Here's the link to the page with the errata off the main site. I've also listed the errata in the posts below. Each post deals with a separate section of the book like the pages of the PDF. The first is for the Player's Handbook. The second is for No Man's Land, and the third covers the Marshall's Handbook section. The last covers all material for The Flood. This errata will be updated more frequently than the website, so when additions are made, the date in the Subject line will be changed (from 5-4-09).
With the update to the website errata all previous additions have been cleared. Note, the first printing of Deadlands predated the current printing of the core SW rules. The following clarifications apply: 1. Fate Chips (Bennies) may not be exchanged for Experience Points (A Legend Chip can still be used to gain 1 XP).
The Way of the Brave is no longer a Setting Rule, but the core melee damage rules. Any creature with the Construct or Undead abilities use the mechanics listed in the core rulebook. Any base power descriptions (not trappings) that do not match the core rulebook should use the newer listing. Reckon it happens to everyone, but them gremlins done got into the first printing of Deadlands: Reloaded. Here’s some of the things they mucked up.
Oh, and we ain’t goin’ to deal with every little typo here. We figure you’re smart enough to know that Baron LaCroix doesn’t have a beard on his face as opposed to not having a bear on his face (as much as we would all love to see that). Nope, we’re going to stick just to the rules you actually need to play, and not muddle it up discussing the baron’s ursine independence. Player’s Handbook p.37 Snakeoil Salesman Replace the second paragraph under the Edge with: The character gains a +2 bonus to non-combat Persuasion rolls. He can also use his forked tongue to initiate a Persuasion Test of Will, opposed by the target’s Smarts. 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 Man’s Land p.73 Using Miracles Replace the second paragraph with the following: Name the power you’re 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 power’s 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. 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 he’d hoped. Depending on the power he’s 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 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 hero’s Fighting attacks inflict Str+d6 damage.' With '.your hero’s unarmed Fighting attacks inflict Str+d6 damage.'
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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.' Marshal’s 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 hombre’s 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 character’s Worst Nightmare description and figure out a way to turn that into a nightmare scenario based on the hero’s worst fears. The Flood p.16 Mantis Add at end, 'If your hero also has Quick, he gets +2 on all opposed Agility rolls for interrupting actions.' P.16 Shaolin Temple Change to, 'Your hero's devastating unarmed Fighting attacks inflict Str+d8 damage.'
P.16 Tai Chi Add at end, 'If they strike a solid object, such as a wall, they are automatically Shaken.' P.16 Tan Tui Add at end, 'He can use his powerful legs to rise from Prone at no movement cost.' P.16 Wing Chun Add, 'As long as your hero is attacking unarmed, he may make one additional Fighting attack at no penalty.' P.16 Mind of Quicksilver Change, “he gains the use of that power” to “he gains the use of that power at the same Skill level as the target” p.18 Iron Parry Change, “If he is using a melee weapon, he suffers the weapon’s damage instead.” to “If the attacker is using a melee weapon, he suffers the weapon’s damage die instead if higher than the target’s Strength.” 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. 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). Change stun power to blast. P.189 Ti-P'ing Hsien Change stun power to blast.
So I just finished reading the PDF of the Good Intentions Plot Point Campaign and I wanted to write down some of my thoughts on it. I will not go into any details on the Good Intentions chapter and the Savage Tales Chapter to avoid spoiling any of the scenarios. We begin the book with a section from the Tombstone Epitaph like we do all the other Deadlands Reloaded books that gives you an overview of what is going on in the setting at the time with a focus on current events and characters in the region that the book covers. In this case Deseret or Utah as we would know it. Makin’ Heroes This is the first of the two character focused chapters in the book. It starts with a bunch of new edges including a revamping of the Blessed Arcane Background and the new Metal Mage Arcane Background. The changes to the Blessed include now having to use Power Points like all of the other arcane backgrounds and having to choose powers.
They also have special rules for Crisis o’ Faith, Sinnin’, and Miracles. Overall this puts them on the same level as the rest of the arcane backgrounds instead of in many ways more powerful than the others. If you have been following the social media content that these changes where coming to Deadlands, I do find it unclear based on the reading of these changes if they should be applied to all Deadlands campaigns or just this plot point campaign. We also see the introduction of a new set of powers, Divine Interventions that the Blessed get to use now. These are higher potency powers that are harder pull off and require a Legend chip to activate. We also get information on the new Metal Mage. I find them particularly fascinating as a combination of Huckster and Mad Scientist.
