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23:03, 19th April 2024 (GMT+0)

DL: Hell On Earth.

Posted by OggyBenDoggyFor group 0
OggyBenDoggy
GM, 7 posts
Algiso on 50F.  Alfros in
vs. the orcs.  GM WWII
Mon 8 Jan 2007
at 17:34
  • msg #1

DL: Hell On Earth

Currently, only fan conversions
Dark_Fenix
player, 8 posts
Mon 8 Jan 2007
at 17:36
  • msg #2

Re: DL: Hell On Earth

Thanks Bill :)

Now, in here I will be quoting certain parts of Hell on Earth classic, to let those of you who don't know the background, some ideas about the changes since normal Deadlands.

Then, I will start working on converting weapons, armour, equipment, and any Edges or Hinderences I believe are fitting, though several useful ones came straight across from Deadlands: Reloaded.
Dark_Fenix
player, 9 posts
Mon 8 Jan 2007
at 17:44
  • msg #3

Brief Synopsis

Deadlands: Hell on Earth is one possible chapter in a story that begins in the year 1863 with an event called the “Reckoning”. That tale was told in the sister game, Deadlands: The Weird West. If you aren't familiar with it, here's a quick summary of the story so far.

The Reckoning began when a vengeful Indian shaman named Raven released long-imprisoned evil spirits back into the world. The Indians called them manitous; Westerners call them demons. Their purpose is to carry fear and other negative energy to the Hunting Grounds, where the forces of destruction, in the form of the Four Horsemen, feed upon it. The Reckoners regularly reinvest some of their precious energy to create new horrors, which in turn create even more fear.

Unfortunately, the return of the Reckoners occurred during one of  the most violent times in human history, especially in America, where the Civil War raged. (The Reckoning began July 3, 1863.) That war eventually ended and established the Confederacy as a new nation. The two countries even mended their wounds and fought side-by-side in World War I, World War II, Vietnam, and even a war in space.

During this time, a secret war was taking place between the Reckoners and those who had learned of their existence. Pinkertons, Texas Rangers, other national security forces around the world, and independent heroes battled the horrible creations of the Reckoners until they nearly had been banished from the Earth.

Because of their efforts, the forces of evil were nearly defeated. But the vanishing Reckoners did not give up easily. They broke the cosmic rules and cheated. The Four Horsemen used the last of their power in a one-shot effort to make a rift in the Hunting Grounds. Through this they sent back their most deadly agent, Stone, back to the Weird West. The undead gunslinger hunted down heroes and helped create Deadlands until the Reckoners won the next time around through history's timeline.

The combined efforts of Stone and his dark masters culminated in the “Last War” of 2081, a massive, worldwide conflict that ended in an incredible conflagration of irradiated ghost-rock bombs. Billions died. Worse, the bombs created Deadlands, areas where fear was so strong it actually warped the landscape and gave life to humanity's worst nightmares. With most of the the world one vast Deadland, the Reckoners had “terrorformed” the Earth in fear and could walk upon it as physical beings.

The Four Horsemen first appeared in the American West. There they slaughtered thousands, then stalked off across the Mississipi and haven't been heard from in nearly 13 years. Rumours persist they are “touring” the world, reveling in the destruction they've caused. If true, they will inevitably return to the Wasted West. And soon.
Dark_Fenix
player, 10 posts
Mon 8 Jan 2007
at 17:44
  • msg #4

Character Concepts

Adventurers are folks who have no real profession, at least not anymore. They simply wander the Wasted West looking for something better. Some might have been waitresses; others were lawyers. Whatever their trade, they find little use for it now.
You character is an “adventurer” if he's a comman man or woman who just happens to wind up in incredible adventurers. His skills are entirely up to you, but he shouldn't be too good at combat or survival, at least not yet.

Doomsayers are “radiation priests” of the Wasted West. Most Doomsayers are evil right down to their irradiated hearts, but your hero is one of those who rebelled against the “Cult of Doom” and their current leader, Silas Rasmussen. All Doomsayers believe norms are “doomed”, hence their name, but Silas slaughters them to hurry things along. Your character is far more noble then that. He knows norms are going to be around for a good long while, and he wants to ensure they don't rise up and destroy the true watchers of humanity's destiny.

Gunslingers sell their guns to the highest bidder or those in need, depending on their personal codes. Duels are still fairly common in the Wasted West, so gunslingers are quick-draws and deadly shots.

