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[Deadlands|Shadows of Brimstone|Doomtown] Shadows of Gomorra

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Schalter:
Zufalls-Ausrüstung (1W100)
Diese Tabelle wird verwendet, wann immer eine Wild Card in der Stadt oder während einer Mission Zufalls-Ausrüstung findet. Spielwerte für Ausrüstungsstücke können wenn nicht hier angegeben dem Deadlands-Grundregelwerk entnommen werden.



d100 RollItemTypeDescription01-02Beans & BaconAdventuring GearA can of preserved beans and bacon, a staple meal for travelers and cowboys.03-04Pack of CoffeeAdventuring GearA small bag of ground coffee, perfect for staying alert on long nights.05-06GarlicAdventuring GearA bundle of garlic cloves, useful for seasoning or warding off creatures.07-08TorchAdventuring GearA simple wooden torch, useful for lighting the way in dark places.09-10Box of MatchesAdventuring GearA small box of matches, essential for lighting fires or lanterns.11-12CrowbarAdventuring GearA sturdy tool useful for prying open crates or doors.13-14Canteen (full)Adventuring GearA metal container of water, critical for survival in the arid West.15-16Deck of CardsAdventuring GearA full deck, perfect for passing time or hustling folks in poker games.17-18HarmonicaAdventuring GearA small, hand-held musical instrument, used to pass time around a campfire.19-20BedrollAdventuring GearA portable sleeping setup, providing warmth and some comfort in the wilderness.21-22Leather ChapsAdventuring GearProtective leather leggings worn by cowboys to shield their legs.23-24Bandolier (Pistol Ammo, 20 rounds)Adventuring GearA belt or strap with slots for carrying extra pistol ammunition.25-26Bandolier (Rifle Ammo, 20 rounds)Adventuring GearA belt or strap for carrying extra rifle ammunition.27-28SaddlebagAdventuring GearA leather bag for carrying gear and valuables, typically slung over a horse.29-30Rattler PonchoAdventuring GearA durable Mojave Rattler poncho, offering protection from the elements.31-32Brass KnucklesMelee WeaponMetal knuckles worn to enhance punches in hand-to-hand combat.33-34Bowie KnifeMelee WeaponA large, sturdy knife perfect for close combat and utility tasks.35-36TomahawkMelee WeaponA lightweight, throwing axe favored by Native warriors and frontiersmen.37-38HatchetMelee WeaponA small axe used for chopping wood or splitting skulls.39-40ShovelAdventuring GearUseful for digging graves, treasure, or other necessities.41-42PickaxeAdventuring GearA sturdy tool for digging or breaking through rock and hard ground.43-44Magnifying GlassAdventuring GearA hand-held glass lens, used to magnify small objects.45-46Pocket WatchAdventuring GearA fine, wind-up pocket watch for keeping track of time or impressing others.47-48Lantern and OilAdventuring GearA portable lantern and oil, essential for traveling at night.49-50SledgehammerAdventuring GearA large hammer for demolishing barriers or smashing objects in combat.51-52Doctor's BagAdventuring GearA leather bag filled with medical supplies to treat wounds.53-54Rupertus PepperboxRanged WeaponA multi-barrel revolver, capable of firing several shots in quick succession.55-56Colt Peacemaker RevolverRanged WeaponThe iconic six-shooter, common in the Weird West.57-58LeMat RevolverRanged WeaponA 9-shot revolver with a secondary shotgun barrel underneath.59-60Winchester '73 RifleRanged WeaponA reliable lever-action rifle, favored by lawmen and outlaws alike.61-62Sharps RifleRanged WeaponA long-range, single-shot rifle ideal for sniping and sharpshooting.63-64Double-Barreled ShotgunRanged WeaponA powerful shotgun with two barrels, excellent for close-quarters combat.65-66Sawed-Off ShotgunRanged WeaponA shortened shotgun, favored for its concealability and firepower.67-68Flintlock PistolRanged WeaponAn outdated but serviceable single-shot firearm from a bygone era.69-70Holy WaterAdventuring GearA small vial of consecrated water to repel or harm supernatural entities.71-72Medicine ShieldAdventuring GearA mystical shield carried by Native warriors with symbols of spiritual protection.73-74EncyclopediaAdventuring GearA large reference book filled with knowledge on a variety of subjects.75-76Ghost Rock (1 Nugget)Special MaterialA rare supernatural mineral, used in mad science.77-78Deringer Palm PistolRanged WeaponA small, concealable pistol used as a last-ditch weapon.79-80Dynamite (1-3 sticks)Adventuring GearExplosives useful for clearing obstacles or obliterating enemies.81-82Gunslinger GlovesAdventuring GearLeather gloves with reinforced palms for grip and protection.83-84Box of CigarsAdventuring GearA box of fine cigars used for leisure, celebration, or trading.85-86Prayer BookAdventuring GearA small, well-worn book of prayers offering spiritual comfort.87-88Blacksmith’s ToolsAdventuring GearHammers, tongs, and a portable anvil for repairing gear or crafting items.89-90Steam GogglesAdventuring GearProtective eyewear used by inventors and mad scientists.91-92Gold Pocket WatchAdventuring GearA finely crafted timepiece, symbol of status or wealth.93-94Cigarette CaseAdventuring GearA small metal box used to store cigarettes, often a status symbol.95-96Occult TomeAdventuring GearA mysterious book containing rituals and knowledge about the supernatural.97-98Adventure BootsAdventuring GearSturdy, worn leather boots built for trekking through rough terrain.99-100RelicSpecial MaterialAn ancient or supernatural object with mystical power.

