TEXT: © 2015 Pinnacle Entertainment Group. Savage Worlds, Deadlands, and 
  all related original characters, marks and logos are trademarks of Pinnacle 
  Entertainment Group. All rights reserved.
  THE STORY SO FAR
  The Denver-Pacific trainyards at Elko, Nevada are 
  legendary in the Tombstone Epitaph for their “unclaimed 
  freight”—misrouted parcels that ended up lost in the 
  vast, dusty warehouses. The legends are true. One of 
  those parcels—containing four specimens of a new 
  type of nosferatu—was originally destined for Baron 
  LaCroix. The Agency’s been looking for it ever since...
  THE SETUP
  Run this tale of horror when the characters are 
  traveling by train through Nevada. Without warning 
  a loud BANG! sounds from up ahead of the heroes’ 
  passenger car. The steam engine has blown several 
  gaskets in spectacular fashion, killing the engineer, 
  coalman, and brakeman instantly.
  The nearest settlement is the Elko trainyards, about 
  five miles away. The posse and the train’s other 
  passengers are stranded in the burning Nevada desert.
  DwinDling OptiOns
  The engine can’t be fixed. Success on a Repair roll 
  at –4, or use of an appropriate power or Edge, gets 
  the train running long enough to limp into Elko. After 
  that point it does not function without major repairs.
  Otherwise the passengers have to walk, which 
  takes about two hours and isn’t easy in the 100-degree 
  heat. Apply the rules for Heat (see Savage Worlds); 
  characters need to make a single Vigor roll for the trek.
  The train’s other passengers aren’t happy about 
  walking or being stranded, but they follow the posse’s 
  lead with a minimum of complaints. The secret US 
  Agent among them keeps a low profile...for now.
  • Conductor J.P. Halstead: Use the Union Blue 
  Rail Warrior profile in the Deadlands Marshal’s 
  Handbook. He’s armed with a Gatling shotgun 
  (Range 12/24/48, Damage 1–3d6, RoF 2). In fact, 
  “Halstead” is Jacques Poilot, a secret agent of 
  Bayou Vermilion who’s also looking for the lost 
  cargo—and sabotaged the locomotive!
  • Passengers (11): Use the Townsfolk profile in the 
  Deadlands Marshal’s Handbook, adding individual 
  characters as desired.
   Agent Clarence MacDonald: See opposite page. If  
       asked, he says his name is “Dan Worthington.”
  EYES LIKE EMBERS
  A Savage Worlds One Sheet™ by Matthew Cutter
  for use with Deadlands: The Weird West
  Wherein a train’s passengers are stranded in Elko, Nevada...and soon discover a fearsome threat!
  ElkO, nEvaDa
  Fear Level: 2
  Elko used to be the eastern terminus of the Central-
  Pacific railroad. When the Great Quake put that 
  company out of business, Denver-Pacific built a spur to 
  Elko. These days it’s a nearly forgotten place, used as 
  a mining freight and supply center by Denver-Pacific 
  and Empire Rails. The only permanent residents are 
  rail workers—with a population of 42.
  There’s not much to Elko besides sprawling 
  railyards, and dozens of warehouses lined up in 
  the sweltering heat. Five buildings are dedicated to 
  housing many more workers than live here now. They 
  contain barracks, mess hall, privies, and so forth.
  Though Elko’s warehouses contain hundreds of 
  pounds of ghost rock and various mining supplies 
  at any one time, they aren’t even guarded. It’s hard 
  enough to get to Elko, much less get back out with 
  enough fundaments to make any difference.
  
  STRANDED!
  If train conductor (and Bayou Vermilion spy) J.P. 
  Halstead is with the group when they reach Elko, he 
  explains the situation to the workers on site. If not, 
  simple success on a Persuasion test convinces the 
  Denver-Pacific personnel of the posse’s sincerity.
  Denver-Pacific engineers offer the passengers  food, 
  water, and lodging in an uninhabited barracks. It’s a 
  no-frills situation. They are stranded in Elko for seven 
  days until the next train comes through.
  UnclaimED FrEight
  With a Common Knowledge roll, one of the 
  hombres remembers reading about Elko’s mysterious 
  warehouses in the Epitaph. Or perhaps a passenger 
  mentions Elko’s fabled “unclaimed freight.”
  Excited murmurs run through the passengers, and 
  some decide to spend their seven days rooting around 
  for riches. Denver-Pacific workers quickly dispel that 
  notion, insisting that Elko’s warehouses are off-limits.
  The posse’s welcome to spend the time as they wish. 
  But there’s no hotel or saloon in town, so entertainment 
  is a rare commodity.
