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==The Demon Within & Other Downsides== Of course, being a harrowed isn't all moonshine and grave-flowers. There's a number of little inconveniences to being a dead (wo)man walking. For starters, a harrowed always sports a death wound, a permanent reminder of whatever it was that killed you. Nice Marshals will let this just heal into a really nasty looking scar. Mean-ones will say it literally never changes from how it looked when you died - which is rather inconvenient if you were stabbed in the heart or had your guts raked open by a pissed off grizzly. Secondly, even the freshest harrowed has a graveyard stink to 'em. Anyone in physical proximity to a harrowed that passes a Moderate (5) Cognition roll can sniff out that they have a funk that just ain't right. Fortunately, drinking at least of quart of alcohol will "pickle" the harrowed, boosting the difficulty to Incredible (11) for the next 24 hours or so, but causing them to smell of liquor. Thirdly, animals don't like the walking dead, imposing a -2 penalty to a harrowed's horse ridin', animal wranglin' and teamster skill checks. Then we get to the bigger inconveniences. For a start, harrowed need to eat meat in order to fuel their regeneration; no eatin', no healin'. They can't starve to death, but not chowing down regularly is a risky business in the Weird West. Likewise, they need to sleep - not for long, just 1d6 hours per night, so their manitou can take care of all the little maintenance they need to do in order to keep the harrowed up and running. They can resist the urge to sleep, which takes the form of an opposed Spirit check against their manitou every hour once the manitou decrees it's time for bed. However, staying up too long is bad for a harrowed; every 24 hour period without any downtime costs a Harrowed 1d4 Wind, which only regenerates by taking a nap - 1 Wind per hour sleeping - but if they hit 0 Wind, then they drop like a stone on the spot. In fairness, the manitou do keep their own eye on things, allowing for a Cognition roll with a +2 modifier (+4 for Light Sleepers) to oppose anyone trying to Sneak up on the sleeping dead. Finally, we reach the reason why a harrowed doesn't like to sleep: Dominion. Both the harrowed and the manitou want control over the body, and neither wants to share. So, when a harrowed sleeps, its manitou tries to break its spirit with horrible nightmares in an attempt to claim control over the body. Mechanically, this is handled as the harrowed making a Spirit roll (adding their Grit) and the manitou doing the same (only without the grit bonus). The winner of the roll gains a point of Dominion - in the case of a tie, the harrowed character gets the point. A harrowed's Dominion point total equals their Spirit die type - so if you make Spirit checks on a D6, you have 6 Dominion points total - and you gotta make one of these opposed Spirit checks for '''each''' point of Dominion until all of them have been rolled for. Whoever wins the majority of these battles (as always, ties go to the harrowed) takes (or retains) control of the body. Dominion checks are made as above when a character first rises from the grave. Subsequent Dominion checks (which are made whenever the harrowed sleeps and also at the start of each game session) work in the same way, but for one key difference: both the harrowed and the manitou add their current Dominion point score from before the check was made as a bonus to their Spirit roll. If one side has all of the Dominion points and the other doesn't, then they have Total Dominion. For the harrowed, that's just a big advantage on their Dominion checks. If the manitou has Total Dominion, then the character is an NPC in the Marshal's hands until they deem it necessary, or certain situations (character-important NPC is in danger, exposed to certain relics or magical procedures, etc) allow the harrowed to make a new Dominion check. A harrowed character created through the Mysterious Past rule has either Total Dominion (Red Joker) or only a 1 point advantage on their starting Dominion (Black Joker). There's also the Possession rule. Basically, the Marshal can pay a Fate chip to allow the manitou to try and take over for a short time, which is handled as the manitou making a Spirit check against a TN of Fair (5) + 1 per Dominion point that the harrowed has. This doesn't erode the harrowed's Dominion, but if they pass the check, then they have control over the harrowed for 1 minute, 10 minutes or an hour depending on if the Marshal spent a White, Blue or Red poker chip. The Marshal can do this at any time they please, although they're encouraged to only do so when it's appropriate. They can keep spending Fate chips to extend the manitou's control, or end it early as they see fit. ===Skull-Buddies=== The power level of a harrowed's manitou varies widely between individuals. So, when a character becomes harrowed, the Marshal draw a card to see just how potent it is. On a 3-8, the manitou's Spirit is equal to its hosts. On a 9, 10 or Jack, the manitou's Spirit is the same die type, but +1 Trait Level (so, if your character's Spirit is 4d6, then the manitou's is 5d6). A Queen, King or Ace, and you're in big trouble; +1 die type '''and''' +2 trait levels (so if you're 4d6, then the manitou is 6d8). But it could be worse; a 2 gets you a Legion and a Joker gets you a Greater Manitou. ''Legions'' are swarming groups of lesser manitou, too weak to animate a manitou on their own, but strengthened by their numbers. When making Spirit checks, a Legion's Spirit is determined randomly, representing that different manitous are taking the lead at different points. Biggest drawback is that whilst normal manitou will exercise their control subtly, Legions are batshit insane and will make an open and outright menace of themselves. ''Greater Manitous'' are some of the biggest, baddest nasties in the Hunting Grounds. Not only do they have spirits of 3d12+4, but they have their own personal goals they're out to accomplish, and can subtly nudge their host and/or fate along even when dormant. This is basically a free plot hook for the Marshal. ===Harrowed Hindrances=== The Book o' the Dead came up with the following special Hindrances unique to Harrowed characters: ''Angst'' causes the harrowed to be overwhelmed by depression at their unholy condition. This manifests as a penalty to all dice rolls equal to their level in Angst, which only lessens if they spend Fate Chips during the course of the adventure - and the penalty will be right back to normal in the next session. ''Aura o' Death'' means the harrowed is much creeper than is usual, imposing a penalty to all Mien checks equal to its level (barring Overawe, which treats the penalty as a bonus instead). ''Degeneration'' means this harrowed's manitou is less scrupulous with the upkeep than normal. Maybe they came back especially late, maybe they just aren't able to hold the rot in check. This makes them increasingly monstrous to look at; at level 4, they're a tattered, rotting, filth-oozing [[zombie]], and at level 5, they're basically a walking [[skeleton]]. ''Haunted'' is essentially the harrowed version of Night Terrors, meaning it's harder for them to hold onto their Dominion - 1 penalty to their nightly Spirit checks per level. ''Mark o' the Devil'' means the harrowed's state is mystically obvious to those who're clued into the true weirdness of the world. Any character with 3 levels in Academia: Occult or any [[Arcane Background]] other than Mad Scientist can make a Scrutinize roll vs. the Spirit of this harrowed's manitou, with a bonus equal to their level in Mark o' the Devil. If they pass this check, then they can recognize that the harrowed is undead, or at least possessed. ''Rage'' makes the harrowed explosively violent, forcing them to make a Fair (5) Smarts check with a penalty equal to their level in this Hinderance whenever they are wounded or just ticked off. If they fail, they go into a blood frenzy and blindly attack whoever set them off, charging them whilst firing their gun (if any) and then resorting to their melee weapon (favoring Claws, if they have 'em). Once the target is dead, the harrowed gets to make a fresh Smarts check; success means they cool down, failure means they attack another victim, repeating the cycle all over again. They won't attack their own comrades, so once there's no other targets, they'll cool down. ''Unnatural Appetite'' means that, in addition to needing meat to eat, this harrowed has to eat a certain gross substance at least once a day, or lose 2 points of Wind, which they can only regain by gorging on their favorite food. The higher this Hindrance's level, the more extreme and nasty the stuff they need to consume - a level 1 food might be rotten food, level 2 might be raw meat, and level 5 might be raw human organs.
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