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Harrowed (7)
- Each time a toon Falls Down after purchasing this schtick, they should make
a Harrowed check (unless they are already harrowed). If they make the roll,
they 'come back from the dead', complete with their death wound as per
DeadLands. The advantages and disadvantages are (roughly) the same:
- When you fall down, you're only out for a minute and a half, due to
healing.
- The toon reeks. Stench lines emit from their bodies constantly.
- Regular animals don't like the toon - add 3 to all animal-related rolls
the Harrowed toon makes.
And of course, there's always the Dominion struggles and Harrowed powers...
Dominion
Every time a harrowed toon is really tempted to do something (due to their
beliefs and goals or natural enemies) they don't want to, they must make
a Resist Fast Talk roll to prevent losing control to the Manitoon
(I'm sorry, that's terrible...). Every 5 minutes of real time, they can
try to make a Fast Talk roll in order to regain control.
Harrowed powers
Each time (after rising) the toon raises their Harrowed shtick skill, they
get to pick a new Harrowed power. It's like Christmas; or Channukah or Kwanzaa
or whatever the hell you celebrate! If the power says (passive), it means
that it's always on. The others you must 'switch on' in order to get the
effects, usually with some kind of minor side effect...
- Cat Eyes - Nightvision, Fast Talk rolls -2;
glowing eyes
- Claws - +2 damage, Climb rolls -2; can't put in
contact lenses
- Ghosting - Walk thru things; You lose 1 hp each time you use this
power. [note: you still look perfectly solid]
- Soul Eater - Absorb hp from toons: 2 hp per won fight roll [note: to
use this, you must get two successful fight rolls in a row].
- Supernatural Trait (passive) - Raise one of your attributes to 7.
- If this isn't enough for 'ya, check out DeadLands Book of the
Dead for more Harrowed powers.
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