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Arinsen Novice
Joined: 25 Sep 2008 Posts: 2
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Posted: Thu Sep 25, 2008 5:51 pm Post subject: [DLR] Deadlands Hell on Earth: Reloaded |
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Is this in the works? Is there a conversion doc for it? MY group really wants to play a future version of DL:R
Thanks in advance |
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beholdsa Novice
Joined: 13 Jul 2007 Posts: 34
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Posted: Fri Sep 26, 2008 9:45 am Post subject: |
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I hear that it's somewhere way off down the line, but is still being planned.
In the meantime, I was hoping to do a quick-and-dirty conversion some time ago, but that fell by the wayside. |
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Noshrok Grimskull Legendary

Joined: 07 Nov 2004 Posts: 3820 Location: I'm out of my mind, but I'll be back later
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Posted: Fri Sep 26, 2008 9:52 am Post subject: |
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It is in the works, but it won't come out anytime soon.
If there is a conversion out there, I can't find it. _________________ "If you think I'm crazy, you should see the people I'm locked up with." - Steamdriven
"This is my timey-wimey detector. Goes 'ding' when there's stuff." - The Doctor (Doctor Who) |
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C.A.Pryde Seasoned

Joined: 10 Jul 2005 Posts: 452 Location: Houston, TX
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Posted: Fri Sep 26, 2008 11:32 am Post subject: |
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| It's really not that hard to convert. The Sci-Fi Gear toolkit is helpful. I've been doing a Reloaded game with a HoE element and haven't had too many problems. |
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Judge Holden Seasoned

Joined: 16 Jul 2003 Posts: 366
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Posted: Fri Sep 26, 2008 3:06 pm Post subject: |
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I heard that they sent Shane back in time through the Devil's Mountain portal and he won't emerge until he has killed off his past self and written the perfect Savage Worlds rule set. _________________ I once shot a man just to watch him die... but then I got distracted and missed it.
- Dave Foley |
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R2Q2 Novice
Joined: 28 Sep 2008 Posts: 51
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Posted: Fri Oct 03, 2008 11:06 am Post subject: |
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I converted Lost Colony to Savage Worlds. Or at least I am doing it. The important things are all done and we play it since 3 or 4 months yet. Now I am only doing the details.
Most of the spells available in HOE should be covert by Deadlands reloaded. Each should start with 20 Power Points.
Templar uses Super Powers
Doomsayer uses Miracles
Syker uses Psionics (this is the only one that makes me a headache, yeah mutes, too. But I will solve this problem in the next 100 years or so)
Junker uses the Mad Scientist rules presented now in DLR
Martial Artist the same above
Toxic Shaman should work relative the same way like Indian magic
For Scrappers I’ve done the following:
Each Scrapper has 20 Power Points. Cyberware uses Power Points
Cyberware works like edges or spells; this gives the option of overloads. (Same works for cyborg stuff). Next I am using the Sanity Rules from Tour of Darkness. And like Rippers the heroes Sanity can’t drop below 0 as long as he has no cyberware installed. This also allows me to use the Rippers easily in LC, and I love the Sanity rules.
Next I limited the stuff that can be installed by the character’s toughness. Cyborgs get a bonus.
Well this was it, less or more. I hope it helped a less
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highpriestrsw2 Novice

Joined: 03 Oct 2008 Posts: 18 Location: Jackson, MI
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