Deadlands_Classic_and_Reloaded_Conversion_Guide
Deadlands_Classic_and_Reloaded_Conversion_Guide
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Credits & Acknowledgements
Additional Material: Shane Lacy Hensley
Editing: Matthew Cutter
Deadlands Brand Manager: Matthew Cutter
Art Director: Aaron Acevedo
Layout and Graphic Design: Matthew Cutter, Aaron Acevedo, Joel Kinstle
Cover and InteriorArt: Aaron Riley
Savage Worlds, Deadlands: The Weird West, artwork, logos, and the Pinnacle
logo are © 2016 Great White Games, LLC; DBA Pinnacle Entertainment Group.
Savage Worlds, all associated characters, logos, and artwork are
copyrights of Pinnacle Entertainment Group. All rights reserved.
Blessed...................................................7 Shamans.............................................19
Hucksters.............................................7 Voodooists.........................................19
Reloaded to Classic........................10
It’s almost hard to believe Deadlands has been philosophies. Edges and the like work very
around for more than 20 years. Over that time, differently between the two systems, as do dice
we’ve seen more than a few versions of the game. mechanics. A balanced character in one can easily
There’s Classic Deadlands that started it all, a prove to be a juggernaut in the other.
D20 version, a GURPS® version, and Deadlands This is most obvious in Savage Worlds, as it’s
Reloaded, our most up-to-date version, which been designed to make heroes of specific power
builds on our award-winning Savage Worlds levels (or Ranks). Furthermore, where Classic
rules. relies more strongly on Aptitudes to drive
Since even Deadlands Reloaded has been going character development, characters in Savage
strong for more than a decade, it should come Worlds tend to lean more heavily on Edges as they
as no surprise that over the years, we’ve put advance. These differences can actually influence
out a bookshelf or two worth of material for the balance in subtle, but surprisingly powerful ways
setting. And for just as long, Marshals running given the way mechanics in both systems work.
one version have been using adventures and Instead, we highly recommend any player
Plot Points from the other rules set in their own characters be built from the ground up, starting
campaigns. So it’s high time we give you white from scratch. If you want to convert existing
hats a hand toward managing those sorts of characters, use the rules for the new system to
conversions. build as closely to the character’s concept and
design. Then, if the Marshal wants advanced
What This Is & What It Ain’t characters, he can assign Bounty Points,
In the following pages, you’ll find rules for experience points, or even Ranks as she sees fit.
converting characters and critters from our two
most popular versions of the setting—Classic Supplemental Concerns
and Reloaded—into the other. We didn’t convert Given the huge number of supplements
each and every skill, Aptitude, Edge, gizmo, and available for the two versions, we acknowledge
power from one system into the other. Rather, it’s unlikely a given Marshal has every book we
we correlated them to their closest existing produced for both games. With that in mind, we
counterparts. That way you can just make a quick chose to focus the guide on the core books for
note and run with the system of your choice both. That is, the Classic Deadlands Player’s and
without having to constantly look back. Marshal’s Handbook and the Deadlands Reloaded
Player’s Guide and Marshal’s Handbook. Most
Player Characters adventures, characters, and critters you come
Here’s one of the most important pieces across are covered by those rules.
of advice we have with regard to this guide: That said, Reloaded does pull some of that
Don’t use it to convert player characters! supplemental material into its core rules. Not
Classic Deadlands and Savage Worlds (the system only do spellcasters of all types have access to
underlying Reloaded) have different design more powers than their Classic counterparts,
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H untington ' s W orld
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skill. Use the highest concentration when Leadership Use the Command Edge. For
figuring out the die type in Reloaded. Likewise, each level above two, give
if a character has several Aptitudes that roll up the character an additional
into a single skill (e.g. filchin’, sneak, and sleight of Leadership Edge to reflect her
hand), use the highest die type. greater skill.
If you don’t see an Aptitude listed on the table Lockpickin’ Lockpicking.
below, just use the Reloaded skill sharing a name
Mad Science Weird Science.
with it.
