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==Grave-Dug Mojo== In addition to the inherent powers of being undead, harrowed can have more magical abilities as well. For starters, harrowed retain any [[Arcane Background]]s they had before they died, and can still pick them up in gameplay (if you're playin' Classic and not the [[Savage Worlds]] "Reloaded" variant) - though they can't use spiritual magics when their manitou has Dominion, so Blessed and Shaman spells, and variants of those two, won't work when the devil is in the driver's seat. Furthermore, Harrowed Shamans need +1 Appeasement point to use their powers even when they are in Dominion. More importantly, harrowed can pick up their own unique powers in much the same way as any character with an Arcane Background. Some appeared in the original Player's Guide, others appeared in the Book o' the Dead. The list of Player's Guide harrowed powers consists of: * Cat Eyes: Augments the harrowed's vision, allowing them to turn on varying kinds of super vision ranging from long-vision to thermal vision to darksight to looking into peoples' souls. * Claws: The harrowed can extend their nails at will into vicious talons, doing damage based on their level in this power. * Ghost: The harrowed can become insubstantial by concentrating. * Soul Eater: When grappling a foe, the harrowed can leech Wind from their victim, augmenting themselves in various ways depending on the potency of the ability. * Stitchin': Permanently accelerates the harrowed's rate of regeneration. The first three levels halve the time between healing rolls (from every 12 hours at level 1 to every 3 hours at level 3), with level 4 dropping it to making a healing roll every hour and level 5 to making one every 10 minutes. * Supernatural Trait: Permanently boosts one of the harrowed's traits by one step per level. The Book o the Dead adds the following harrowed powers: * Arcane Protection: The harrowed has an ability to potentially shake off magical attacks aimed directly at them. * Bad Mojo: The harrowed can make an opposed Spirit to try and force a huckster to draw extra cards that increase their chance of getting a Backlash. * Berserker: The harrowed can enter a fighting fury that boosts their physical prowess at the expense of clouding their mind. * Burrow: The harrowed can phase through soil, allowing it to move under the ground like a giant mole. * Charnel Breath: The harrowed can heave out a great gout of stinking, foul-smelling vapor that nauseates anyone within arm's length. * Chill o' the Grave: The harrowed can project an aura of cold and damp from their body, potentially causing mists to form around them at a high enough level. * Dark Vision: The harrowed can enter a trance and look in the local Hunting Ground to see what spirits have been up to. * Dead Man's Hand: The harrowed can control severed hands and use detached eyes to spy from afar. * Dead Reckoning: Lets the harrowed sense the way to the nearest corpse; the higher its level, the more info they can sense. * Death Bond: The harrowed can "loan" its harrowed powers to living allies. * Death Mask: The harrowed can veil itself in an illusory disguise; the more potent its ability, the more varied its options. * Devil's Touch: The harrowed can make mad scientist gizmos more likely to malfunction. * Etchin': The harrowed can causes writing to appear on any surface it has seen in the past and which it knows the location of. * Eulogy: The harrowed can speak a magical eulogy that can kill whoever the harrowed is talking about. * Evil Eye: The harrowed can place a bad luck curse on a single creature it can see. * Fast As Death: The harrowed can activate bursts of superhuman speed; the higher the level, the less draining this power is. * Ferryman's Fee: By using two coins as a sacrifice, the harrowed can temporarily walk on water. The more potent this power, the faster they can move and the less bothered they are by the roughness of the water. * Hell Beast: The harrowed can create animal zombies to serve its needs. * Hell Fire: The harrowed has the power to manipulate flame in various ways, from shielding itself from fire's touch to projecting blasts, depending on their potency in it. * Hell Wind: The harrowed can create a small twister of freezing cold, unearthly wind. At a high enough level, they can even use it to levitate. * Infest: The harrowed can summon and control insect swarms. * Jinx: The harrowed can inflict powerful bad luck curses. * Luck o' the Draw: This power is only seen amongst harrowed hucksters, and increases the power they can put into their spells. * Mad Insight: This power is only seen amongst harrowed mad scientists, and gives them a greater chance of creating mad devices. * Marked for Death: The harrowed can place a curse on a victim, making them more likely to perish - but increasing their own vulnerability whilst the curse is active. * Mimic: The harrowed can attempt to replicate any magical power it has just seen used. * Nightmare: The harrowed can place a curse on a victim that causes them to be plagued by nightmares. * Possession: A harrowed with this power can attempt to take over the bodies of others. * Reconstruction: This harrowed's regenerative powers are far more advanced, allowing them to regrow severed limbs instead of needing to sew them back on. This can even let a decapitated harrowed grow back its body. * Relic: The harrowed has a unique magical item. * Rigor Mortis: With a touch, this harrowed can inflict an agonising seizure in the victim's muscles; the highest level of this ability lets a harrowed inflict fatal heart attacks with a touch. * Sicken: By touching a sick person, the harrowed can become a carrier for that same disease, letting them spread it to others. * Silent as a Corpse: This harrowed doesn't make any sound when moving on dirt. * Skull Chucker: This harrowed can wield bones as deadly enchanted throwing weapons. * Sleep o' the Dead: This harrowed can induce slumber in others by touching their forehead. * Soul Flight: This power grants the harrowed the ability to project their soul from their body to scout ahead. * Speakin' with the Dead: This harrowed can communicate with the spirits of the decease. However, they can't turn this power off, meaning they can't sleep in cemeteries or old battlefields. * Spider: This power allows the harrowed to climb up walls like a spider. * Spook: A harrowed can use this power to pull a supernaturally frightening face. * Trackin' Teeth: This harrowed can sense where any of its bones are, and can use its teeth like tracking devices. * Undead Contortion: This harrowed can squeeze itself into spaces too small for a human to fit. * Unholy Host: This harrowed can animate human corpses as walkin' dead servitors. * Unholy Reflexes: This harrowed moves with inhuman speed during a fight. * Voice o' the Damned: This harrowed has a voice that is supernaturally demoralizing. * Varmint Control: This harrowed can control animals and make them its servants. * Wither: This harrowed can age things with a touch.
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