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Re: [DL] New Harrowed powers (spoilers)



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> 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.

I like this one, though the Harrowed can breathe if they want.  Otherwise,
they wouldn't be able to talk!  How about this table for level progession:
1     natural hair growth (back to the normal 1/2" per month)
2     homeostasis (body remains warm)
3     heartbeat
4     sexual function (though a man's "love juice" causes disease if a Fair
(5) Vigor roll on the part of the woman is failed)
5     blood appears to be normal (instead of the thick, blackish stuff they
normally have) and the TN for Level 4's Vigor roll drops to Foolproof (3)

> 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.

This sounds good.

> 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.

I'm thinking you should only allow this one if the Harrowed is a VOTWW.  I'm
also thinking it should cost double to buy this Edge.  Ater all, generally
things that are strong enough to give coup don't give something like +2 to
all Swimmin' rolls, which would be appropriate for Level 1, but beyond that
sort of thing you get out of what could reasonably cost only a single point.
I'd maybe even make it start at 3.

> 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?

I don't know, man, this one's a little harsh.  In the boots example you gave
I'd say perhaps 1 Wind per hour instead of per round.  Would you be able to
get the Wind back with Fate Chips?

> Level 6 powers:  They've been mentioned before.  I've

Well, while it would seem kind of interesting to see "Greater Rewards" for
Harrowed powers, I think it would make them much more powerful.  I mean, if
the posse's stupid enough to let someone talk very creepily about one of
them for a minute, a Harrowed can drop someone with Eulogy.  They can become
insubstantial.  Couple Ghost with Fast as Death and the ability of Fate
Chips to regain Wind and you've got a very fast escape mechanism, or perhaps
instead of Fast as Death you could use a high-level Hell Wind and ride the
whirlwind.  Imagine kicking these things up a notch.  Even for villains I
really don't think it's a terribly good idea.  Interesting yes, but
unbalancing.  It could make things grossly unfair for the PCs.  I figure if
a Marshal wants to make his Harrowed more powerful, just call them
demi-abominations and have that be it.

Nick Zachariasen
Editor Emeritus
Trojan Times