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Listed below are the significant errata from both Deadlands: Reloaded and The Flood.
Players Handbook
p.40 Knack
Replace the last paragraph under "Born on All Hallow's Eve" with:
A huckster with this knack can discard a Fate Chip and make a successful Spirit roll to avoid
Backfire after making a poker hand to cast a hex (see page 78). With a success, he is just
Shaken as for Backlash, and with a raise, he avoids it completely.
p.54 Gatling weapons
The Gatling Pistol and Rifle should both be .45 caliber. Gatling Pistol damage should be
2d6+1.
Add the following footnote to the Gatling Weapons table: Gatling weapons cannot fire single
shots and must use their full Rate of Fire
p.54 Weapons Table
Remove the ", SBT" from the Scattergun entry.
Replace "Special" with "Str+d4" under Damage for Whip.
p.58 The Way of the Brave
Replace "Str+10 becomes d12+7" with "Str+10 becomes d12+5"

No Mans Land
p.73 Using Miracles
Replace the second paragraph with the following:
Name the power youre trying to create and tell the Marshal what Rank it is. Your blessed
hero says a short prayer and you make a Faith roll. Modify the roll by 2 per Rank (2 for
Novice powers, 4 for Seasoned, and so on). The Marshal can apply an additional negative
modifier if he feels what you are praying for runs contrary to the tenets of your belief. So be
careful what you pray for!
A blessed hero cannot maintain a power beyond its base duration, but if they get a raise on
the Faith roll, the powers duration is doubled (this has no effect on Instant, Concentration,
and Permanent powers).
Add the following:
Blessed with the Holy Warrior Edge activate it as a Novice Rank power. Also, the Edge
works against characters with AB (Black Magic).
p.74 Voodoo
Replace preparation time for voodooists with the following:
With a Faith of d4, the ritual must last at least 4 hours. For each die type above d4, the time
required is reduced by 30 minutes.
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p.76 Voodoo (cont.)


Replace the second paragraph with:
The upside to the inconvenience of nightly rituals is that Voodoo practitioners gain access to
powers that other blessed characters do not. Most of these powers deal with curses, control,
and contacting loas, the bread and butter of Voodoo. The additional powers are curse, fear,
mind rider, puppet, vision quest, and zombie.
p.79 The Good the Bad and the Ugly
Replace The hex goes off as hed hoped. Depending on the power hes using, he may still
have to make a roll to hit, or to figure the result of his hex, but the power points are paid by
the Manitou.
With:
He still needs to make a Spellcasting roll to determine success, but the power points are
paid by the manitou. With a Flush or better, success is automatic, but a Spellcasting roll may
still be needed to hit or in the case of an opposed roll (the huckster gains a +4 bonus for the
Flush).
p.82 Playing a Shaman
In the first paragraph, insert that the Arcane Background (Shamanism) works like the Arcane
Background (Miracles) from the Savage Worlds rules.
Change the last paragraph from...
Shamans begin with 15 Power Points instead of the usual 10. As long as the shaman is in
the wilds, sleeps under the stars, is warmed by an open fire, or otherwise away from
civilization, he regains Power Points at a rate of one every 30 minutes.
to...
Shamans still begin with 2 powers, but get 15 Power Points instead of the usual 10. As long
as the shaman is in the wilds, sleeps under the stars, is warmed by an open fire, or
otherwise away from civilization, he regains Power Points at twice his usual rate.
p.82 Following the Old Ways
Remove drinking firewater from the minor transgression list.
p.83 Fetish Creator
Requirement is listed as Faith d8+. Should read Tribal Medicine d8+
p.84 Alchemy
Replace text of Edge with the following:
This character can make potions from his powers as well as devices. The downside is they
must be prepared ahead of time.
The alchemist has half his normal Power Points per known power to divide among as many
potions as he wishes. Extra points may be put into a potion to maintain the duration up to
that limit. The alchemist can brew potions for each power he knows.
Brewing a potion requires a chemistry set and 30 minutes per power. At the end of the
brewing process, the alchemist must make a Weird Science roll. Failure means the potion is
ruined. Success indicates it will work when used, and raises work as usual. Attack powers
require a Throwing roll to hit (range of 3/6/12), and opposed powers require a normal
success to resist (or -2 with a raise). Otherwise, no roll is needed to use a potion.
p.86 Superior Kung Fu
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Add to the end of the second paragraph:


A character can only benefit from one style during his action, but can change styles as a free
action at the start of a turn.
Replace the second paragraph under "Eagle Claw" with...
Your unarmed Fighting attacks now inflict Str+d4 damage at AP 2.
p.87 Superior Kung Fu
Replace the section under "Shaolin Temple:" that says, "...your heros Fighting attacks inflict
Str+d6 damage." with "...your heros unarmed Fighting attacks inflict Str+d6 damage."
p.87 Superior Kung Fu
Replace the second paragraph under "Wing Chun" with...
As long as your hero is attacking unarmed, he may make one additional Fighting attack at no
penalty.
p.91 Curse
Replace the first two sentences in the second paragraph with...
To use this particularly nasty spell, the caster pits his arcane skill against the victim's Spirit. If
the caster is successful, the victim becomes sick and might even die.
Replace the last sentence in the second paragraph with...
Once he becomes Incapacitated, he makes a Vigor roll each day to avoid death; a raise on
any of these rolls ends the curse.
Replace the third paragraph with...
The curse can be lifted by the original caster or use of dispel. Once ended by any means,
Fatigue is recovered at one level per 24 hours.
Change Houngans and Mambos only to voodooists only.
Change "Shaman: Not available." to "Shaman: The shaman asks the healing spirits to
abandon the target."
p.91 Detect/Conceal Arcana
Change Blessed: No visible effect." to Blessed: not available."
p.93 Entangle
Change Blessed: No visible effect." to Blessed: not available."
p.94 Fear
Change Blessed: not available to Blessed: Voodooists only.
p.98 Mind Rider
Change Blessed: not available to Blessed: Voodooists only.
p.98 Protection
Change must present the symbol or suffer a -2 penalty to their Faith roll. to gain a +2
bonus to their faith roll if they present the symbol.
p.99 Puppet
Change Blessed: not available to Blessed: Voodooists only.
p.99 Sanctify
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Change Duration: Concentration" to "Duration: Permanent unless desecrated"


p.102 Telekinesis
Replace the last paragraph with, "Victims who are bashed into walls or other solid objects
suffer the casters Spirit+d6 as damage."
p.103 Vision Quest
Change Blessed: not available to Blessed: Voodooists only.
p.104 Wilderness Walk
Change Blessed: No visible effect." to Blessed: not available."
p.105 Zombie
Change A huckster or houngan... to A mad scientist or houngan...