Indian Braves are Native Americans who followed the “Old Ways”. They sensed long ago that technology was leading humanity to a bitter fall, and so they use only natural, handmade tools and weapons.

Junkers are the Wasted West's version of “mad scientists”. They wander the wastelands, collecting junk with which to build incredible machines. Their inspiration for their infernal gizmos, some say, comes from the very evil spirits who destroyed the world.

Law Dogs have taken a solemn oath to bring law and order to the ruined world. They have no real authority, just common sense and their own incredible wills. Their enemies are many, and their rewards are few, but someone must bring justice to the wastes.

Ravenites are Indians who laughed at the “Old Ways” movement. They embraced technology and became incredibly rich before the Big Bang, selling ghost rock from the once-sacred Black Hills. Now these once proud tycoons are well-armed wanderers scattered when Deadwood was destroyed by ghost-rock bombs. Some refuse to acknowledge their part in the Apocalypse. Others seek retribution.

Road Warriors travel the ruined highways of the Wasted West looking for fuel to sustain their wanderlust. They often help towns plagued by other highway marauders in exchange for precious ghost rock or gas. The odds are often overwhelming, so road warriors outfit their rigs with salvaged armour and heavy guns.

Savages are younger survivors who have little or no memory of the world before the bombs. Some have built their own communities where “elders” are reviled for destroying the world. Others are simply idealistic youths looking to become a great hero or heroine.

Scavengers are those desperate enough to enter the ruins of blasted cities. They must brave ghost-rock storms, irradiated battlefields, and the creatures of the outlands in search of treasures left intact after the Last War. Most end their days violently, but a lucky few become wealthy traders.

Soldiers are hardy survivors of the Last War. Some lived because they were deserters or cowards, others because fate made them the sole survivors of units annihilated in the final days of blood. Now they wander the wastes, offering their grim services to those who feed them – or pay them enough bullets to fight the next job.

Sykers are former soldiers with incredible mental powers. They learned their amazing trade in government academies where they were made into commandos, spies, and assassins. In the years before the Apocalypse, most sykers served on an alien planet named Banshee, though those that did are loathe to talk about the atrocities they were forced to commit there. Now they travel from town to town, drawn to trouble like moths to flames and using their incredible powers to fight the horrors of the Reckoning.

Tale-Tellers know the Reckoners can only be defeated by spreading hope and eroding their precious fear. They join with other heroes in defeating those evils and then make sure the locals hear the story of their victory. Other taletellers may not be so noble, or perhaps they don't know of the Reckoners' weakness. They perform for pay, for food, or simply for a warm bed for the night.

Templars travel the Wasted West in disguise, looking for those worthy of protecting. Once they discover a worthy cause, they reveal themselves as modern-day knights and pledge themselves to see the trouble through to the end.
Once revealed, Templars are heroic figures with white tabards adorned with a red Maltese Cross, and swords enchanted by their own acts and deeds.
Templars are a stingy lot however. They don't hesitate to desert those who prove immoral.
They are also cautious and, unlike the chivalric knights of old, have no qualms about backstabbing or tricking a foe if it wins the day.

Traders are merchants who have discovered, earned, or stolen great treasures to sell and barter with others. They often command squads of lyal bodyguards or war beasts to protect their valuable wares.
Belirahc
GM, 25 posts
Where savage fans go
for savage discussions.
Mon 8 Jan 2007
at 19:27
  • msg #5

Re: Character Concepts

I actually have most of the books for all the deadlands products in some form or another.  While the Wierd West is fun, nothing beats post-apocalyptic games, expecially those set in the Wierd West.

I'd be willing to playtest rules, if you need someone to, but I am not sure how good I am at conversions.  Most of my conversion attempts never make it off the ground.
Dark_Fenix
player, 12 posts
Mon 8 Jan 2007
at 23:00
  • msg #6

Conversions

What I need to decide on is what needs converting over, what already exists, and what can be left out.

For example, the way Junkers powers are handled isn't necessary in the SW system. If you want to have a Junkgun, you would buy the Bolt power. then you would describe how you rummaged around and put the parts together, doing the required legwork.

However, I do want to have a nice variety of different weapons that people can pick from. I don't want to just say there is one kind of pistol, shotgun, SMG, etc. After all, Reloaded gave alot of choice, even though it's still Savage [and most people chose the Peacemaker anyway ;)].