Folgende Kampagnen-Gegenstände finden sich nicht (oder nicht in dieser Form) im Deadlands-Grundbuch:

Adventure Boots: When rolling the wearer's Running Die, results of 1s may be rerolled once. Cost: $8, Weight: 4 Ibs.
Cigarette Case: Whenever you draw a Loot card or Scavange card and currently have no Bennies, gain a Benny if you hold this item Ready. Cost: $4, Weight: 1 Ibs.
Crowbar: Str+d4, Minimum Str d4, 2-Handed. The user gets a +1 bonus to Strength rolls when trying to open a lock or door. Cost: $2, Weight: 5 Ibs.
Encyclopedia: 2-Handed. The user gets +2 on her Common Knowledge checks. Cost: 15; Weight: 2 Ibs.
Frying Pan: Minimum Str d4, Str+d4. When the damage d4 comes up as a 1, the damage roll may be rerolled for free. When the d4 or the Strength die aces on the new roll, this item is destroyed after the attack is resolved. Cost: $1; Weight: 2.
Gold Pocket Watch: On the first round of each combat (including Missions), this character may redraw his Action Card without spending a Benny, when holding the watch Ready. Cost: $10, Weight: 0,5 Ibs.
Gunslinger Gloves: When using the Fan The Hammer Edge, the wearer lowers his Shooting penalty by 1. Cost: 2; Weight: 0,5
Locket: Whenever this character makes a Spirit roll while holding the locket Ready, he may reroll a single 1. Cost: 3; Weight: 1 Ibs.
Magnifying Glass: Whenever the user makes a roll to search for small objects (for example, while Looting and Scavanging), once per check he may reroll a single 1. Cost: 5; Weight: 1 Ibs.
Occult Tome: 2-Handed. The wielder can read the book with an Occult roll (in combat, she has to use a Defense maneuver for that). In the following round, she gets a +1 bonus to her Spellcasting rolls (or +2 with a raise on the Occult roll). Cost: $10, Weight: 3 Ibs.
Pickaxe: Minimum Str d8, 2-Handed, Str+d6, AP 1. Cost: $12; Weight: 6 Ibs.
Steam Goggles: The wearer reduces vision penalties from hot steam, vapor, or wind blasts by 2. Cost: 2; Weight: 1 Ibs.

Schalter:
Relikte (1W100)
Die Relikte, die in Gomorra Valley gefunden werden können, stammen aus dem Deadlands Weird West Companion, oder sind aus dem Quellenbuch Doomtown or Bust oder dem Brettspiel Shadows of Brimstone konvertiert.

