"Gather your posse — the West just got weird."
Deadlands: The Weird West is Pinnacle's horror-western built on Savage Worlds Adventure Edition. In an alternate 1884, a posse of gunslingers, mad-science hucksters, and blessed preachers face monsters born of fear. Characters roll trait dice from d4 to d12 alongside an exploding Wild Die, draw playing cards for initiative, and spend Bennies — the classic Fate Chips — to cheat death. First published in 1996, it returns rewritten and streamlined for fast, cinematic Weird West action.
An alternate 1884 frontier where an event called the Reckoning raised the dead, turned magic real, and let ancient Reckoners feed on terror. A posse explores ghost-rock boomtowns, haunted rail lines, and dusty graves, hunting the horrors that hide behind the Weird West's tall tales.
Trait Dice & Wild Die
Each trait is a die from d4 to d12. Wild Cards roll it beside a d6 Wild Die and keep the higher; both explode, rolling again whenever they land on a maximum result.
Card-Draw Initiative
Every combatant draws from a poker deck each round. The high card acts first, and a drawn Joker grants a bonus plus the freedom to act whenever you choose.
Bennies & Fate Chips
Bennies, the classic Deadlands Fate Chips, are metagame currency. Spend them to reroll, soak Wounds, or resist fear as the Weird West keeps trying to kill you.
The Weird West
A horror overlay on the frontier: the Reckoning raised the dead, hucksters bargain with demons for their magic, and terror feeds the Reckoners scheming behind the veil.
Open in Session Zero to let every player vote and see the results.