Marshals Section
p.127 Veteran o the Weird West Jack:Infected
Change Ailin to Ailin (Major)
p.129 The Harrowed
Change the fourth paragraph to read:
This means manitous are more likely to Harrow heroes with a colorful past. When a hero
dies, shuffle up the Action Deck and deal one card per point of Grit the hero has. If a Joker
comes up, the hombres on his way back from the boneyard. Of course, crawling out of your
own grave is no picnic, and when it happens, the deader suffers terrifying dreams. Read the
characters Worst Nightmare description and figure out a way to turn that into a nightmare
scenario based on the heros worst fears.
p.131 Harrowed Abilities
Change The only exceptions to this are powers gained from the Arcane Background
(Miracles) Edge to The exceptions to this are powers from the Arcane Background
(Miracles) and Arcane Background (Shamanism) Edges.
p.161 The Coyote Confederation Encounter Table
Entry 3 change Skin Shifter to Skinwalker
p.165 The Wild Southwest Encounter Table
Entry 8 change Mexican Dragon to Prairie Ticks
p.169 Union Blue
Change the following paragraph, "Union Blue runs just south of the Sioux Nations, and as
you might expect, Chamberlain is often forced to build spurs into the Disputed Territories in
order to bring in much needed revenue. With the cessation of hostilities, however, he can no
longer rely on Union troops to protect his rolling stock in the Disputed Territories, and his
coffers are running low." to...
"Union Blue runs just south of the Wasatch line while in Union territory, and Chamberlain
was forced to build into the Disputed Territories when Wasatch reached the strip of land
south of the Sioux Nations first. Previously, he could rely on Union troops to protect his
rolling stock in the Disputed Territories, but with the cessation of hostilities, he has to hire
protection, and his coffers are running low."
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p.171 Wasatch
Replace "...the railroad is now hemmed in by Black River to the South and Union Blue to the
North." with "...the railroad is now hemmed in by Union Blue to the South and the Sioux
Nations to the North."
p.171 Peace in our Time?
Replace "Hes more than happy to accept the ghost rock shipping contract from both the
North and the South, and is in prime position to do so, as his line is laid almost exclusively
through the disputed territories." with...
"Hes more than happy to accept the ghost rock shipping contract from both the North and
the South, and is in prime position to do so, as his line is the only one headquartered in an
independent nation."
p.197 Hangin Judge
Parry should be 10
p.215 Sasquatch
Throwing should be a d6.
p.229 Humans
Replace the Humans introductory paragraph with the following:
Not all of the threats the posse faces in the Weird West are spawned by the Reckoners.
Heres a selection of the various types of people found throughout the Weird West. As a rule,
the statistics presented here are a baseline. Dont be afraid to give a slick talking gunfighter
the Persuasion skill, for example. Unless otherwise stated, Arcane Background (Black
Magic) works exactly like Arcane Background (Magic) from the SW rulebook. Wild Card
NPCs have Grit equal to half their number of Edges.
p.230 Cult Leader
Replace Faith with Spellcasting and Arcane Background (Miracles) with Arcane Background
(Black Magic). Add Powers: Boost/lower Trait, dispel, fear. Power Points: 20
p.232 Indian Shaman
Replace Power Points Edge with New Power Edge
p.232 Indian Shaman
Replace Bolt power with Armor
p.234 Black River
Replace Arcane Background (Spells) with Arcane Background (Black Magic)
p.234 Ranger
Replace Brave Edge with True Grit
p.238 Doc Holliday
Replace Brave Edge with True Grit
p.239 Raven
Replace Give these impostors the black magic equivalent of Arcane Background (Faith) and
choose five powers to which shamans normally have access. They have 25 Power Points.
with Like Raven, they have the black magic equivalent of Arcane Background (Shamanism).
The impostors have five powers to which shamans normally have access and have 25
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Power Points.
p.240 Raven (cont.)
Under Powers, replace Savage Worlds with this book
p.244 Wild Bill Hickok
Under Edges, remove Supernatural Trait (Shooting). Add Expert (Shooting) and Professional
(Shooting).
p.245 Baron Simone LaCroix
Edges: replace Soul Drain with Conviction
Chual: replace the second sentence with: This link normally means he only suffers a 1
penalty per power Rank, but he can also assume a limited portion of the Reckoners power
(too much would destroy him from the inside out).
p.248 Kang
Change Arcane Background (Magic) to Arcane Background (Black Magic)
p.249 Mina Devlin
Change Arcane Background (Magic) to Arcane Background (Black Magic)
Persuasion and Spellcasting skills should both be d12+2
Add the Snakeoil Salesman Edge
Remove "Agility" under Whip and add "d8+d4" for damage.
p.252 Available Powers by Arcane Background
Miracles (Blessed): replace list with:
Aim, Armor, Barrier, Beast Friend, Boost/Lower Trait, Deflection, Dispel, Elemental
Manipulation, Environmental Protection, Exorcism, Gambler, Greater Healing, Healing,
Inspiration, Light, Protection, Quickness, Sanctify, Smite, Speak Language, Stun, Succor,
Windstorm
Curse, Fear, Mind Rider, Puppet, Vision Quest, Zombie (Voodooists only)
Magic (Hucksters)
Remove Fly
Shamanism (Shamans)
Add "Curse"

The Flood
p.20
Add "Ignores Shield Parry and Cover bonus" under Notes for Nunchaku.
p.180 Avenging Angels
Remove Arcane Background (Black Magic) Edge and add...
Special Abilities:
Arcane Initiation: Approximately one in ten Avenging Angels have learned some black
magic from Grimme's elite. Give these characters a d6 in Spellcasting, 10 power points, and
two to three powers.
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p.181 Lt. Commander Horace Mosely


Change the Maze Rat Edge to Ace.
p.188 Shen Wan
Change Hindrances to Arrogant and Vow (Serve the King of the Horizon).

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