They seem to have a good selection of powers. They suffer from the Backfire table if they roll snake eyes on their activation roll, they get a really cool application of an alternate version of the Gadgeteer edge. They also have the ability to make refined, shaped cores from raw ghost rock, and may take edges requiring the Weird Science arcane background. All in all, I find them to be pretty cool and flexible. Gear This chapter mostly covers augmentations which are steam-powered artificial limbs produced with ghost rock and weird science.
If you have, you have this information already. While it is nice to have the steam-driven cybernetic limbs in the setting, and they don’t impact any of the arcane backgrounds which is definitely a change of pace from most settings with cybernetics.
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Other than the augmentations, we get two pages with tables of ranged weapons, melee weapons, and vehicles that can be purchased. Pestilence’s Realm This chapter contains a little bit about Pestilence and how to give the impression that your group is in Pestilence’s realm while in Deseret. We also get a lot of information about Darius Hellstromme’s history, why he is doing what he is doing, and how he set this campaign in motion accidentally. This is all really good information especially if you want to give the main character in these events the depth needed to be engaging. After that we get a brief overview of the various rail companies still in the game and the outlaws that the characters could interact with.
Finally we get a breakdown of the various potential allies and sympathizers that the party could get on their side in this region. Setting Rules This chapter starts with a reminder about not just needing to defeat the abominations, but to also spread the tale of your defeat of them so that they will not come back. We follow that up with more rules on the acquiring side of augmentations. In Deseret, you can also get “blacklisted” for behaving poorly at least according to the Mormon population and what that means for social interactions and the Blessed’s faith rolls. We also get some detailed rules on Ghost Rock Fever (I am not sure that this has ever been documented before).
We also get a list of relic items from Deseret. We finish this chapter off with rules for playing Skullchucker (one of the blood sports in the area.
It is kind of cross between football and basketball) and Soot for all of the pollution in the air in and around the City o’ Gloom Strange Locales This chapter starts off with an overview of the nation of Deseret, then drills down to cover the City o’ Gloom (Salt Lake City). We then drill down further to the Junkyard neighborhood of Salt Lake City. After that we get some locations around Salt Lake City like the Smith & Robards Compound, the Hellstromme Compound, and a few other smaller areas. We then get some of the towns and places of interest in Deseret such as Corrine, Devil’s Canyon, Fort Bridger, Kanab, and more. I particularly liked Mouth o’ Hell which is a Ghost Rock Mine and smelting location that had an accident and everyone inside at the time was coated in molten metal. Another of the locations that I particularly liked was Skull Canyon.
All in all a nice useful chapter that is limited to what is probably the smallest region of any of the plot point campaigns. Adventures in Deseret This chapter covers random adventure generation tables for adding extra adventures in the region when the party is not doing either one of the plot point campaign adventures, or one of the provided savage tales. There are also some rules for generating random Smith & Robards delivery adventures for a party that works for that company. Good Intentions This is the meat of this book. It covers the over-arching plot of the players stopping Hellstromme’s plans before he brings about the end of the world.
I actually think this is my favorite of the four plot point campaigns for Deadlands Reloaded. Most of the adventures are located in Deseret, and it would be easy to set Salt Lake City as the party’s home base making thing easier if you have a Mad Scientist in the group. The other thing that is nice with this campaign is that it seems like it could be easily blended with the Stone and a Hard Place campaign to make something even bigger and more dramatic which is something that I have thought about doing. One thing to be aware of is that there are a couple of these adventures that need for the characters to have access to something that can work against a creature with Heavy Armor.
One of the things that I particularly like about this and need to go back and check on the other plot point campaigns is that each of these adventures has a side bar that covers things that are going on during the time between when you finish the adventure and the start of the next plot point adventure. Savage Tales These are the interlude missions that your group can do between the plot points and for the most part they are just okay. A few of them do allow the posse to influence events in the setting, but for the most part, they don’t really inspire me. Encounters This is the chapter of new abominations that you could throw at your party. A lot of them seem to be various types of automatons, from the disguised mannikin to the Alleycat (a fad toy that has gone rogue. We also get a number of different types of rats. All in all I like a number of them quite a bit, and I wish that they had made more use of my favorite one Sludge in the rest of the book.
We finish off with some human templates for various character types that you are likely to encounter in Salt Lake City and the surrounding areas. This chapter ends with the famous people who your posse might need to interact with as well as some of the ones that they definitely will interact with. All in all, I did like this campaign a lot. It helped mitigate some of the issues I would worry about for Mad Scientists due to the in general restricted area that the posse will be in and the ability to set up a main base in Salt Lake City or more accurately Junkyard.