  FatEFUl DiscOvEry
  That night four passengers ignore the workers’ 
  warnings and sneak out to explore warehouses. After 
  a few hours, they find a large crate hidden in a dark 
  corner. They bust it open, not noticing the addresee 
  under a thick layer of dust: Baron Simone LaCroix.
  Out burst four hungry nosferatu. They pounce on 
  the hapless passengers and quickly overpower them.
  In 1d6 hours, the fiends double their numbers when 
  the dead passengers rise.
  Worse, these aren’t your garden-variety “nose 
  ferrets.” Created by a foul arcane ritual, their hearts 
  are removed—and stored elsewhere for safety—and 
  replaced with a burning ember of ghost rock. The 
  resulting “ghostferatu” have burning orange eyes, and 
  are far more persistent than their counterparts.
  • Ghostferatu (4): Use the Nosferatu stats in the 
  Deadlands Marshal’s Handbook, but add Low Light 
  Vision and Weakness (Garlic). Even if they are 
  killed, ghostferatu rise each night until their hearts 
  are destroyed. Their Infection ability causes victims 
  to rise as typical nosferatu.
  • Nosferatu (4): See the Deadlands Marshal’s 
  Handbook.
  BLOODSUCKING FREAKS
  On the second night and each night thereafter, the 
  ghostferatu and their spawn range out in pairs. If 
  they’re not stopped, they keep infecting passengers 
  and workers until the posse faces a veritable mob.
  That’s where Agent MacDonald steps in. He knows 
  ghostferatu can be hurt by a weapon smeared with 
  a clove’s worth of garlic—and he has some to spare. 
  MacDonald also knows that unless they destroy the 
  ghostferatu hearts, the fiends can’t truly be stopped. 
  J.P. Halstead does whatever he can to subtly hinder 
  the posse’s efforts. His goal is to escape Elko with the 
  cannister containing the ghostferatu hearts.
  cEllar DwEllErs
  The vampires hide in a warehouse cellar during the 
  day. Success on a Tracking roll at –4 leads searchers 
  to the correct building. Inside, a Notice roll (–2) finds 
  a trapdoor to the cellar. In the corner sits a riveted 
  copper cylinder about two feet tall: It contains the four 
  ghostferatu hearts, which are destroyed if exposed 
  to sunlight. There is no direct sun in this part of the 
  warehouse, or in the nosferatu’s bolthole.
   agEnt clarEncE macDOnalD
  Clarence MacDonald got his start in Gomorra, 
  California Territory, where he infiltrated most of the 
  town’s factions without revealing his true identity. 
  When his cover was finally blown, Agent Hattie 
  Lawton helped him fake his own death. Now he ranges 
  across the Weird West, undertaking missions in the 
  Union and the CSA as his superiors request.
  Attributes: Agility d12, Smarts d8, Spirit d6, Strength 
  d6, Vigor d6
  Skills: Climbing d6, Fighting d12, Guts d4, Healing 
  d4, Investigation d6, Knowledge: Law d4, Knowledge 
  (Occult) d6, Lockpicking d6, Notice d4, Persuasion d4, 
  Shooting d12, Stealth d10, Streetwise d4, Tracking d4
  Cha: 0; Grit: 5; Pace: 6; Parry: 8; Toughness: 8 (2) 
  Hindrances: Vow (Serve the Agency), Cautious, 
  Vengeful (Minor)
  Edges: Agent, Alertness, Brawny, Martial Arts, Quick 
  Draw, Thief
  Gear: Agency papers (sewn into a secret flap in 
  wallet), LeMat Undertaker (Range 12/24/48, Damage 
  2d6, RoF 1, AP 1), Gatling pistol (Range 12/24/48, 
  Damage 2d6+1, RoF 2, AP 1), garrote, Bowie knife 
  (Str+d4+1, AP 1), lockpicks, black duster (Armor 
  +2, torso), Fugitives from Justice in the Confederacy 
  (including Chapter 13), reporter credentials, fancy 
  clothes, pencil, notepad, $124.80.
  Steamer Trunk (stored in the train’s baggage car): 
  Gatling rifle (Range 24/48/96, Damage 2d8, RoF 2, 
  AP 2), 2x ground stakes (hollow railroad spikes with 
  a hidden compartment), silver ingot (stamped with 
  Sweetrock logo), 10x garlic cloves, Epitaph camera and 
  12 photographic plates, Texas Ranger badge, bible, 
  shovel, 50 ft. rope, wood saw.
  “Clarence MacDonald” created by Benjamin Eisen.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Deadlands Reloaded/Deadlands Reloaded - One Sheet - Eyes Like Embers.pdf