TEXT: Converted Rolls & Modifiers
  Here are the Savage Worlds equivalents for the 
  various rules and rolls found in the adventure.
  THE STORY SO FAR
  p. 35 Relic Powers and Taint: See below.
  CHAPTER THREE
  p. 46 Work out that Paul is lying: Notice   
   
   
  versus Paul’s Persuasion.
  CHAPTER FOUR
  p. 46 Viewing gruesome murder scene:   
   
   
  Guts versus Fear/Nausea (–2).
  p. 47 Examine the body’s wounds for
   
    
  clues: Notice, or Knowledge 
   
   
  (Medicine) (+2).
   
   
  Find the scrap of  fabric: Notice (–2).
   
   
  Find the letter in Paul’s Jacket 
   
   
  lining: Notice.
   
   
  Tracking the killer outside: Tracking.
  p. 48 Realize no limp on tracks: Score a 
   
   
  Raise on the above Tracking check.
  CHAPTER SEVEN
  p. 53 Recognize Ralphie: Smarts (–2).
  CHAPTER EIGHT
  p. 57 Pick the lock: Lockpicking.
   
   
  Upon viewing the contents of  the   
   
   
  carpet bags: Guts.
  CHAPTER TEN
  p. 58 First confrontation with the 
   
   
  animated heads: Guts.
  p. 59 Called shots to hit the scalpel or 
   
   
  sever the hand. See The Butcher’s 
   
   
  Weakness, below.
  EXTRAS
  For all extras not mentioned here, use the 
  Townsfolk stats in Deadlands Reloaded, and ad-
  just as you see fit. 
  For Extras’ gear, refer to the original adven-
  ture unless otherwise mentioned.
  p. 45 Suzy Winger: Use the Townsfolk  
   
   
   
  stats in Deadlands Reloaded, and add the   
   
   
  Very Attractive Edge.
  p. 45 Paul Goodwin: Use the Agent stats in  
   
   
  Deadlands Reloaded. Replace Intim-  
   
   
   
  idation with Persuasion, drop the  
   
   
   
  Agent Edge, and add the Snakeoil  
   
   
   
  Salesman Edge.
  WILD CARDS
  p. 36 Wyatt Earp: Use the stats in Deadlands  
   
   
  Reloaded.
  RASCALS & CRITTERS
  p. 37 Jake and Ralphie Simpkins: Use the   
   
   
  Outlaw stats in Deadlands Reloaded. Add  
   
   
  the Vengeful Hindrance.
  Walkin’ Head
  Attributes: Agility d8, Smarts d6, Spirit d4, 
  Strength d8, Vigor d8
  Skills: Climbing d8, Fighting d8, Intimidation 
  d6, Stealth d8
  Pace: 4; Parry: 6; Toughness: 8
  Special Abilities:
  • Bite/Claw: Str+d4.
  • Size –2: A walkin’ head isn’t much bigger   
   
  than a human skull.
  • Small: Due to its small size attackers
   subtract 2 from attempts to hit a walkin’   
   
  head.
  • Undead: Toughness +2; +2 to recover  
   
   
  from Shaken; no additional damage from   
   
  Called Shots (except to the head); immune   
   
  to disease and poison.
  • Weakness (Head): Called Shots to a  
   
   
  walkin’ head’s cranium are +2 damage, for a  
   
  total of +6.
  The Butcher: 
  Mansfield host (WC)
  Attributes: Agility d12, Smarts d10, Spirit d12, 
  Strength d12, Vigor d10
  Skills: Climbing d12, Fighting d12, Guts 
  d12, Knowledge (Surgery) d12, Notice d10, 
  Shooting d12, Stealth d12, Streetwise d10, 
  Swimming d12
  Pace: 10;  Parry: 8;  Toughness: 7
  Special Abilities:
  • Fear (–2): The Butcher’s yellow eyes, and   
   
  wide smile filled with sharp teeth, provoke   
   
  a Guts check (–2) from all who see them.
  • Fearless: The Butcher is immune to Fear   
   
  and Intimidation.
  • Immunity: The Butcher is harmed only by  
   
  edged weapons.
  INDEPENDENCE DAY
  A conversion of the Classic Dime Novel 
  for use with Deadlands: Reloaded™
  Just alter the original adventure as shown below and you’re ready to ride, Marshal! 
  Conversion notes by John Billings.
  Savage Worlds, Deadlands, One Sheets, Pinnacle Entertainment Group, Great White Games,  and all 
  related marks and logos are Copyright Great White Games. ©2010. All rights reserved.
  WWW.PEGINC.COM
  