I'm reading through The Flood right now. It's ok, as far as campaign plot point storylines go. The thing for me is, I like Deadlands for the shpoooooky creeping evil theme. Flood is not about that, really. I mean, some ghosts show up in a few adventures, and the background story is based around supernatural bad guys, but the actual adventures themselves are not very creepy or haunting. The atmosphere feels a lot more 'common' to me. The PCs at one point, for example, get involved in a Triad war for control of Shan Fan.
Heroic and dangerous, I suppose, but not exactly what I have in mind when I think of Deadlands. I want my PCs to be chasing boogums and things that go bump in the night, not negotiating with gangsters during their power struggles in town. The only other material I have for DL:R are the free single-page adventures available on the Pinnacle website, which are a lot more geared towards my ideas of the game themes. Ghosts, demons, mystery, hauntings. I'd string those together into a mini-campaign before I'd run Flood, but I guess it depends on your taste, of course. 'The Flood' has a huge amount of stuff in it-multiple adventure arcs-so even if some of it doesn't work for you, there should be enough in there for you to find it worthwhile. I'd definitely recommend it.
'Saddle Sore' also has good stuff in it, and I got a huge amount of mileage out of 'For Whom the Whistle Blows.' I was kind of meh on 'Coffin Rock.'
I like the default 'you wander into this town and it's creepy' premise for Deadlands adventures, but for whatever reason this one didn't do it for me. 'South of the Border,' I liked, but it requires your posse to go to Mexico (deep in there, in some cases). I'm eagerly anticipating 'Last Sons,' which is supposed to be a Flood-scale Plot Point campaign centered around the Native American tribes.
You should also check out some of the classic Deadlands adventures. They're not compatible rules-wise, but there's some good adventure seeds in those things. 'For Whom the Whistle Blows' is inspired by the 'Night Train' adventure, and I'm currently in the middle of an adventure based on 'Worms'.
The year is 1882, but the history is not our own. Decades ago, Dr. Darius Hellstromme's discovery of 'ghost rock' and his first marvelous inventions sparked a new Industrial Revolution in the American West. Next, he courted and won over the people of Deseret, making himself indispensable to them as his factories multiplied. Finally, Hellstromme focused his mighty intellect on the Great Rail Wars, winning the race to California in a brutal conflagration. But guess what, amigo?
Hellstromme was just getting started. His greatest and most terrible designs have yet to reach fruition, and he's undertaken them with the very best of intentions. Good Intentions, the fourth and final Servitor Plot Point Campaign for Deadlands, gives you everything you need to run thrilling adventures in the Nation of Deseret.domain of the most contagious Reckoner, Pestilence! For players, the book includes a barrel of new Edges, two new Arcane Backgrounds (the new-and-improved Blessed and the Metal Mage), a passel of new gear and Infernal Devices, all the hardware and rules you need to play steam-augmented Scrappers, and 13 Divine Interventions that let your blessed character call down the thunder and the fury! Marshals can read all about Hellstromme's long and sordid history, gaining insight into his motivations and current devilish plots. There are a host of new Setting Rules designed specifically for Deseret, new Relics, descriptions of Strange Locales in and around the City o' Gloom, an Adventure Generator customized for the region, a herd of new Savage Tales, a pack of new critters, personalities, and famous folks to challenge your group, and a full Plot Point Campaign— Good Intentions—to pit your posse against the Weird West's preeminent mad scientist.
Good Intentions requires the core rules, and to play. Add-on one copy of Good Intentions in hardcover for $30, and get the PDF for free. See Add-Ons, below, for more information. The Weird West Poster Map One side of the poster map showcases the Weird West from California’s Maze to the Mississippi—great for planning your posse's exploits. The other side has three maps showing the towns of Tucson and Tombstone, and Cochise County, Arizona Territory—all important locations in Stone and a Hard Place. The map has a coating that is wet, dry, and permanent marker erasable.
It measures 24' x 30'. Add-on one copy of the Weird West Poster Map for $15. See Add-Ons below for more information. Our latest T-shirt for Deadlands features Wendigo Pale Ale! It's ravenously good and will take the summer heat away with a bone-cold chill.
The 50/50 cotton/poly short sleeve men's shirt is soft, comfortable, and durable, and available in sizes S-6XL (and we have Tall at no additional charge, LT-4XLT). A ladies' shirt, side seamed with a contoured body, is available in sizes XS-4XL. You can't actually buy Wendigo Pale Ale to drink.
Our other Deadlands T-shirts have been for Smilin' Jack's Red Rum and Mojave Rattler Mezcal, all designed by the incomparable multiple Hugo award winning. Add-on one T-shirt for $20. See Add-Ons below for more information. Add-Ons are sometimes a tad tricky to wrap your head around. By removing the shipping to the pledge manager, hopefully it'll be a bit easier to figure out. Note ALL Add-Ons will be available for purchase later in the pledge manager survey following the Kickstarter.
