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==Countin' Coup== The final special trait of the Harrowed is this; certain magical monsters in the [[Weird West]] possess a kernel of mystic energy in what passes for their souls, and when a harrowed cuts them down, it can reap the harvest, gaining special powers in kind. All they gotta do is find the right kind of monster, put it down, then stand next to it; their manitou gobbles up the fleeing soul and rewards them with its own evolution. Only time it gets tricky is when multiple harrowed try to claim the same coup; have each harrowed roll their Spirit and the highest total gets the prize. The following monsters grant coup powers: * Hangin' Judge, Lesser: The harrowed gets to keep the Judge's infinite ammo, self-reloading Single-Action Army Revolvers with attached scythes (STR+2d6 damage in melee, Fightin': Scythe skill). * Los Diabolos: The harrowed gains a permanent +1 Armor, even when naked (they're just that tough) and +1 Grit. * Night Haunt: When concentrating, the harrowed gains +6 to all Sneak rolls. * Black Wendigo: The harrowed is immune to the cold and to all cold-based attacks. * White Wendigo: The harrowed gains 1 level in Stitchin'. If already at level 5, then their healing roll now happens once every 5 minutes. * Flying Wendig: The harrowed can levitate off of the ground for 1 Wind per round. * The Revenant: The harrowed halves all damage taken from bullets fired by a lawman. * Black Rider: The harrowed can automatically tell if the person they are looking at is another harrowed. * The Faceless Man: The harrowed gains 1 level in Claws. * Camp Sumpter Raider: The harrowed can keep the raider's supernaturally powerful club (STR+3d6) as a weapon. * Plague Rider: The emaciated-looking pale horse once ridden by the Plague Rider takes the harrowed as its new master, serving them faithfully. Despite looking a little weird, it's functionally a normal horse, just ignoring the harrowed's usual trait of scaring critters. * Slitter: The harrowed gains 1 level in their Fightin': Knife Aptitude. * The Exsanguinator: The harrowed gets to keep the Exsanguinator's magical Amputatin' Knife, which does STR+2d8 damage and inflicts a bleeding wound that causes the victim to take Wind damage each round (1 Wind for Light, 2 Wind for Heavy, 3 Wind for Serious, 4 Wind for Critical and 5 Wind for Maimed). * General Whiting's Ghost: The harrowed gains 1 level in Unholy Host. * Blackbeard's Ghost: The harrowed gains 1 level in Skull Chucker. * The Tar Barrel Stalker: The harrowed gains a variant of the Sicken power; this functions as Sicken at level 3, but can only be used to contract and spread yellow fever. * Ghosts: A powerful ghost may bestow a Coup power on the harrowed that defeats it. This most likely manifests as a free level in a harrowed power of appropriate nature, such as Ghost, Skull Chucker, Chill o' the Grave or Hell Wind. * Black Regiment: A harrowed who defeats the Black Regiment's Bugler can take his bugle, which when sounded forces mortal foes of the harrowed to make a Hard (9) Terror Check. Whilst the book doesn't mention it, logic suggests that a free level in Unholy Host to the harrowed who defeats the Black Regiment's Commander is fair. * Bogie Man: The harrowed gains a permanent +4 bonus to their Sneak rolls. * Grey Chupakabara: The harrowed gains the chupakabara's Unseen Movement power; by spending 1 Wind per turn, they enter a blurry state, during which they move without leaving any physical sign and attacks directed against them suffer a -4 penalty. * Poison Woman: The harrowed can now remove chunks of their brain as a poison to the walkin' dead. By taking an automatic head wound, the harrowed can use its brains as bait; all walkin' dead will stop whatever else they were doing and spend 1d4 rounds eating the toxic brain matter, after which they must succeed on an Incredible (11) Vigor roll or die. Wounds taken by using this coup power heal normally for the harrowed. * Pox Walker: The harrowed gains a variant on the Sicken power; if they successfully make an Onerous (7) Vigor roll, the disease's original host is cured and the harrowed becomes a carrier for the disease - on a bust, the victim gets worse and the harrowed becomes a plague-carrier anyway. The harrowed can only have disease "hosted" at a time, and if they don't use it within 3 weeks, it starts to leak out, infecting anyone around them; when this happens, the harrowed will eventually "discharge" their disease and be ready to host a new one after they have either infected people equal in number to their Vigor die type or spent 2 months without human contact. * Skin Walker: The harrowed gains 1 level in Soul Eater. * Stone Man: The harrowed can keep the Stone Man's club, but they need a Strength of at least 3d12 to lift it! It functions as a STR+3d8 damage Speed 2 weapon and grants them +1 dice to their Trackin' Aptitude. * Arch-Demon: The harrowed halves all damage from fire and heat. * Dracula: The harrowed can hypnotize living people with a gaze. * El Diablo Negro: Any horse ridden by the harrowed increases its Pace to 28 - but also develops a taste for flesh! * Frankenstein's Monster: The harrowed's Strength increases by +2 die types but its Knowledge Aptitude is lowered by 1 die type. * Greater/Original Hangin' Judges: ** Hiram Jackson: The harrowed can seize command over a single walkin' dead that it can see. ** Cyrus Call: The harrowed gains 1 level in Unholy Host, or increases its Mein by +1 die type if it already has Unholy Host 5. ** Luther Kirby: The harrowed cannot be bound, allowing it to free itself as an Action Card; jail cells swing open at its touch, handcuffs spring open when it twists its wrists, ropes fall slack when it wants them to. This only applies to personal restraints, it can't free others who are restrained. Also, it suffers a -2 reaction penalty from honest lawmen and attorneys. ** Moses Moore: As per Lesser Hangin' Judge. ** Marcus Lafayette: The harrowed gains 1 level in Berserk, or increases its Strength by +1 die type if it already has Berserk 5. * Joaquin Murieta: The harrowed can now get drunk again. * Springheel Jack: The harrowed can leap its full Pace in a single bound. This can grant it a +2 to a Fightin' attack once per round. [[Category:Deadlands]][[Category:Races]][[Category:Monsters]] [[Category: Undead]]
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