  • Improved Frenzy: The Butcher makes two Fighting attacks 
   
  per round without suffering a multi-action penalty.
  • Scalpel: Str+d8.
  • Size +1: The Butcher stands a head taller than a man.
  • Wall Walker: Pace 6. The Butcher scales even sheer surfaces like  
   
  a loathsome spider.
  • Weakness (Scalpel): If the scalpel is somehow removed from 
   
  Morris’ hand—or his hand removed from his body—he  
   
  transforms back into human form.
  The Butcher’s Scalpel (Relic)
  The scalpel (Str+d8) is a cursed relic of terrible power. It trans-
  forms its wielder into a murderer capable of the most horrific 
  deeds.
  Powers: While transformed into the Butcher (which happens 
  only at night) the user has a Pace of 10 and rolls a d8 for Running. 
  He gains two steps to each of his Attribute dice, as well as 3 steps to 
  Fighting and Stealth. Plus, he can only be harmed by bladed weapons. 
  Additionally the user gains the Fear (–2), Fearless, Improved Frenzy, 
  Size (+1), and Wall Walker (Pace 6) Special Abilities.
  The scalpel can create and give orders to up to 10 sets of walkin’ 
  heads at a time. If the wielder loses the scalpel, the scalpel can con-
  trol them on its own.
  Taint: Each night the scalpel psychically compels its owner to 
  pick it up. To resist, the owner must roll Spirit opposed by the scal-
  pel’s Spirit d10. On a success the owner resists the pull. On a failure 
  he picks up the blade. Each time a target holds the blade’s bare han-
  dle at night, he gains all the powers of the scalpel and falls under the 
  scalpel’s control. If he wins, nothing happens.
  Each time the wielder loses the struggle with the scalpel, he’s at –1 
  for any future attempts to fend off the scalpel’s attempts at control, 
  up to a maximum penalty of –6.
  If the scalpel is picked up by a Harrowed, it struggles for control 
  with whoever is in control of the Harrowed’s body at the time: the 
  human mind or the manitou.
  The scalpel is dormant in 
  the daytime, but not power-
  less. Once picked up, it can-
  not be put down voluntarily or 
  disposed of without succeeding 
  on an opposed Spirit roll. When 
  night falls, it tries for dominance 
  again.
  If the scalpel is taken from 
  its owner, its power quickly fades 
  (for now). This isn’t as easy as it 
  might sound. The scalpel is small 
  and the Butcher is strong. Disarm 
  attempts work as usual. The scal-
  pel itself has a Toughness of 12—
  anything that snaps the scalpel’s 
  blade destroys it forever.
  Back with a vengeance!
  SUMMER 2010!
  Want to get started right 
  away? Well you can, pardner. 
  All you have to do is get 
  online and download some of 
  the sample characters we’ve 
  provided for you at:
  www.deadlands.com
  Want to check out the game 
  before you drop your dinero 
  on the book? No problem, 
  amigo. Check out the Test 
  Drive rules. With a One Sheet, 
  the Test Drive rules, and a 
  fist full o’ characters, you 
  can sample the flavor of the 
  Weird West. We think you’ll 
  gain a hankerin’ for it! 
  And keep checking back 
  for more One Sheets for our 
  Savage Worlds settings.
  
SOURCE: textdata/thevault/Deadlands [multi]/Deadlands Reloaded/Misc/DLR - Conversion 6 - Independance Day.pdf