[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[DL] New Harrowed powers (spoilers)



S

P

O

I

L

E

R

S

Ok, there probably aren't any spoilers, but this is a
Marshal topic ... aka .. ideas for new Harrowed
powers.

Facade of Life (pretentious name, couldn't think of
any other):  Cannot be taken if harrowed has any
levels of degeneration (or whatever it's called, don't
have book in front of me).  This power allows a
Harrowed to mimic aspects of life.  Starting at level
1 the harrowed gets a +2 to any rolls trying to pass
for living.  He also gets the ability to consciously
imitate 1 body activity (heartbeat, blood flowing,
breathing, etc).  He will have to concentrate to
maintain it, and it takes about a minute before he can
successfully imitate a specific life function.  Each
additional level gives him an additional +2 to his
rolls for passing as living, and allows an additional
life function.  At level 3 it only takes a round to
activate life functions, and he does not need to
concentrate to maintain the functions.  At level 5 the
harrowed does not need to check, as he will pass for
living even under an intense medical physical.

Downside:  At level 3 the harrowed will begin to feel
more pain.  He can only ignore the first wound when
applying wound penalties.  At level 5 he loses the
harrowed ability to ignore wound penalties.

Dirty Secret: With this ability the harrowed can
imitate the sex act.  From level 3 on up it will be
possible for the Harrowed to procreate (this is
something the manitou WILL know even if the player
doesn't).  Although offspring are unlikely, any that
survive will ALWAYS be abominations chosen/designed by
the Marshal.

*****

Starting Coup:  Edge (1 - 5 pts)  Somehow in the
process of returning from the hunting grounds, or
while traveling the weird west before the adventure
begins the Harrowed has gained coup.  The marshal must
approve any coup the harrowed starts with and assigns
a value.

*****

Hindrance:  Memento (1-5):  This is an item greatly
valued in life which holds significance over the
harrowed in death.  Without the item the harrowed
takes non-healable wind damage until the item is
returned.  When the harrowed wind reaches 0 he becomes
a lifeless corpse until the item is returned, at which
point he heals wind normally.  Note he still will take
damage from normal otherwise and dies by a maim head
shot.  Talk with the Marshal for what would be an
acceptable item and wind loss amount.  For the
Marshals, consider how accessible the item is, can it
be hidden in a pocket?  Or can anyone just grab the
item?  How obvious is it that the item holds
significants for the harrowed?

Examples:  Level 1:  Boots - these were a prize gift. 
If removed the harrowed loses 1 wind a round.  Level
3:  Favorite Gun - If within the harrowed possession
he loses 1 wind a round.  Level 3 - Home he grew up in
- if he leaves the house he takes 1 wind an hour. 
Level 5 - home he grew up in - if he leaves the house
he takes 1 wind a round.

*****

Level 6 powers:  They've been mentioned before.  I've
seen the idea that Stone has all Harrowed abilities at
level 6 ... but what exactly would those harrowed
abilities be?  Here's an idea:  At level 6 the
harrowed achieves perfection in the power.  The only
way to get a power at level 6 is to make a deal with
his manitou.  One aspect of the deal will be that he
loses a permanent point of domain.  He cannot recover
this loss without spending a legend chip and making a
dominion check, but then he loses the level 6 ability.
 The other part of the deal is up to the Marshal, but
the player will know what it is before accepting the
level 6 power.  Examples will be: He has to kill a
specific important person, level a town, raise an
areas fear level by 2 points, sacrifice an extra
dominion point etc.  The manitou does not bargain and
cannot be tricked into getting less than what it asked
for.  Trying to undo the after effects of the deal
also will be considered a renig with the loss of the
level 6 ability (but the permanent domain remains
lost).  Note: Mostly these are for villains and not
meant for PCs.  Only the reckoner's favorite kids will
get these powers.  Be very careful about giving any
level 6 abilities to PCs.  

Examples of level 6 powers:

Ghost - Does not cost any wind to use the ghost
ability.

Infest - Body of insects.  The harrowed can transform
into a swarm of insects at a cost of 1 wind a round. 
He is unaffected by normal weapons, but is susceptible
to mass weapons (flame throwers, dynamite, etc.). 
Roll for body locations as normal, and a maim head
shot will still kill him.  He retains this damage when
he solidifies.

Hellfire - Body of fire.  The harrowed becomes immune
to the effects of fire (but not explosives), and can
immolate himself at will.  Anyone wrestling with the
harrowed takes 3d10 damage.  Note the harrowed still
has access to his other flame powers.

Fast as Death - No longer costs wind.

Sicken - Abominable virus.  The harrowed can store
diseases inside its body for 6 weeks now.  It also has
the ability to make new diseases by cross breeding the
viruses inside itself.  They may also store
abomination diseases and mix them in the same manner.

-Munch Wolf


__________________________________________________
Do You Yahoo!?
Get personalized email addresses from Yahoo! Mail
http://personal.mail.yahoo.com/