TEXT: Converted Rolls & Modifiers
  Here are the Savage Worlds equivalents for the 
  various rules and rolls found in the adventure.
  Chapter Three
  p. 63 Get access to the compound:   
   
   
  Persuasion versus DuChamp’s Smarts.
   
    
  DuChamp’s warning: Test of Wills:  
   
   
  Intimidation.
  p. 64 Notice Christopher’s familiarity with   
   
  Lady Cynthia: Notice (–2).
  p. 65 Notice lack of Christian symbolism:   
   
  Common Knowledge.
  p. 66 Investigate compound grounds during   
   
  evening service: Stealth. 
   
  Enter a building during evening  
   
  service: Stealth (–1), optional   
   
   
  Lockpicking.
   
   
  Eavesdrop on the service: Stealth (–1).
  p. 67 Investigate compound at any other  
   
   
   
  time: Stealth (–1).
   
   
  Enter a building at any other time:  
   
   
   
  Stealth (–2), optional Lockpicking.
   
   
  Enter the house of Lady Cynthia:  
   
   
   
  Stealth (–4).
  Chapter Four
  p. 68 Poison resistance: Vigor (–2).
  Chapter Five
  p. 69 Horse Ridin’: use Riding.
   
   
  Teamster: use Driving.
   
   
  Break lock on cellar: Strength.
   
   
  Reaction to the stench: Guts roll versus  
   
   
  Fear/Nausea.
   
   
  Guts check for seeing dogs: Guts for   
   
   
  their Fear.
  Chapter Six
  p. 70 Tracking the cultists through the snow:  
   
   
  use Tracking (+2).
  p. 71 Ambush: Use Surprise rules from  
   
   
   
  Savage Worlds.
  p. 73 Cultists breaking free of control:  
   
   
   
  Surviving, Incapacitated cultists are no   
   
   
  longer loyal to Lady Carstairs.
   
   
  See Church Caravan on the horizon:   
   
   
  Notice.
   
   
  Recognise sound of avalanche: Notice   
   
   
  (failure gives direction of sound).
   
   
  Climb avalanche with full climbing  
   
   
   
  Gear: Single roll, Climbing (+2).
   
   
  Climb avalanche with rope: Single roll,   
   
   
  Climbing.
  p. 74 Climb avalanche with no equipment:   
   
   
  Single roll, Climbing (–2).
   
   
  Falling damage: use rules from Savage   
   
   
  Worlds, assume one foot of snow.
  Chapter Seven
  p. 77 Tale tellin’: Use rules from Deadlands   
   
   
  Reloaded.
  EXTRAS
  For all Extras not mentioned here, use the 
  Townsfolk stats in Deadlands Reloaded, and ad-
  just as you feel appropriate. 
  For gear, refer to the original adventure un-
  less noted below.
  p. 51 Sheriff  Leland Turner: Use the  
   
   
   
  Soldier stats in Deadlands Reloaded.  
   
   
   
  Ignore the Soldier Edge. Add Stealth   
   
   
  d6 and Intimidation d6.
  Wild Cards
  p. 50 Reverend Owlsley: Use the Blessed   
   
   
  stats in Deadlands Reloaded. Add the  
   
   
   
  Strong Willed and Tale Teller Edges,   
   
   
  and Tracking d6.
  Rascals & Critters
  p. 48 Edgar Duchamp: Use the Veteran  
   
   
   
  Gunman stats in Deadlands Reloaded.  
   
   
   
  Increase Vigor to d12 and Toughness   
   
   
  to 8. Add Intimidation d6 and the  
   
   
   
  Tough as Nails Edge.
  p. 50 Christopher Backlund: Use the  
   
   
   
  Cultist stats in Deadlands Reloaded. Add   
   
   
  the Vow Hindrance (Eternal love for   
   
   
  Cynthia).
  p. 67 Carstair’s followers: Use the Cultist   
   
   
  stats in Deadlands Reloaded.
  p. 69 Undead Dogs: Use the Coyote stats   
   
   
  in Deadlands Reloaded. Add the Undead   
   
   
  Monstrous Ability from Savage Worlds,   
   
   
  Fear, and Weakness (Head).
  PERDITION’S DAUGHTER
  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
  
  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.
  Lady Cynthia Carstairs
  Attributes: Agility d10, Smarts d10, Spirit d10, Strength d6, Vigor 
  d12
  Skills: Fighting d10, Notice d10, Intimidation d10, Persuasion d10, 
  Spellcasting d10
  Charisma: +2; Grit: 2; Pace: 6; Parry: 7; Toughness: 8
  Hindrances: Bloodthirsty (Major)
  Edges: Arcane Background (Black Magic), Attractive, Charismatic, 
  Tough as Nails
  Gear: Ancient Greek Dagger (Str+d4, inflicting an extra +2 
  damage for Lady Cynthia only).
  Special Abilities:
   • Black Magic: Bolt (Fire), boost/lower trait, fly, vision   
   
    quest (Reading entrails). Power Points: 20
   • Invulnerability: Until her Soulflame is extinguished,  
   
    Cynthia can be Shaken by attacks but suffers no wounds.
   • Sacrifice: Cynthia regains 2d6 Power Points, and removes   
    one level of Fatigue, each time any number of her   
   
    followers perish during the Unholy Ritual of Life (or at  
   
    her normal rate at any other time).
   • Weakness (Soulflame): If her Soulflame is snuffed, Lady   
    Carstairs becomes vulnerable to all attacks.
  Back with a vengeance!
  SUMMER 2010!
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Deadlands Reloaded/Misc/DLR - Conversion 3 - Perdition's Daughter.pdf