Medicine Healing. Characters with the
Classic Aptitudes
surgery concentration also have
Academia All concentrations of this Knowledge (Medicine) at the
Aptitude become a focus of same level.
Knowledge in Reloaded. Overawe Intimidation.
Animal Either an appropriate Performin’ This Aptitude is often
Wranglin’ Knowledge focus or just represented by Common
Common Knowledge (for Knowledge, but the skill
characters with appropriate Persuasion might be used for
backgrounds like cowboys, skilled actors.
etc.).
Professional Knowledge with the
Area Knowledge (Area Knowledge). appropriate focus, or more
Knowledge simply, Common Knowledge
Artillery Shooting. Quick Draw Use the Quick Draw Edge
Arts Either an appropriate instead.
Knowledge focus or Common Ridicule Taunt.
Knowledge.
Ritual Tribal Medicine.
Bluff Persuasion.
Science Knowledge with the
Bow Shooting. appropriate focus.
Climbin’ Climbing. Scrutinize Notice.
Demolition Knowledge (Demolitions). Search Notice skill.
Disguise Persuasion. Scroungin’ In general, use Notice, but
Dodge Use the Dodge Edge. Give you can give characters with
characters with Dodge 4 or high levels or die types in this
higher Improved Dodge as Aptitude the Scavenger Edge to
well. reflect their ability.
Drivin’ Driving, Boating, or Piloting, Shootin’ Shooting.
depending on the skill’s Sleight of Stealth.
concentration. Hand
Filchin’ Stealth. Sneak Stealth.
Hexslingin’ Spellcasting. Speed Load Use the Speed Load Edge*.
Horse Ridin’ Riding. Tale-Tellin’ Use the Tale Teller Edge*.
Language Knowledge with the Teamster Driving.
appropriate language as the
focus.
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how Fleet-Footed 1 differs from Fleet-Footed 5 in Law Man For Law Man 1–3, give the
Reloaded’ terms. character Connections and
Finally, some simply don’t have counterparts no penalties on Common
in Reloaded. You can either ignore those when Knowledge rolls related
converting, or if you’re feeling creative, craft a to the law and criminals
Special Ability to provide the same effect. within her jurisdiction. For
Law Man 5, you can do
Classic Edges the same or use the Texas
Ranger Edge*.
Belongin’s Trademark Weapon, the
rules on additional starting Light Sleeper There is no equivalent Edge
funds found in Chapter One in Reloaded, so just let
of the Deadlands Reloaded sleeping dogs lie.
Player’s Guide, Rich, Luck o’ the Luck.
Very Rich, or just give the Irish
character unique gear. Mechanically Mr. Fix-It.
Big Ears Alertness. If you want Inclined
to be true to the original Nerves o’ Steel Brave. Note, the similarly
character’s concept, you can named Edge in Savage
always limit the bonus to Worlds has very different
Notice rolls associated with game effects.
hearing.
Purty Attractive. For characters
Dinero For Dinero 1–3, use Rich; for noted for their exceptional
Dinero 4–5, use Very Rich good looks, feel free to
instead. assign Very Attractive
Don’t Get ’Im Berserk. instead.
Riled Rank For Rank 1, use Soldier*; for
Eagle Eyes Alertness. If you want Rank 2, use NCO*; for Rank
to be true to the original 3–5, use Officer*.
character’s concept, you Renown Reputation*. For Renown
can always limit the bonus 5, give the fancy-pants
to Notice rolls associated Charismatic as well, if she
with sight, particularly at a doesn’t already have it.
distance.
Sand Combat Reflexes
Friends in High Connections. For heroes
Sense o’ Increase the adventurer’s
Places with Friends in High Places
Direction Survival skill by a die type.
3 or higher, also bump their
Streetwise and Persuasion Sidekick In Reloaded, the counterpart
skills by a die type to reflect to this Edge is only
their better access. available to gunslingers
of Legendary Rank. For
Gift of Gab Linguist.
NPCs, you can ignore that
Keen Alertness. Don’t worry requirement if it fits the
about overlap with Big Ears character.
or Eagle Eyes. A +2 bonus
“The Stare” Strong Willed.
to Notice in Reloaded is
significant enough in itself. Thick-Skinned Nerves of Steel.
