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House Call
A Savage Worlds One Sheet™ By Dave Blewer
for use with Deadlands™ or as a Western diversion
The posse arrives in a town that has recently lost its sheriff. What follows is a night of fear and horror.
Use the Deadlands characters found on our Savage Website www.peginc.com or make your own.
Minutes after they entered, the fright-
ened townsfolk heard shots and shouting.
The front door fl ew open and Eli fell across
the threshold. Before he could get to his
feet something dragged him screaming
back into the darkness.
The good townsfolk of Purity have been
completely paralyzed with fear all day and
beg the posse to investigate.They can come
up with a total of $86, if the posse are mer-
cenary enough to demand payment!
Doctor, Doctor
Just before nightfall, the posse rides into
the town of Purity. The heroes’ arrival cre-
ates great excitement and they are soon
surrounded by a crowd of townsfolk. The
fear is palpable, and eventually a portly Ital-
ian shopkeeper, quiets his neighbors, and
explains the situation.
Purity’s doctor, Dr. Cecil Sawyer, is an
elderly, private fellow who lives on the out-
skirts of town in a large rambling house. He
is a distant man who, though good at his
trade, never mixes with anyone in town.The
packages delivered to his home from Hell-
stromme Industries and Smith and Robards,
and the strange lights seen in his house at
all times of the night, led to rumors that he
was one of those ill-fated “mad” scientists.
However, he never does anyone in town
any harm, so is left to his own devices.
Last night, the whole town was awak-
ened by a hellish rage-fi lled scream coming
from the doctor’s home. An anxious crowd
gathered before his house while Sheriff
McLean and his deputies Dunk Burrell and
Eli Alton investigated.
The Old House on the Hill
The posse enters the house just as the
sun sets, throwing the house into shadow,
(Dim lighting: –1 to combat and Notice
rolls, +1 to Stealth rolls).
The fi rst fl oor is patrolled by the animat-
ed hands, which use hit and run tactics on
the posse, attacking with bits of furniture
and cutlery. Maxwell waits in the cellar.
Sawyer’s possessions have been smashed
to tinder wood by Maxwell in his berserk
rage. The important clues are:
1. Entrance Hall: The entrance hall is
splashed with blood. A successful Tracking
roll (–2 including the darkness penalty),
reveals that somebody was dragged across
the fl oor—their fi ngernails scored the fl oor-
boards—toward the doctor’s bedroom.
2. Bedroom: This bedroom is the only
room in the house that hasn’t been de-
stroyed. Finding the secret door requires
a successful Notice roll (–2 including the
darkness penalty).
What’s Going On?
Dr. Sawyer was fascinated with death and
what effect it had on the human body. His
reasons were benign—he sought to pro-
long life—but his methods were insane.
Sawyer had managed to return a sem-
blance of life to dead fl esh, but not the
sort which could be viewed by women-
folk without provoking fainting fi ts. Sawyer
had constructed 5 “assistants” (4 animated
hands and Maxwell—a patchwork quilt of
cadaver parts), and was confi dent that with
their help he would soon crack the secret
of genuinely returning the dead to life.
Last night, sadly,
time caught up with
the deluded doc-
tor and he died of
a heart attack. Poor
Maxwell’s anguished
screams awoke the
town.
Without Sawyer
to control them, his
creations ran amok.
When the sheriff and
his deputies entered
the house, the un-
dead abominations
did what they were
designed for. They
quickly overpow-
ered the lawmen
and tried, vainly, to
use their body parts
to revive Sawyer.
The Basement
A grisly sight awaits the heroes in the
basement. Dr. Sawyer’s corpse is spread-
eagled on the fl oor, his chest has been
cut open and his heart has been removed.
Around him are the mutilated bodies of the
Sheriff and his deputies. Bloodstained sur-
gical equipment is scattered everywhere.
Above the carnage stands Maxwell, a
patchwork man, sewn together from differ-
ent corpses and animated by a hellish mix-
ture of science and magic. Maxwell attacks
the heroes without warning, attempting to
batter them to death and use their organs
to revive his “father.”
Aftermath
The townsfolk are shaken by the evil
that dwelt in their midst. After a quick de-
bate they ask the posse to stay on as the
town’s peacekeepers. Whatever the heroes
decide, they’ll always be welcome in Purity.
Savage Worlds, Deadlands, One Sheets, Pinnacle Entertainment Group, Great White Games,
and all related marks and logos are Copyright Great White Games. ©2006. All rights reserved.
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The animated hands are different, lesser versions of
the Animate Hand from the Deadlands: Reloaded book.
These brutal body parts, usually acquired by robbing the
graves of criminals, retain their former owner’s cruel
streak and possess deadly cunning.
Animated Hands (4)
Attributes: Agility d10, Smarts d10, Spirit d10, Strength d8,
Vigor d8
Skills: Climbing d6, Fighting d8, Notice d6, Stealth d6,
Pace: 6; Parry: 6; Toughness: 6
Special Abilities:
• Fear: Anyone viewing an animated hand must make a Guts
roll.
• Fearless: Animated hands are immune to Fear and
Intimidation.
• Size 2: The hand is... well... a hand.
• Small: Anyone attacking an animated hand suffers a –2 to
their attack rolls.
• Strangulation: When an animated hand scores a raise
on a Fighting roll, it latches onto the neck of its victim. It
immediately forces the victim to make a Vigor roll or suffer
a level of Fatigue from suffocation. Every round thereafter,
the victim must make another such roll, each roll gaining
a cumulative –1 modifi er. The victim may tear the hand
away with an opposed Strength roll. Once removed the
victim regains 1 Fatigue level per round.
• Undead: +2 Toughness. +2 to recover from being Shaken.
Called shots do no extra damage. Arrows, bullets, and other
piercing attacks do half-damage.
Maxwell
Attributes: Agility d8, Smarts d4, Spirit d6, Strength
d10, Vigor d8
Skills: Climbing d6, Fighting d8, Knowledge (Anatomy) d4,
Notice d6, Stealth d8
Pace: 6; Parry: 6; Toughness: 8
Special Abilities:
• Fists: d10+d6.
• Fear (–1): Maxwell is a grotesque creature and forces any
who see him to make a Guts roll (–1).
• Fearless: Maxwell is immune to Fear and Intimidation.
• Hardy: A second Shaken result does not cause a wound
on Maxwell.
• Immunity: The only way to kill this abomination is to
destroy the head, though it can still be Shaken.
• Patchwork Parts: Maxwell is built of a number of dead
humans, and each part can operate independently of the
others. When he would normally be Incapacitated, instead
roll on the Injury Table and apply the appropriate penalty.
If a hero made a called shot to Maxwell’s limb, don’t roll
on the Injury Table; instead, that limb simply ceases to
function.
• Undead: +2 Toughness. +2 to recover from being Shaken.
No additional damage from called shots. Arrows, bullets
and other piercing attacks do half damage. Immune to
disease and poison.
• Weakness (Head): Attacks that target Maxwell’s head
infl ict normal damage. If the head takes a single wound,
Maxwell is put down.
The Sawyer House
W ant 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
W ant to check out the game
before you drop your dinero
on the book? No problem,
amigo. Check out the Test
Drive rules. With the Test
Drive rules, a One Sheet and
a fist full o’ characters, you
can get a flavor of the Weird
West. We think you’ll get a
taste for it!
A nd keep checking back
for more One Sheets for our
Savage Worlds settings.
1
2
The Basement
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