It's easier for you and honestly easier for us, too. Kickstarter is just not built to handle 'Add-Ons' well; they're just a Games category tradition. But if you like reaching those stretch goals faster, here's how you can Add-On to your pledge. First, pledge for a reward level. Those Ultimate Fan Boxed Sets for the 20th Anniversary Edition of Deadlands Classic may go pretty quick! Snag it, then come back here.
Then tally up all the Add-Ons you want to include. Each item is listed above with an Add-On price at the end of the description, if it is available to Add-On. For example, If you want two more copies of the 20th Anniversary Deadlands Classic hardcover book for playing or giving to a friend, then add that $50 twice. You may want to write a reminder for later. Finally, add the total Add-Ons to your pledge level by clicking on the pledge level and adjusting your total. Both Good Intentions and the 20th Anniversary Edition of Deadlands Classic are already in final proofing. Your support helps us print the book and make the extras. This means delivery of the main PDFs about a month after funding and the physical products about 5 months later depending on the printer and shipping.
We deliver PDF materials through the Pinnacle website first and later through DriveThruRPG and RPGNow. Two Kickstarter Projects. One Pledge Manager. You will pay for shipping after the Kickstarters.
Go ahead and support both campaigns! Once we import the data into the pledge manager, your rewards will combine into one package so you only pay shipping once based on the weight and destination country. You can then Add-On any of the items from either campaign, and even throw in some stuff from our website! Shipping Estimates Please understand these are estimates in the truest sense of the word. Higher volume will reduce the overall shipping costs, and the weight of the final items may move the total higher or lower. One thing we will not skimp on is the packaging—we want these to arrive in perfect condition to your door. 5 x Deadlands Reloaded Player's Guide Ex.
($100 retail value). 2 x Deadlands Reloaded Marshal's Handbook Ex. ($40 retail value).
4 x Deadlands Reloaded: Good Intentions ($120 retail value). 1 x Deadlands Reloaded: The Flood ($37 retail value). 1 x Deadlands Reloaded: Stone and a Hard Place ($30 retail value). 1 x Deadlands Reloaded: The Last Sons ($50 retail value). 1 x Deadlands Weird West + Stone and a Hard Place Poster Map ($15 retail value). 1 x Deadlands City o' Gloom + Skullchucker Arena Poster Map ($15 retail value) You will receive these items before distribution release!
If you have any questions, email [email protected]. You may only choose this reward once, but doubling the pledge amount gives you twice the numbers listed here.
Deadlands Reloaded Marshal's Handbook Pdf
Some of you have asked for EVERYTHING we have for Deadlands Reloaded. It's a whopper of a list, and you get it ALL when you choose this reward level. AND, best of all, you pay nothing for shipping, as long as you live in the contiguous United States. (We'll work out a reduced rate if you live elsewhere).
About This Content Deadlands Reloaded: The Flood Savage Worlds Deadlands Mega-Adventure for Fantasy Grounds In ’68 the Great Quake shattered California from top to bottom, leaving a maze of windswept mesas and perilous sea channels brimming with precious ghost rock. The Rail Wars raged as Rail Barons fought to reach California’s riches first. Only one of them can lock up the Maze’s lucrative ghost rock trade, and first they have to go through Reverend Grimme and his fervent followers! The Flood gives you all you need to explore the Weird West Coast-a complete Plot Point campaign, details on the strange locales and famouse personages of the Maze, new Martial Arts Edges and weapons for kung fu masters, steam vessels, and a whole mess o’ Savage Tales to boot. Your seat’s reserved on the Lost Angels express, amigo. Next stop-the Great Maze!
(c) 2016 Pinnacle Entertainment Group. Deadlands, Smiling Jack, Savage Worlds, and all related marks and logos are trademarks of Pinnacle Entertainment Group. All Rights Reserved.
Savage Worlds Deadlands Reloaded Pdf
Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a trademark of Studio 2 Publishing, Inc. All Rights Reserved. The Savage Worlds Ruleset (Fantasy Grounds II Conversion) by SmiteWorks USA, LLC, (C) 2016, ALL RIGHTS RESERVED.
The Savage Worlds Ruleset format, programming code, and presentation is copyrighted by SmiteWorks USA, LLC and Pinnacle Entertainment Group. Redistribution by print or by file is strictly prohibited. Fantasy Grounds is a trademark of SmiteWorks USA LLC. (C) 2016 SmiteWorks USA LLC. ALL RIGHTS RESERVED. Visit the Fantasy Grounds website at for more product information.
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