For those of you who don't know HOE, what kind of things would you say is missing from SW for post-apocalypse, and what is interesting from Reloaded that should be brought over and continue in HOE: Reloaded, such as the Tale Telling Edge for example.
OggyBenDoggy
GM, 10 posts
Algiso on 50F.  Alfros in
vs. the orcs.  GM WWII
Mon 8 Jan 2007
at 23:09
  • msg #7

Re: Conversions

realistically, there are a heck of a lot of ammo types out there.  for pistols, .38 cal, 9mm, 10mm, .40 cal, in game terms they might all do the same damage, but for a PA game they aren't compatible.  having lots of differnt ammos types or types of spare parts is realistic, but it might not be FFF.

the biggest thing I think would tables of searching/random loot for you to use when we do that sort of thing, and figuring out how you want to do repairs and spare parts.  If a party vehicle takes 2 wounds, for example, how many "units" of spare parts do you need to fix that?  how much does a unit weigh or cost?  how many can be salvaged from a "dead" vehicle?  how specific are parts?  Mechanical?  vehicle?  car?  2020 ford sedan?
Dark_Fenix
player, 13 posts
Mon 8 Jan 2007
at 23:46
  • msg #8

Re: Conversions

In Reloaded, all normal ammo for both pistols and rifles only comes in two catergories - Pistols are .22-.38 & .40-.50, with Rifles at .38-.52 & .56+

I could say that to repair vehicles, you need a number of parts equal to its Toughness per health level. And when stripping them, you get a number of parts equal to its Toughness, and increases by the same amount per raise.
So get two raises on a Toughness 10 vehicle, and you get 30 parts.

I wouldn't have parts be specific - We don't want to be number crunching, they just "co-incidentally" happen to be the right things when you repair whatever it is.
In the case of the Gadgetteer edge, you need a number of parts equal to the PP the item will end up having. But only for Gadgeteer'd items, not powers bought through advancement.

What I will probably work on next is writing down all the old skills and seeing what they would go under now. Then, what kind of rolls previously happened for that skill, and how it would also be done now.

For example, me and Ben have been discussing online how to scavenge for food & drink, which is mentioned in the SW book. But, we can then add modifiers for location, such as in the middle of the wastes could be -4 or worse!
OggyBenDoggy
GM, 11 posts
Algiso on 50F.  Alfros in
vs. the orcs.  GM WWII
Mon 8 Jan 2007
at 23:51
  • msg #9

Re: Conversions

I thought that was the costs, not for compatibility.  so a box of .44 or a box of .45 costs the same, but they still don't fit the same guns.

parts - that makes sense.  More parts for bigger vehicles, very logical.
Dark_Fenix
player, 14 posts
Tue 9 Jan 2007
at 00:18
  • msg #10

Skills

This is a list of all the old core skills from HoE, and then which SW skills or edges I think would best replace it.

Hell on Earth		Savage world
Artillery			Shooting
Arts			Knowledge [Art]
Scrutinize		Notice
Search			Notice
Trackin'			Tracking
Academia			Knowledge
Area Knowledge		Common Knowledge
Demolition		None
Disguise			Stealth
Language			Knowledge [Specific Language]
Medicine			Healing
Professional		Knowledge
Science			Knowledge
Trade			Streetwise
Animal Handlin'		Beast Master Edge
Leadership		Leadership Edges
Overawe			Intimidation
Performin'		Persuasion
Persuasion		Persuasion
Tale Tellin'		Persuasion & Tale Teller Edge
Bluff			Persuasion
Gamblin'			Gambling
Ridicule			Taunt
Scroungin'		Notice / Survival
Survival			Survival
Streetwise		Streetwise
Tinkerin'			Repair
Faith			Faith
Guts			Guts
Bow			Shooting
Filchin'			Stealth / Agility
Lockpickin'		Lockpicking
Shootin'			Shooting
Sleight o' Hand		Stealth
Speed Load		Speed Load Edge
Throwin'			Throwing
Climbin'			Climbing
Dodge			Parry
Drivin'			Driving
Fightin'			Fighting
Ridin'			Riding
Sneak			Stealth
Swimming'			Swimming
Teamster			Driving
Quick Draw		Quick Draw Edge
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