Envy.pdf
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Envy
A Savage Worlds One Sheet™ By Dave Blewer & Kevin Anderson
for use with Deadlands™ or as a Western diversion
The posse are caught in the middle of a deadly case of sibling rivalry.
Use the Deadlands characters found on our Savage Website www.peginc.com or make your own.
was Bill’s agony before his death that he
drew manitous to his corpse like fl ies.
Sensing his bitterness, one manitou
raised the twin from the dead. Once Har-
rowed, Bill hunted down his murderers, one
by one, killed them and then raised them as
zombies. Then, he turned his attentions to
the one he
really
hated, his brother.
Harrowed Bill and his undead minions
have spent the last week spying on James
Sandhere and his family. They have pretty
much gone undiscovered, although a few
days ago the boy, Connor, spotted what he
thought was his dad creeping away into an
empty cave in the creek about a quarter of
a mile from the farmstead.
Bill decided to strike. His plan was to
have his gang set fi re to his brother’s house
driving the family out into the night. Then,
he’d prove who’s best. But James was over-
come by the smoke getting Connor out of
the house, and now the posse has showed
up. Looks like Bill’s plan is coming apart.
Persuasion roll. They can either fi ght their
way back through the fl ames (requiring an-
other Agility roll) or just throw themselves
through the bedroom window and escape
the fi re. Once they are back outside, they
fi nd Bill Sandhere’s “boys” waiting.
Flames in the night
One night, out on the plains, the hero on
watch spots a fi re several miles away. Some-
thing large, maybe a homestead, is alight.
Arriving on the scene, the posse fi nds
a family home well ablaze and is certainly
doomed. A woman’s screams come from
within. A man and a small boy lie uncon-
scious outside the burning building.
Shots from the dark
Bill saw the posse enter the burning
home and sent his zombies to deal with
them. He and the zombies open fi re on
the posse from the cover of darkness, giv-
ing those who target them a –2 penalty on
their attacks. The posse are backlit by the
fl ames, so do not enjoy any such cover.
If half his zombies are killed, Bill leaves
the remaining creatures to fi nish the fi ght
and retreats to the cave carrying Jim—still
unconscious. A successful Notice roll spots
that the two look very similar.
Once the fi ght is fi nished, the heroes
should take the time to ensure Connor
and his mother are safe and well after the
ordeal. They can learn the whereabouts of
the cave from Connor, who begs them to
rescue his dad. If they mention the similar-
ity between the man and his kidnapper,
a shocked Caroline relates the tale of her
husband and his brother. She too implores
the heroes to rescue James.
If they don’t ask Connor, or use Tracking
to follow Bill to the cave, they can hear the
captive’s screams as the jealous brother ex-
acts his bitter revenge. Upon reaching the
cave, a successful Staelth roll is required to
approach without being heard.
Bill is intent on hurting his brother, and
if the heroes don’t intervene, James will
surely die.
Sibling Rivalry
Bill Sandhere was only born minutes
after his brother James, but it might as
well have been years. Whatever Bill did, it
seemed that James had either already done
it or went on to do it much better. James
excelled with his schooling and proved
to be a much better rancher. Girls who
showed an interest in Bill soon fell for the
more charismatic James. Even their mother
played favorites.
Bill grew up resenting his brother and
vowed to show him up. Bill’s plan was to
become a big shot, then return to rub his
brother’s face in his success. Unfortunately
fate had other plans.
A year ago Bill was ambushed out on the
plains by a gang of desperadoes. The gang
tortured him to death, just for laughs. Such
Into The Fire
James Sandhere’s wife, Caroline, is
trapped in the bedroom. To rescue her, the
posse must brave the choking smoke, re-
quiring a Vigor roll. Failure means the hero
takes a level of Fatigue—suffering a –1 to
all rolls until they get
outside and spend ten
minutes recovering. In
addition, they have to
fi ght their way through
the burning building,
which requires a suc-
cessful Agility roll or
they take 2d8 damage.
Caroline Sandhere
has been trapped by
the fl ames, she is close
to being overcome by
the smoke. Her rescu-
ers must convince the
poor woman to follow
them out with either
an
tortured him to death, just for laughs. Such
takes a level of Fatigue—suffering a –1 to
Aftermath
James Sandhere, if he survives the night,
is shocked by what became of his brother.
He was aware of their rivalry, but didn’t re-
alize his twin’s hatred was strong enough
to bring him back from the dead—just an-
other family tragedy in the Weird West!
Intimidation
or
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.
WWW.PEGINC.COM
Walkin’ Dead (1 Per Posse member)
Attributes:
Agility d6, Smarts d4, Spirit d4, Strength d6,
Vigor d6
Skills:
Fighting d6, Intimidation d6, Notice d4, Shooting
d6, Throwing d6
Pace:
4;
Parry:
5;
Toughness:
7
Gear:
Colt Peacemaker (12/24/48, 2d6+1, Shots 6, AP 1)
Special Abilities:
•
Claws:
d6+d4.
•
Fearless:
Walkin’ dead are immune to Fear and
Intimidation.
•
Undead:
+2Toughness. +2 to recover from being Shaken.
Called shots do no extra damage. Arrows, bullets, and
other piercing attacks do half–damage.
•
Weakness (Head):
Shots to a walkin’ dead’s head are
+2 damage, and piercing attacks do normal damage.
Back with a vengeance!
Bill Sandhere
Attributes:
Agility d8, Smarts d6, Spirit d6,
Strength d8, Vigor d10
Skills:
Fighting d6, Intimidation d6, Notice d6, Shooting
d8, Stealth d8, Taunt d6
Charisma:
-4;
Pace:
6;
Parry:
5;
Toughness:
7
Hindrances:
Mean, Ugly (a horribly vivid scar bisects his
left eye), Vengeful
Edges:
Strong Willed
Gear:
Colt Peacemaker (12/24/48, 2d6+1, Shots 6, AP 1)
Special Abilities:
Claws:
d8+d6
Harrowed:
OUT NOW!
Only
a
headshot
permanently
kills
a
harrowed.
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 a One Sheet,
the Test Drive rules, 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.
James Sandhere
Attributes:
Agility d6, Smarts d6, Spirit d6, Strength d6,
Vigor d6
Skills:
Fighting d6, Knowledge (Ranching) d8, Notice d6,
Shooting d6
Charisma:
+0;
Pace:
6;
Parry:
4;
Toughness:
6
Edges:
Brawny
Gear:
None
Caroline Sandhere
Attributes:
Agility d6, Smarts d6, Spirit d6, Strength d6,
Vigor d6
Skills:
Fighting d4, Knowledge (Ranching) d8, Notice d6,
Shooting d4
Charisma:
+2;
Pace:
6;
Parry:
4;
Toughness:
5
Edges:
Attractive
Gear:
None
Connor Sandhere
Attributes:
Agility d6, Smarts d4, Spirit d6, Strength d4,
Vigor d6
Skills:
Fighting d4, Knowledge (Ranching) d4, Notice d6,
Shooting d4
Charisma:
+0;
Pace:
6;
Parry:
4;
Toughness:
5
Hindrances:
Young
Edges:
Alertness
Gear:
None
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