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By: John Hopler
™
Spirit Warrior
arriors
Written & Designed by: John Hopler
Editing & Layout: John Hopler
Cover Art: Michael Osadciw
Interior Art: Jeff Revner
Cover Design: Zeke Sparkes
Logos: Zeke Sparkes &Ron Spencer
Special Thanks to: Christy Hopler, Shane Hensley, Michelle Hensley, Caden Hensley, John Goff
Deadlands created by Shane Lacy Hensley.
Dedicated to: My hometown—Middletown, NJ
This electronic book is copyright Pinnacle Entertainment Group.
Redistribution by print or by file is strictly prohibited.
Add 1 to all Page Number References to account for the cover of this Ebook.
Pinnacle Entertainment Group, Inc.
Deadlands, Weird West, Dime Novel, the Great Rail Wars,
the Deadlands logo, and the Pinnacle logo are
Trademarks of Pinnacle Entertainment Group, Inc.
www.peginc.com
© Pinnacle Entertainment Group, Inc.
All Rights Reserved.
Visit our web site for free updates!
Printed in the USA.
™
Spirit W
arrior
Table o’ Contents
Introduction .................... 4
No Man’s Land .........35
The Marshal’s
Handbook ................103
Posse Territory ............ 5
Chapter One:
The Spirit
Warriors ..........................7
Back to the Future .....................8
Trouble a Brewin’ .......................15
The New Ways .............................. 18
The Toxic Spirits ........................ 22
Indians Today ................................ 27
Deadwood ......................................... 34
Chapter Two:
Makin’ Spooks ..... 37
Toxic Shamans ............................. 40
New Edges ....................................... 42
New Hindrances ........................ 43
Toxic Guardians .......................... 44
Chapter Four:
Spooky
Secrets......................... 105
The Coyote
Wasteland .................................138
Deadwood ....................................... 122
Relics.................................................... 125
Toxic Spills ...................................... 126
Archetypes .................... 48
Chapter Three:
Favors
& Relics .......................53
Invoking Favors........................... 53
The Favors ........................................ 55
Relics...................................................... 96
Favor Summaries.................... 100
Index................................... 127
Welcome to the
Front Lines!
poisonous, barren wasteland and the
rest of the world may soon follow
unless these pestilent poltergeists are
stopped.
Spirit Warriors contains everything
you need to create your own frontline
soldier in the battle for Earth’s future. A
new type of magician, the toxic
shaman, fights on both sides of this
desperate battle. As a Caretaker, can
your hero turn the toxic spirits’ own
power against them and stop the
Corrupters from spreading their
insidious poison across the world? Or
will he become the very thing which
he is fighting?
The only way to find out is to dig in.
Chapter One gets you up to speed on
what’s been going down with the
various Indian tribes of the Wasted
West—what’s happened to them since
the Reckoning, and more importantly
what’s happened since the Last War.
You’ll learn all about the Great
Summoning, the Great Wasting, the
Children of the Dust, the Keepers of the
Land, and the appearance of the toxic
spirits.
Chapter Two has everything you
need to make your very own toxic
shaman or modern Indian brave. This
chapter has some new Edges and
Hindrances especially for these
character types, as well as the low
down on the low down toxic guardians.
Chapter Three is the meat of the
book. It’s got more than 100 new favors
for all you budding shamans out there
to sink your teeth into. It also has some
guidance as to which path of power
your new spook should take, a
collection of relics, both old and
modern, and rules for chuggin’ down
spook juice to recharge your shaman’s
batteries.
Chapter Four, as usual, is for Mr.
Marshal. It contains all those dirty little
secrets that we don’t want you player
types reading. In the case of toxic
spirits, some of these secrets are dirty
indeed. Find out all about the Changed
Lands, Deadwood, the Sioux Nations’
realm of nature, and the insect spirits’
insidious agenda.
So what are you hanging around in
the Introduction for? Those toxic spirits
aren’t going to clean themselves up. Get
out there and give them what for!
Your heroes may not know it yet, but
there’s another war going on. As if the
Reckoners and the cybernetic legions
of General Throckmorton’s Combine
weren’t bad enough, a new threat now
looms over the Wasted West: the toxic
spirits. These supernatural baddies are
out to turn the entire world into their
own toxic playground—and they might
just succeed!
Spawned from the interaction of the
world’s pollution and the supernatural
energy released by the bombs dropped
on Judgment Day, these nature spirits
gone bad are on a recruiting drive. From
the laziest litterbug to the world’s most
powerful polluters, the toxic spirits are
willing to take anyone into their army
of defilers. The Coyote Confederation
has already been transformed into a
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