d100 RollItemTypeDescription01-05Lucky CardsMagical ItemA deck of cards that always seems to deal favorable hands. Adds a bonus to gambling.06-10Luck StoneMagical ItemA small, smooth stone said to enhance the luck of the one who carries it.11-15Founder's Mad NotebookArtifactA journal filled with the ramblings and scribblings of Humphrey Walters, containing secrets.16-20Lucky HorseshoeMagical ItemA horseshoe believed to bring good fortune to those who keep it close.21-25Rattlesnake FangsMagical ItemThe fangs of a rattlesnake, imbued with poison that never dulls.26-30Dead Man's BulletCursed ItemA single bullet, once fired, that always returns to its owner, bringing misfortune.31-35Hardin's CardsMagical ItemCards once used by the infamous outlaw John Wesley Hardin, rumored to have supernatural luck.36-40Wondrous ElixirPotionA mysterious elixir that can heal wounds or bestow other supernatural effects.41-45Spirit KnifeMagical WeaponA blade said to harm both the living and spirits, glowing faintly in the presence of ghosts.46-50Coleman's BadgeArtifactThe sheriff's badge of a legendary lawman, said to offer protection from harm.51-55Hoyle's CardsMagical ItemA deck of cards tied to magical practices, known to channel supernatural energy.56-60Three-Eyed SkullCursed ArtifactA skull with a third eye, often used in dark rituals to gain foresight or summon spirits.61-65Anasazi StoneArtifactA carved stone of the ancient Anasazi people, rumored to hold mystical power from the old world.66-70Book of the AncientsArtifactAn ancient tome filled with cryptic texts, containing spells and rituals lost to time.71-75Ring of Tar'KulMagical ItemA cursed ring that binds its wearer to a dark power, granting both abilities and burdens.76-80Orb of Ro'KalMagical ItemA glowing orb used in rituals, capable of summoning spirits or revealing hidden truths.81-83Amulet of KotakMagical ItemA mystical amulet that provides protection from spirits, but at a great cost.84-86Amulet of HeinghalMagical ItemAn ancient amulet that offers its wearer guidance through dangerous situations.87-89Amulet of StyxCursed ItemA dark amulet linked to the River Styx, said to steal the lifeforce of others.90-92Shadow King StatueCursed ArtifactA small, carved statue said to house the spirit of an ancient king. It brings darkness to its owner.93-95The JudgeMagical WeaponA powerful revolver imbued with the spirit of a righteous lawman, ensuring justice at any cost.96-98Sacred TomahawkMagical WeaponA tomahawk blessed by a powerful shaman, offering both physical and spiritual protection.99-100Holy Wheel GunMagical WeaponA sacred revolver said to be blessed by divine forces, capable of harming supernatural creatures.
Amulet of Styx: The wearer acts as if he had Armor 2 when hit by attacks or damage-causing Abilities of Undead enemies. Weight: 1 Ibs.
Amulet of Heinghal: Once per Adventure, add an extra d6 to a single damage roll (decide before or after rolling the other dice). Weight: 1 Ibs.
Amulet of Kotak: Once per Adventure, the wearer may spend a Benny to ignore all damage from a single hit (decide after rolling the damage dice). Weight: 2 Ibs.
Anasazi Stone: Once per Adventure, while having this item Ready, this character may heal up to two Wounds and all Fatigue from herself or from an adjacent character. Weight: 4 Ibs.
Book of the Ancients: Once per Adventure, you may either force a roll to Hold Back the Darkness to be rerolled, or add +3 to a single damage roll on a Demon or Ancient enemy (+5 instead, if the target enemy has both traits). Weight: 3 Ibs.
Coleman's Badge: The wearer gets +2 to Notice checks to see through lies. He can also tell if a character in sight is Harrowed on a successful Notice roll. He becomes Vengeful (Minor) while the badge is in his possession. Weight: 0,5 Ibs.
Dead Man's Bullet: Spend this item before making a Shooting attack. When the shooter rolls damage for a Dead Man's Bullet, he may once reroll any dice that came up with 1s. Weight: -
Founder's Mad Notebook: 2-Handed. Once per Adventure, while having this item Ready, you may prevent the Darkness from moving on the Depth Track. Weight: 2 Ibs.
Hardin's Cards: This character gets one free reroll on any of his Shooting rolls (except Critical Failures). A Critical Failure always hits an Innocent Bystander, even if they aren't in the line of fire. Weight: -
Holy Wheel Gun: Range 12/24/48; RoF 1; AP 1; 6 Shots; 2d6+1 damage. When wielded against supernatural evil creatures, the Holdy Wheel Gun's damage is 3d6 instead, with AP 4 and a Light Trapping. Weight: 2 Ibs.
Hoyle's Cards: May only be used by a huckster. When Dealing With the Devil, this item lets the huckster draw an additional card. Weight: -
The Judge: Range 12/24/48; RoF 1; AP 1; 6 Shots; 2d6+1 damage. The wielder gains the Rapid Fire Edge. If he has this Edge already, he instead gains the Improved Rapid Fire Edge. Weight: 2 Ibs.
Luck Stone: Discard this item to add +1 to any check. If you would fail a check by 1, discard this item to succeed. Wight: 0,25 Ibs.
Lucky Cards: This character gets a +2 bonus to one of his Gambling rolls (player's choice) during any single night. Discard this item to redraw any card that was drawn by the player or GM for this character (Action Card or else). Weight: -
Lucky Horseshoe: Spend this item as if it were a Benny. Weight: 2 Ibs.
Orb of Ro'Kal: This character adds his current Fatigue modifier as a bonus to all his damage rolls. Weight: 4 Ibs.
Rattlesnake Fangs: Once per Adventure, this character may add +3 to a single damage roll with the weapon to which the Rattlesnake Fangs are attached. (Decide before making the roll.) Weight: -
Ring of Tar'Kul: All the wearer's Smarts Attribute rolls (but not the linked Skills) get a +1 bonus. Once per Adventure, the wearer may use the ring to immediately gain a Benny. Weight: 0,5 Ibs.
Sacred Tomahawk: Minimum Str d6; Str+d6 damage. When wielded against supernatural evil creatures (including Harrowed), the damage is Str+2d6 instead. Weight: 4 Ibs.
Shadow King Statue: This character is also immune to Fire Hazards (including Burning Markers). Also, while holding the statue Ready, this character`s Spirit Attribute rolls (but not the linked Skills) get a +1 bonus. Weight: 5 Ibs.
Spirit Knife: Minimum Str d4, Str+d4 damage. This weapon's damage is magical and can harm Ethereal opponents. Weight: 1 Ibs.
Three-Eyed Skull: Once per Adventure, while having this item Ready, this character may ignore the consequences of a failed Fear check (decide after rolling on the Fear table). Weight: 1 Ibs.
Wondrous Elixir: Spend this item to immediately make an additional Natural Healing roll at +2. Alternatively, spend this item to add +4 to a regular Natural Healing roll you are making. Weight: 1 Ibs.

