forward, then
its footing and slides down a short
86
The Horse Eater
THE CAMP
were rolled onto their backs before the They go from the camp down the trail and
arrows were shot into their chests. into the draw below. Whoever made them
Survival (Tracking): The miners’ boot was obviously running. A raise notes the
prints are all about as one might expect, moccasin tracks are different from those
but there are also moccasin prints. One found around the bodies.
obvious pair of prints is only a few feet
A Notice roll also detects something
in front of where the miners were clearly
disturbing. Stuck to several branches along
on their knees, as if someone were
the path are globs of sticky blood and patches
standing before them when they died,
of torn skin and other tissue. There’s enough
and another behind them. A raise notes
in the first 20 yards to fill a Mason jar, so
that the moccasin prints are very smooth
whatever ran through here got torn up pretty
and regular—as if they haven’t been worn
bad. The branches aren’t particularly tough
much.
either, so their skin was very soft. (This is the
Trade (Mining): The miners were
path made by the bloody ones, summoned to
working a small seam here, but it’s played
chase Never Smiles.)
out. A raise notes that whoever killed
them didn’t even look at it. Before anyone sets off down the path, the
party hears a rustling in the surrounding
trees, though there is no breeze at the
THE HORSE WHISPERER moment. If they listen more intently, the
As they look about, the cowpokes also
sound is all around them, carried by the
discover a trail at the back of the camp. It
surrounding pines. It’s very faint, but makes
leads through the woods before heading
a soft clicking sound—almost like one would
down into a steep draw.
use to call a dog (or a horse!). This is the
A Survival (Tracking) roll notes multiple susurration of the Horse Eater. It senses the
bare, bloody footprints and a set of worn posse’s horses are nearby and begins to
moccasin prints (made by Never Smiles). call them to its lair!
87
When they’ve finished, he adds a bit more.
RAVENITES
DEADLANDS: THE WEIRD WEST
88
If the party pushes back or aren’t the it down, but if not, it goes to the Horse Eater
generous type, Angry Clouds offers up a and is killed.
prize for their help.
Even those who are successful feel their
horse pull down the mountain, but are able to
The shaman dismisses his companions.
gain control before anything drastic happens.
They take their horses and ride a short way
back to the main trail, giving their friend
YELLOW CREEK CAMP
This forces Angry Clouds to take action A miner asked about the leaflets responds:
before the heroes can return. He survives,
staggering out of the swamp back to the “Couple of preachers came up here
miner’s camp where he lies bleeding. The yesterday evening, right around supper time.
rest of his war party perishes with him and Handed out these leaflets—which come in
Never Smiles remains trapped as detailed in handy up here for other reasons, if y’know
the finale (see The Bog on page 90). what I mean—so we took all they could
give. They talked about feedin’ anyone who
If the group decides to press on to Horse
comes to their sermon and sharin’ some good
Eater Woods without a good supply of salt,
food and strong wine, so I’m thinkin’ ‘bout
let them. It won’t likely go well for them, but
attendin’. Life’s tough up in these hills and I
them’s the breaks!
could use a little extra fortitude.”
In the more likely case the adventurers
head to the trader’s camp, Angry Clouds’
friends leave, heading back to their village.
TRADER DICK
After a half-mile or so the party comes to a
They know where he’s going and don’t
sutler’s wagon, set up and open for business.
approve. Undaunted, the shaman leads the
party about two miles away, through some
A haggard-looking man with blue eyes,
unmarked woods until it hits a well-used
black hair, and a worn coat and bowler steps
wagon trail.
forward. Angy Clouds waves at him. “This
Along the way, have the heroes make a is Trader Dick. Otherwise known as Takoda.
Riding roll. A Critical Failure means the He is part Sioux, part non-Sioux. He walks
horse turns around and bolts back toward in our world and the world of the white man.”
the miner’s camp. Another rider can chase
89
THE BOG
DEADLANDS: THE WEIRD WEST
B
A
Takoda steps forward. “What can I can be heard to say “3…2…1…” in a heavy
help you with?” he asks in accented but Italian accent.
clear English.
The camera flashes on the macabre scene
Each one-pound bag of salt is $1. That’s and a dark-haired man emerges from
extremely high, but fairly normal up here the camera’s covering. Mario is a studio
in the hills where salt and trade are scarce. photographer dragged from Deadwood by
The sutler has a few other goods as well, the other man, a blonde-haired Irishman
including ammunition and the like if the named Lacy O’Malley, a well-known
posse’s in desperate need for some reason. newshound for the Tombstone Epitaph.
Anyone who reads the rag likely knows his
SKITTISH name as well as his reputation.
The horses remain skittish and agitated on
Lacy is quick to approach the investigators
the way back to Horse Eater Woods. Have
and keep them from disturbing the scene.
everyone roll as before, with a −2 penalty this
time. The goal here isn’t to have any actual
“Hello, my friends. It’s clear we’ve got
game effect—it’s just a narrative cue that the
some skullduggery here and I’d appreciate it
Horse Eater is indeed calling to their mounts.
if you didn’t disturb the crime scene.”