Kemosabe Common Knowledge rolls Tough as Nails Combat Reflexes.
related to the chosen culture “The Voice” Strong Willed.
receive no penalty. *Found in the Deadlands Reloaded Player’s Guide.
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Unusually High Traits and Aptitudes monster gets a larger die type, it becomes a d12
when converting.
If you run across a critter or character we’ve
not converted with a Trait of d12+2 or higher, Burrowing/Flying/Swimming: Use the
it’s a good rule of thumb to halve the bonus Reloaded equivalent for these movement types,
(round up). Use your judgment—and remember and see the notes on converting Pace (page 3).
few things in Reloaded get above a d12+6 in any Size: This isn’t a special ability per se in Classic,
ability or skill. but it is in Reloaded. Most of the Classic creatures
give you an idea of their size in their description
Special Abilities or after their Size entry. You can refer to the chart
Special Abilities aren’t quite as easy to under Size in the Savage Worlds rulebook, or use
translate. There are a lot of them, and they can the one below.
be pretty unique. Luckily, like we said a moment These are just provided as a rule of thumb, so
ago, most have already been converted from feel free to fudge a little if necessary. Don’t forget
Classic in abominations already listed in the critters with a Reloaded Size of +4 or greater are
Deadlands Reloaded Marshal’s Handbook. Many Large, those with +8 or more are Huge, and those
Special Abilities—like Fearless, Invulnerability, of Size –2 are Small. And the really monstrous
Weakness, and so on—have direct counterparts abominations, like maze dragons and Mojave
in Reloaded. rattlers, are big enough to rate Gargantuan, with
For the occasional one that didn’t already get all that entails!
converted, we’ve included some of the more
common Special Abilities below to help out, but
Size Conversion Table
there are so many unique creatures in the setting Classic Size Reloaded Size
it’s very possible you might stumble across one 2 or less –2
that doesn’t fit into a nice box. Fortunately, most
3–5 –1
Special Abilities are explained pretty thoroughly
in a creature’s description. Just through the 6 0
creature descriptions in the Deadlands Reloaded 7 +1
Marshal’s Handbook and find one that’s close— 8 +2
there are literally dozens to choose from. Swap it
9 +3
in if it’s a close fit, or if you’re feeling creative, as
a guide to model the new Special Ability. 10–11 +4
First and foremost though, remember to keep 1–13 +5
things “Fast! Furious! and Fun!” If it takes more 14–15 +6
than a short paragraph to describe the ability, it 16–17 +7
might be too complicated for the style of play 18–19 +8
Reloaded is designed to use.
20–21 +9
That said, here are some of the most common
22–23 +10
ones you’re likely to encounter.
24+ +11 (or more)
Armor: Multiply any regular armor rating by
2, or multiply light armor by one. In the rare case Black Magic
the creature has both, use only the regular armor
rating to calculate the Reloaded value. Black Magic in Classic is handled as a Special
Ability. It’s designed to be flexible enough to
Bite/Claws/Etc.: If the creature gets a bonus handle all sorts of powers, although it usually
die added to its Strength for damage, use a represents good old-fashioned, evil spells or
single die of the same type, even if it normally curses.
receives multiple bonus dice. Also, the largest
bonus damage die type is d12; in the rare case the Classic Black Magic relies on the faith
Aptitude for casting rolls. Convert this to the
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skill Spellcasting, as detailed in the section on Deadlands Classic has several named levels
Aptitudes to skills. Like many Classic Edges, of target numbers to represent the difficulty a
Hindrances, and Harrowed powers, Black Magic cowpoke faces when attempting a given task.
spells have five levels of power. For each spell of Whenever you come across a listed difficulty
level 3 or greater, give her the Power Points Edge level, just reference the chart below apply the
and increase the black magician’s Spellcasting corresponding modifier to the Reloaded Trait roll.
skill die by one.