Schalter:
Monster
Hier sind SWADE-Spielwerte für das Viehzeug aus Shadows of Brimstone, um die Miniaturen in dieser Conversion verwenden zu können.





Void Spiders
Inhabiting the space between the Hunting Grounds and reality, these scurrying beasts infest virtually every world that portals open into.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d4
Skills: Athletics d8, Fighting d4, Intimidation d6, Notice d6, Stealth d8
Pace: 8 (d8 Running Die), Parry: 4, Toughness: 4 (1)
Special Abilities:
• Armor (1): Chitinous plates cover void spiders.
• Bite: Str+d6, AP 2. Void spiders only bite after making their prey at least Entangled.
• Claws: Str+d4. When hit with a raise, the target is Entangled (instead of taking a bonus d6 damage).
• Eyeless Sight: These creatures get no vision penalties whatsoever (Illumination, fog, blindness, etc.).
• Fear: Void spiders cause Fear checks.
• Size –1: Void spiders are spindly and roughly the size of a large dog.
• Wall Walker: The spiders move at full Pace on walls and ceilings. In a mine, they may move through spaces where other figures are standing.


Stranglers
Vicious, headless demons with an array of squirming tentacle arms and claws, Stranglers stand just short the height of a man. Often hunched over, they use their arms as well as their legs to move, charging at their targets with demonic speed.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Intimidation d8, Notice d4, Stealth d6
Pace: 6, Parry: 5, Toughness: 5 (1)
Special Abilities:
• Alien Physiology: Stranglers get a +2 bonus to recover from being Shaken. Called Shots do no extra damage.
• Armor (1): This critter has leathery skin. The armor can by bypassed by aiming at the maw (Called Shot at –2).
• Bite: Str+d6, AP 2. Stranglers only bite after successfully Grappling prey with their tentacles.
• Claws: Str+d4.
• Eyeless Sight: These creatures get no vision penalties whatsoever (Illumination, fog, blindness, etc.).
• Fear: Stranglers cause Fear checks.
• Size −1: A strangler is a little shorter than a man.
• Tentacles: A strangler has two tentacle actions without Multi-Action penalty and Reach 1. It gets a +2 bonus on Grappling attempts. Bound or Entangled prey may be automatically hit with a Bite.
• Weakness (Acid): Stranglers take +4 to damage from attacks with acid, and –4 to rolls to resist powers with Acid Trappings.