If the party doesn’t tell Lacy what’s going
THE BOG on, he continues to poke about, speaking
aloud and perhaps revealing some of the
information they missed earlier. If they don’t
Horse Eater Woods
eventually clue him in, Angry Clouds does,
FEAR LEVEL: 4 and tells him they believe the culprits fled
down the hill to Horse Eater Woods.
The posse finds a pair of strangers
investigating the camp. One man wears The impatient O’Malley looks down at
a white suit beneath a cheap duster and a the dark trail, then back at the posse. “Well,
straw hat. Another man in a dark suit and what are we waiting for?” Then he and the
raincoat struggles beneath the canvas photographer mount their horses.
of a camera in the drizzling rain and
90
Angry Clouds lets the posse handle and other jagged obstacles for 2d6 damage!
Lacy. He’s there merely to provide advice Roll separately for horse and rider.
where he can.
After about 50 yards of twisting and
If Lacy is asked how he found out about the turning through the thick, wet, overhanging
murders, he said the whole town was talking branches, the heroes come upon a
about the Lakotas who rode into town this disturbing scene.
morning. Soon after, a trio of miners coming
91
corpses stand upright, hiss at the party, and Epitaph Camera with him. Mario bumbles
rush to the attack! about and sticks his head under the canvas
DEADLANDS: THE WEIRD WEST
ROUND THREE
On the third round, the Horse Eater bursts
up out of the bog, bounding over the
screaming horses directly at the party!
It’s a massive, hunched humanoid with
slimy blue flesh, long gangly arms,
and black claws the size of Bowie
knives. It has solid black eyes and
a massive maw overfilled with
jagged teeth! It’s time for a
Fear check.
The monster lands by
the posse and attacks a
nearby horse, gutting it
with its terrible claws. On
subsequent rounds, it
attacks anyone who hurts
it, finishing them before it
turns to another.
Lacy O’Malley hides
behind a tree, but Supports
anyone with words of
92
encouragement or chastisement, depending their unearthly life another 24 hours. Without
on how things are going! Mario stays focused it, they fall apart into a disgusting pile of
on the camera and fortunately can’t really see guts and gore.
what’s going on. If he makes a Repair roll,
Attributes: Agility d10, Smarts d8,Spirit d6,
he gets a single blurry picture of the action.
Strength d6, Vigor d6
Otherwise the plate catches nothing useful.
Skills: Athletics d6, Fighting d6, Intimida-
Never Smiles has already seen the thing tion d8, Notice d6, Stealth d6, Taunt d8
93
and fighting to break its bonds. Only two and two together. Figuring there was
after the horse eater has consumed a chance they’d be exposed, the villains
DEADLANDS: THE WEIRD WEST
gluttonous amounts of flesh does it sink skipped town soon afterward, but the party
back into its lowly torpor. is onto them now and the Marshal can use
Fear (−2): The horse eater causes a Fear them as the villains in future adventures. If
test at –2. they ever spill the beans, they believe the
Invulnerability: The Horse Eater’s dead Reverend Grimme is a “luminous
slimy flesh protects against all damage being” and can return. Wyse might even
(including magic). It cannot be Shaken reveal that the cult is searching for his bones
or Wounded by any attack until its even as they speak, and if they ever gather
dowsed in salt (see below). The coating them together, Grimme will return and rain
grows back over several days if the thing death upon all who oppose his faithful flock!
isn’t slain while its protection is down.
Finally, and perhaps most importantly,
Size +3: The horse eater is over 10 tall
the heroes are now known to Lacy O’Malley,
and stout as an oak.
and vice-versa. He’s a useful ally in the fight
Weakness: Salt temporarily melts away
against the Reckoning—and a convenient
the spirit’s protective skin, removing
way for the Marshal to kick off new
its Armor and Invulnerability. It takes
adventures as well!
about a pound of salt to melt the skin,
which can be poured on the creature or
thrown with a successful Athletics roll.
A line of salt might give it pause, but
once it realizes it can step over it does
so. Salt loaded into a shotgun shell does
2d6 damage at any range.
AFTERMATH
Regardless of how things turn out, as long as
Lacy O’Malley or one of the party survives,
they can tell the people of Deadwood what
happened and prevent violence.
The Lakota are thankful for the posse’s
actions and become solid allies for future
adventures in the Deadwood area.
If the heroes escaped but didn’t defeat the
Horse Eater, it sinks back into the mire for
now. It’s tasted horse flesh again, though,
and its hunger has awakened. One rainy
night, the horrid thing raids Angry Clouds’
tribe and wreaks terrible havoc. The shaman
is slain and the next day, a wounded Never
Smiles seeks out the party for help if they’re
still around.