Below, we’ve listed the Black Magic spells and Classic Task Difficulties
the powers with which they best correspond. Some Classic Difficulty Modifier to Reloaded
Black Magic spells operate on a more cinematic (Target Number) Trait roll
or narrative level, beyond the effects covered
Foolproof (3) +2
by powers available to Arcane Background, so
if you’re familiar with the Classic rules, you can Fair (5) 0
either use the power we’ve listed or fabricate a Onerous (7) –1
Special Ability to replicate the greater effects. Hard (9) –2
Incredible (11) –4
Classic Black Magic
Classic Spell Reloaded Power (or effect)
RELOADED TO CLASSIC
Animal mastery Beast friend
Bolts o’ doom Bolt
The Reloaded conversion rules below reference
Cloak o’ evil Deflection the changes from the Stone and a Hard Place Errata
Contagion Curse and Deadlands Rule Changes PDF, available for
Curse Curse free at www.peginc.com. Since some of our older
Dark protection Armor Reloaded products were written before we made
those updates, we’ve also included instructions
Forewarnin’ Vision quest or hunch on those earlier versions as well. Don’t worry,
Ghostly servant Telekinesis though—these only affect blessed, voodooists,
Illusion Fear and to a lesser extent, Harrowed characters,
Pact Beast friend or zombie and it’s pretty easy to tell which version you’re
working from.
Puppet Puppet
Scrye Mind rider Abilities to Traits
Sendin’ Curse In Reloaded, Traits are referred to as abilities.
Spook Fear (The term Traits in Reloaded refers to both abilities
Stormcall Obscure or windstorm and skills, so don’t get confused if you see it used
Stun Stun there.) Reloaded has fewer abilities than Classic
does, and not all Classic Traits are used in that
Transformation Shape change game. Use the procedures detailed below to
Zombie Zombie determine a character’s Traits from her Reloaded
stats.
Classic Mechanics Another difference is Reloaded abilities don’t
Once you’ve converted the characters and have levels, just die types. Just draw a card for
abominations, the rest of the game is pretty much each Trait after you’ve converted it and assign
taken care of. Use the standard Savage Worlds it a level based on the suit: Clubs (1), Diamonds
rules to resolve combat and other tasks as normal. (2), Hearts (3), and Spades (4). If you draw a
The only remaining difference of any importance Joker, the Trait gets 5 dice, but don’t worry about
is in how a task’s difficulty is defined. checking the Mysterious Past Table in the Classic
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Deadlands Marshal’s Handbook. If any exists, it’s character’s primary Traits once you’ve converted
already built into the character’s backstory. them. Don’t worry about translating Reloaded’s
Deftness: Use the hero’s Agility die type. If it Derived Statistics—Pace, Parry, Toughness, and
fits the character concept—say a sharp-shootin’ Charisma—as they are completely different from
gunslinger—you can raise the Deftness Trait by a their Classic counterparts. Don’t forget to apply
die type by dropping the character’s Nimbleness any bonuses or penalties from relevant Edges
die a corresponding amount. For example, and Hindrances.
a shootist with an original Agility attribute Grit: Grit in Reloaded is directly tied to a
of d8 could be converted to Deadlands Classic character’s Rank. Generally, only Wild Cards
with a Deftness Trait of d10 or d12 by taking a have Rank, and those are, from lowest to
reduction in her Nimbleness Trait die to d6 or d4 highest, Novice, Seasoned, Veteran, Heroic, and
respectively. Legendary. For each level of Rank, the hero gets
Nimbleness: The Agility attribute die type one point of Grit, so all Wild Cards have at least
provides the starting point here. As with Deftness, Grit 1. Some NPCs have their Rank listed in their
you can alter the Nimbleness Trait die upward by descriptions, but many don’t. If they don’t, just
reducing the Deftness Trait die a similar amount. count their total Edges and skills at d10 or higher,
then divide the total by three. Give them that
Quickness: Quickness doesn’t have a parallel much Grit, to a maximum of Grit 5.
in Reloaded. Instead, start every character or
creature at d6. Saddletramps who make their Skills to Aptitudes
living skinnin’ leather, like gunslingers, outlaws,
and the like, start at d8 instead. Skills in Reloaded translate to Aptitudes in
Classic. Generally, Reloaded skills cover broader
Strength: Use the character’s Strength attribute
areas than Aptitudes. For example, the filchin’,
die type.
sneak, and sleight of hand Aptitudes are all
Vigor: The hero’s Vigor die type is used here. subsumed into the Stealth skill in Reloaded.