Void Tentacles
It is unclear as to whether these appendages operate on their own or are part of a much larger creature below the surface.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d4, Stealth d6
Pace: 6, Parry: 6, Toughness: 8 (1)
Special Abilities:
• Armor (1): Slimy, leathery skin.
• Burrow: Void tentacles can move through the ground at Pace 6. They may move through spaces where other figures are standing.
• Eyeless Sight: These creatures get no vision penalties whatsoever (Illumination, fog, blindness, etc.).
• Fear: Void tentacles cause Fear checks.
• Size 1: Void tentacles are larger than a man when reaching up from the ground.
• Smash: Str+d6. After making their prey at least Entangled, tentacles may Smash them to the ground or against walls. No Fighting roll is neccessary to hit.
• Tentacles: Reach 2; +2 to all Grappling attempts; Bound or Entangled targets may be automatically hit with a Smash.
• Weakness (Fire): These creatures take +4 to damage from attacks with Fire, and -4 to rolls to resist Hazards and powers with Fire Trappings.

Schalter:
Bandit
The worst lawless scum likes to hide out in the darkness.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d6, Persuasion d4, Shooting d6, Stealth d6, Taunt d6+
Pace: 6, Parry: 5, Toughness: 5
Special Abilities:
• Gear: Bandits get a random weapon each when entering the game. Each also has $d8 with them.
• Guts: Bandits get a free reroll when making Fear checks.





Night Terror
The Night Terror is a hideous demon with sunken glowing eyes, a grotesquely wide mouth, lined with razor sharp teeth, and covered in dark blue fur and rocky skin.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d12
Skills: Athletics d6, Fighting d4, Intimidation d8+2, Notice d6, Stealth d6
Pace: 5, Parry: 4, Toughness: 12 (2)
Special Abilities:
• Armor (2): This critter has thick fur and rock-like skin.
• Bite/Claws: Str+d6.
• Fear (-2): Night terrors cause Fear checks at -2.
• Insane Aura: A human character starting his turn within 4'' of a night terror is automatically Distracted if he has a red suit Action Card, or made Vulnerable if he has a black suit Action Card. (Ignore this ability if he has a Joker.)
• Low Light Vision: Night terrors get no penalties for Dim and Dark Illumination.
• Menacing: Due to their madness induction, night terrors get +2 to their Intimidation results.
• Size 2: Night terrors are hulking brutes.
• Weakness (Fire): Night terrors take +4 to damage from attacks and powers with a Fire Trapping, and get –4 to rolls to resist powers with Fire Trappings.





Goliath Demon
With a gigantic muscular body and horrendously long, flailing tentacle arms, the Goliath is an unspeakable horror like no other. Its bellowing roar and dripping mass of tentacle tongues consume all that stray within reach, smashing, crushing, and devouring the souls of those who would dare stand before it.
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+3, Vigor d12+4
Skills: Athletics d8, Fighting d10, Intimidation d12, Notice d8, Stealth d4
Pace: 5 (d4 Running Die), Parry: 7, Toughness: 16
Special Abilities:
• Bite/Claws: Str+d8. When hitting a character that is Bound or Entangled, after the attack (regardless if it did any damage), the target is thrown d12'' in a random direction (d12). Obstacles and other figures stop this movement, and the thrown character collides with such obstacles and other figures for d6 damage. (Targets stops being Bound or Entangled by Tentacles after being thrown.)
• Fear (-2): The goliath demon causes Fear checks at -2.
• Improved Sweep: The goliath demon may make a single Fighting attack with its Claws and apply it against all targets in its Reach at a -2 penalty (allies and enemies alike). Resolve damage for each target that's hit.
• Size 6: This abomination is grotesquely muscular and has Size 6. It can take four Wounds before nbeing Incapacitated, can be hit with a +2 Scale bonus, and its attacks have Reach 1.
• Tentacles: A goliath demon has three Tentacle actions without Multi-Action penalty and Reach 2. It gets a +2 to all Grappling attempts. Tentacle attacks do Str damage. When a target is hit with a raise, instead of doing an extra d6 damage, the target is Entangled (or Bound if already Entangled).

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