The only hard evidence to prove Brother
Strong or Wyse murdered the miners is
Never Smiles’ account, and he presents the
flyer he took from the camp to incriminate
the pair. Brother Strong saw the posse
leaving Deadwood with their Lakota
companions this morning and put
94
INDEX
B Bull All The Time, “Charley Bull” 68
Black Magic 21 Chris Madsen 75
Coot Jenkins, “The Prospector” 73
C Coyote/Isatai 69
Channeling Energy 57 Crazy Horse 69
Conjure Bags 17 Crazy Horse’s Warband 70
Corruption 21 Gal With No Name 71
Hanuman 72
Index
E The James Gang 73
Edges Jesse James 72
Harrowed 6 Lacy O’Malley 76
Burrow 6 Larry Deger 70
Charnel Breath 6 Martha “Calamity Jane” Cannary 68
Contortion 6 Nat Love, “Deadwood Dick” 74
Dead Man’s Hand 7 Nevada Smith 78
Dead Reckoning 7 Quanah Parker 76
Death Mask 7 Roderick Pennington-Smythe 76
Devil’s Touch 7 Ronan Lynch 74
Fast as Death 7 R. Percy Sitgreaves 78
Hell Steed 8 Rutherford Ellington Dillenger 70
Mimic 9 Sam Bass 67
Nightmares 9 Samuel Quincy Hellman 72
Possession 9 Satanta 78
Rigor Mortis 9 Seth Bullock 68
Silent as a Corpse 10 “Six-Hundred-Pound Sally” Manners 75
Sleep o’ the Dead 10 Suitcase Lee, “Feichei Lee” 74
Speak With the Dead 10 Tavibo 80
Spirit Sight 11 Tom “Bear River” Smith 79
Spiritual Barbwire 11 T’Sang Po Tam, “Big Ears Tam” 80
Imporved Trackin’ Teeth 12 William “Bat” Masterson 75
Trackin’ Teeth 12 Wovoka 81
Unholy Host 12 The First Harrowed 56
Mad Scientist
Metal Mage 13 G
US Marshal 16 Gan 63
Voodooist Great Buffalo 63
Favored 18
Witch
H
Familiar 23 Horror 42
Wichita Witch 23 The Horse Eater 83
The Hunting Grounds 57
F Adventure Ideas 66
Famous Folks 67 Death 64
Alexander Graves 71 Look & Feel 58
Al Swearengen 79 Regions 58
Andrew Lane, “The Ghost” 73 Special Abilities 64
Belle Starr 79 The Two Planes 59
Black Kettle 67
“Bloody” Bill Quantrill 77
I
Brigham Young 81 Isolation 45
95
K Dreamcatcher 31
Kachina 63 Eagle Feather 31
DEADLANDS: THE WEIRD WEST
Earp’s Badge 31
L Excalibur 31
Legendary Spirits 64 Glanton’s Scalping Knife 32
Gravedigger’s Shovel 32
M Great Tomahawk 31
Manitous 60 Guns of Jericho 33
Metal Mages 13 Hardin’s Cards 32
Dealing with the Devil 14 Hellstromme’s Blueprints 33
N The Holy Grail 33
Honest Abe’s Top Hat 34
Nature Spirits 63
Hoyle’s Book of Games 34
New Power Option 61
Hoyle’s Cards 34
New Powers 15
Jackalope’s Foot 35
Aspect of the Rada Loa 18
Little Abby’s Blanket 35
Beguile 23
Magarac’s Knuckles 35
Breakdown 15
Martyr’s Cross 35
Dread 24
Pince-nez de Perdition 36
Fury of the Petro Loa 20
Prospector’s Elixir 36
Mend 15
Rooster Talisman 36
Open Portal 61
Sacagawea’s Walking Stick 36
Transform 24
Sacred Tomahawk of the Sun 37
Trinkets 15
Sinner’s Guns 37
O Splinter o’ the True Cross 38
Omens 44 Sun Bow 38
Tom Smith’s Spurs 38
P Unholy Symbol 38
Paranoia 45 Whateleys’ Unholy Icon 39
Wild Bill’s Six-Shooters 39
R Witch’s Salve 39
Rascals 82 Zombi’s Snakeskin 40
Metal Mage 82 Rituals 17
Voodooist 82
Witch 82 S
Ravenites 88 Spaghetti-Western 41
Relics 25 Spirit Dances 62
Allison’s Holsters 26 Spirits 60
Billy the Kid’s Hat 26
Black Cat LeMat 26
T
The Blue Jacket 26 Thunderbird 64
Bowie’s Last Knife 27 U
Buffalo Calf Pipe 27
US Marshals 16
Bulletproof Bible 27
Captain Jack’s Blanket 27 V
Cortez’s Sword 28 Voodoist
Coup Bottle 28 Trappings 18
Crazy Horse’s Coup Stick 28 Voodooists 17
Critic’s Notebook 29 Voodoo Terms 19
Deader’s Boots 29
Dead Man’s Bullets 29 W
Devil’s Calliope 29 Witches 21
The Devil’s Six Gun 30 Worst Nightmare 44
Distilled Fear 30
96