Cognition: Use the higher of the sodbuster’s Likewise, there are no concentrations. The
Smarts or Notice die type. If the character has the Shooting skill allows a hero to use a pistol,
Alertness Edge, increase the Cognition Trait die shotgun, or rifle with equal effectiveness.
by one type. What this means is when you’re transferring a
Knowledge: Take either the higher of the Reloaded character to Classic, you have to look at
bookworm’s highest Knowledge focus die type the whole picture. Think about things like what
or his Smarts die for his Knowledge Trait. types of guns is a cowpoke with Shooting likely
to be skilled in. A good place to start is what
Mien: Use the character’s Spirit attribute die.
weapons he’s packing. Another thing to consider
You can raise his Mien Trait die type by lowering
is the sodbuster’s backstory or concept. If he has
his Spirit Trait die type by a similar amount as
Stealth, is he a light-footed scout or a pickpocket?
needed to fit the character’s general concept.
These are just some of the factors can help you
For example, you might want to give a smooth-
narrow the broader skills into Classic’s more
talking hero with a d8 in his original Spirit
focused Aptitudes.
attribute a d10 in his Mien Trait and a d6 for his
Spirit Trait die. Next, in Reloaded, increases in a hero’s ability
are shown in higher die types rather than more
Smarts: The Smarts attribute die translates
dice. To convert a Reloaded skill to an Aptitude,
straight across to the saddletramp’s Smarts Trait.
use the appropriate die type for the linked Trait
Spirit: Use the hero’s Spirit attribute die in Classic, then calculate the level (or number of
type. You can raise the Spirit Trait’s die type by dice) by the die type of the Reloaded skill. A d4
lowering the Mien Trait die type by the same skill level equates to one die of the appropriate
amount to better match the character concept. type, d6 to two dice, d8 to three, and so on.
Calculating Secondary Traits: For the So, our gunslinger has d8 Shooting in Reloaded. She
most part, figure these as normal, using the has a Deftness of 3d10, so that means she has shootin’
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3d8. Looking over her gear, we see she’s packing a Shooting Artillery, bow, and/or shootin’,
pair of Colt Peacemakers and a Winchester ’73 on her including concentrations,
saddle, so we decide she has the concentrations pistol, depending on the
and rifle. saddletramp’s backstory.
It’s pretty easy to figure out which Aptitudes Spellcasting Hexslingin’.
correspond to a given skill, but as we noted above,
Stealth Filchin’, sneak, and sleight of
sometimes a skill has a different name or a broader
hand as fits the character.
focus than any corresponding Aptitude. We’ve
compiled a short list of these to help you quickly Survival Survival, choosing
determine which Aptitudes match with them. If you concentrations based on the
don’t see a skill listed on the table, just use the Classic cowpoke’s background.
Aptitude sharing its name. Taunt Ridicule.
Throwing Throwin’, selecting
Reloaded Skills appropriate concentrations.
Reloaded Classic Weird Science Mad science.
Boating Drivin’, with appropriate
watercraft concentrations Reloaded Hindrances
(steam boat, etc.). Many Reloaded Hindrances translate to
Driving Drivin’, with appropriate land similarly named ones in Classic. That makes it
for self-propelled vehicles, fairly easy to convert them.
or teamster for normal, horse- Several Classic Hindrances have different
drawn vehicles like wagons, levels, whereas those in Reloaded have only two—
carriages, or stagecoaches. Minor and Major. If there are two levels in Classic,
Healing Medicine. If the character also Minor equals the lower level and Major equates
has Knowledge (Medicine), to the higher. For those with three or more levels,
give him the surgery use the Classic version closest in value to 2, but
concentration. still use the highest value for Major. For example
Intimidation Overawe. an outlaw with the Wanted (Minor) Hindrance
in Reloaded has wanted 2 in Classic. If he’s a black
Knowledge Based on the focus, this skill
hat with Wanted (Major), his Classic Hindrance
translates to academia, area
becomes wanted 5.
knowledge, animal wranglin’,
demolition, science (except Mad Since Reloaded draws on Savage Worlds for
Science), professional, or trade. additional Hindrances, it has more options than
Classic. A few of those other Hindrances have
Notice Scrutinize and/or search, as
no Classic equivalent. In that case, either choose
appropriate to the hero’s
one that comes the closest while still conforming
concept.
to the character concept, reflect it with a Special
Persuasion Bluff, disguise, and/or Ability, or just ignore it—whatever ever works
performin’. best.
Piloting Drivin’, with appropriate We’ve listed Reloaded Hindrances which have
aircraft-related concentrations different names in Classic below, along with
(ornithopter, etc.) those that have significant differences. Use the
Repair Tinkerin’. Classic Hindrance with the same name for those
Riding Horse ridin’. not listed.
Ritual Magic Ritual.
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Tough as Nails Increase the hombre’s Vigor or looks—are different. For a huckster, bolt is the
by a die type, or instead ghostly white energy of soul blast, but for a mad
by two if he has Improved scientist, it might be a lightning gun.
Tough as Nails. (This Edge Also, you’ll quickly notice most casters in
is very different from the Reloaded don’t have as many powers as the same
Classic one of the same types of characters do in Classic. For instance,
name.) Classic hucksters start with a number of hexes
True Grit: +1 Grit. equal to their hexslingin’ Aptitude level. In
Reloaded, every huckster begins with just three.
Trademark Belongin’s 3, specifically a
In general, don’t worry too much about trying
Weapon weapon.
to compensate for that, except as we’ve noted
-Improved Belongin’s 4, specifically a below, in the case of blessed—unless you want,
Trademark weapon. of course.
Weapon
Below, we’ve listed the powers allowed for
each Arcane Background and what they translate
to in Classic terms. As with Edges, Reloaded has
a larger number of available powers, so not all
I’ve Seen that Edge Before… of them have matches in the Classic Deadlands
Player’s Handbook. In those instances, just choose
another hex, favor, or the like. We’ve listed the
Some of the Edges from other Classic rulebooks
general type of effect (Offensive, Defensive,
made it into the Reloaded Player’s Handbook.
Given the sheer number of books released for Utility) in case you want to take that into account
Classic Deadlands over the years, we decided not when making your choice.
to reference those appearing in books outside
the Player’s and Marshal’s Handbooks, since many Blessed
of our players simply don’t have access to them. Blessed have a larger selection of miracles to
However, if you’ve got a stack of the original call on in Reloaded. This means there’s not always
books, you might well recognize one or two a perfect match available in Classic, or at least not
names when converting a Reloaded adventure. in the Player’s Handbook. Where there isn’t, we’ve
If so, that’s great! Feel free to simply use the named the miracle providing the most similar
Classic one. Odds are it’s close enough for game effect for you to use as a replacement.
purposes.
In Classic, the blessed got their own book, Fire
& Brimstone, and many of the miracles available
to them in Reloaded conceptually originated
Reloaded Arcane Backgrounds there, either as miracles, gifts, or even divine
You’ll find all the original Arcane Backgrounds interventions. On the chance you own that tome,
in Reloaded. While the mechanics in Reloaded are we’ve listed the name of the pertinent miracle
somewhat different, that’s not really a problem from it in parentheses as well.
when translating a character over to Classic. The
important part is what the spellslinger does,
Powerless Blessed
rather than how she does it in game terms. You may come across blessed characters
with no powers or Power Points listed in their
Reloaded relies on a single consolidated list of
description. These relics are from when blessed
powers from which each type of caster draws his
characters worked a little differently, before we
hexes, miracles, and even gizmos. That means
released the rules update with Stone and a Hard
you’ll occasionally see hucksters with the same
Place. Should you come across one of those, the
powers listed as a mad scientist, blessed, or
good news is you don’t have to worry about
even shaman. The trick is while the name is the
swapping powers for miracles! Instead, just pick
same, the trappings—how the power manifests
a number of miracles from the list provided in
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Size Conversion Table That said, there are a few tweaks you need to
make to some common Special Abilities to make
Reloaded Size Classic Size sure they convey properly into Classic, and we’ve
–2 2 or less detailed those below.
–1 3–5 Armor: To translate Reloaded armor into Classic,
0 6 divide the listed number by 2, rounding up and
use that as the critter’s Armor (not Light Armor).
+1 7
+2 8 Bite/Claws/etc.: As a rough guide, double
the non-Strength damage dice used in the (un)
+3 9 natural weapon attack by an abomination (but
+4 10–11 not normal animal). You can either just use twice
+5 12–13 as many dice or, if it catches your fancy, roll a
+6 14–15 die type that’s twice as large. In other words, if a
Reloaded abomination does Str+1d4, you can have
+7 16–17
it do STR+2d4 or STR+1d8.
+8 18–19
Construct: Constructs have no Wind score.
+9 20–21
Gargantuan: This Special Ability has no
+10 22–23 counterpart in Classic. Your players should
+11 (or more) 24+ probably thank you.
Wind: Figure Wind normally except for Hardy: These creatures are supernaturally—
creatures with the Construct Special Ability. or at least surprisingly—tough. If it’s an
Also, consider omitting Wind for particularly abomination, usually that means it doesn’t have
large, weird, or otherworldly abominations. Wind. For the rare non-supernatural opponent
Terror: If the creature has the Fear Special you may come across with this Special Ability,
Ability, it has a Terror score. Find the penalty just double its Wind total to reflect it.
listed for any Fear Check in the Special Undead: Use the standard Classic description
Ability’s description, then compare it to the for the undead Special Ability when you encounter
Target Numbers Chart on page 25 to find the abominations with this in Reloaded. There are a
comparable difficulty (TN). Use that number as few differences in how they’re handled between
the abomination’s Terror score. the two systems.
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Nelson Moreira (Order #31125470)
R eloaded T o C lassic
Next, find the Classic Black Magic spells closest Target Numbers
in effect to the Reloaded Powers the cultist knows.
We’ve listed the most commonly-encountered The last thing to work out is what Target
Powers below and their Classic counterparts. If Numbers to assign given actions. In general,
you come across one not listed, you can refer to Reloaded uses a base Target Number of 4 to
the Reloaded Weird Science Powers Table, on represent a action of average difficulty—a Fair (5)
page 21, for the Power’s general concept and use difficulty in Classic. Instead of named difficulty
levels and set Target Numbers, heroes receive
it to help select an appropriate Black Magic spell.
a positive or negative modifier to their rolls. To
Reloaded Black Magic determine the appropriate difficulty level, just
refer to the chart below.
Reloaded Power Classic Power
Armor Dark Protection Target Numbers
Bolt Bolts o’ doom 1 Modifier to Reloaded Classic Difficulty
Trait roll (Target Number)
Boost/lower Contagion
Trait
+2 Foolproof (3)
Confusion Stun
Curse Curse or sendin’ 0 Fair (5)
Deflection Cloak o’ evil –1 Onerous (7)
Dispel Curse
–2 Hard (9)
Fear Spook or illusion
Obscure Stormcall –4 Incredible
Zombie Zombie
Reloaded Mechanics
Once you’ve converted any characters and
monsters, most of the real work is done. Use the
Classic rules to resolve any mechanical issues like
Guts checks, showdowns, or Tests of Will.
If you come across references to Social
Contests or Dramatic Tasks, don’t worry about
trying to translate those mechanics. They’re used
when the action is supposed to be especially
cinematic or evocative. For Classic, view them as
opportunities for extended roleplay on the part
of your players and assign any actual tasks the
difficulty (and Target Number) you judge to be
appropriate and play it out.
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Nelson Moreira (Order #31125470)