(This is mostly information pulled from the Deadlands: Noir manual. I have customized it a bit to explain how it fits for Ophelia Queenie specifically. )
Although present in the Deadlands Player’s Guide, the section for Stone and a Hard Place is a comprehensive rules revamp. Mechanics-wise a PC becomes a Harrowed in one of two ways: the first is that upon true death the player draws a number of playing cards equal to the PC’s Grit score. The following are an expanded list of Edges available to Harrowed characters in addition to ones listed in the Deadlands Reloaded Player’s Guide. For Harrowed characters, these are bought just like Edges with the exception of their first Harrowed Edge. Deadlands Harrowed gunslinger, for example, he’d easily be Heroic or even Legendary in Savage Worlds. Instead, the Marshal of your new game needs to tell everyone what rank he wants them to be—whether Novice, Seasoned, Veteran, Heroic, or Legendary. Start your character from scratch and advance him through the Savage Worlds experience. In Deadlands Reloaded, he is given full stats, but they make him an extremely powerful individual. Furthermore, he is invulnerable and cannot be killed unless one of his weaknesses is exploited. Stone is meant to be a final threat lurking over the heads of any player group; a bogeyman that personified his dark master, Death. Hell on Earth Reloaded has the usual assortment of creepy crawlers and scoundrels you'd expect from a Deadlands spin-off. I particularly enjoyed the new cyborgs and robots available to throw at your characters. Of course, you're always free to use any of the existing Deadlands monsters in your campaign. It's not like they went away.
To be Harrowed requires the Edge: Harrowed.
Special Rules: • Coup: See below. • Dominion: See below. • Undeath: See below.
About Being Harrowed: Some might believe they’re just too tough to die, but the fact of the matter is no human can pull off the resurrection act alone. To crawl back out of the grave, a deceased soul has to catch a ride from a demon, or manitou, as the Native Americans call them. This manitou holes up inside its host and grants it powers not normally available to the dead, like walking and talking, to name a couple. These undead are known as Harrowed, or literally “dragged forth from the earth.”
Since one of the few ways a manitou can actually be slain is if its host’s brain is destroyed, they only take this risk on those who really stand out in the crowd. That’s why your average chump just gets brought back on temporary terms (hence the monstrous walkin’ dead). In order for this arrangement to function, both the host and the manitou need each other: the host provides the body and the manitou the means to keep it moving. They don’t often play nice with each other, leading to a constant battle for control. Most of the time, the manitou is content to sit back and enjoy the ride, letting the Harrowed go about his daily unlife.
Every now and then, though, the demon makes a go for squeezing into the driver’s seat. If it’s strong enough, it can take control of you for a while and raise a little Hell. And that’s the whole reason they’re around!
How Dominion Works When a Harrowed first returns to the land of the (un)living, they have a vivid memory of suffering through their worst nightmare—and with good reason. You see, the demon put the through its own little corner of Hell before it let him out in an attempt to weaken his resolve. Worse, it continues to do so every night of their existence from then on. Recently offed characters who return as Harrowed, as well as those who begin the game with the Harrowed Edge, start with a Dominion of 0. This means the host and the manitou are roughly on equal footing. When the GM tells you to make a Dominion roll, make a Spirit roll and add your current Dominion. This is opposed by the manitou. Your deader’s Dominion can never go below –4 or above +4.
Dominion Table
Success: The Harrowed retains control and gains 1 point of Dominion, or 2 points with a raise.
Failure: The manitou takes over (and no doubt gets up to some evil shenanigans); your hero loses 1 Dominion point, or 2 if the manitou scored a raise. Tie: The manitou doesn’t get control, but the fight leaves your Harrowed Shaken.
The Unlife of a Harrowed If you’re wondering what it’s like to be a Harrowed, let’s just say it’s got its ups and downs. Sure, being a walking corpse has its advantages when lead starts flying, but on the other hand, you’re also if people catch on that you are actually a walking corpse it has a tendency to make you a little less popular with most folks.
Death Wounds
It should come as no surprise that anything bad enough to put a fella down leaves a mark. A Harrowed’s “death wound” is healed on resurrection, but always leaves some scar or deformity. In your case this is a stab wound on your chest. Harrowed are not left so disfigured that they’re instantly recognizable as undead—that would defeat the manitou’s purpose.
Decay The living dead have wan, ashen skin. Since the manitous sustain their bodies, they don’t rot, but they don’t smell like roses either. Anyone who gets close to a Harrowed picks up the smell of decay with a Notice roll.
A Harrowed can “pickle” themself for a day or so by drinking a quart of liquor. Other possibilities are certain herbs or perfumes that may mask the scent. Animals can always tell, no matter what. Riding rolls and any other rolls involving the cooperation of animals may suffer a –2 penalty. Unless of course it was a harrowed horse.
Harrowed do not reproduce.
Food and Drink Harrowed need meat to patch themselves up, but it can be fresh or rotten. Each time a Harrowed makes a healing roll, she consumes a pound of flesh. The character has to eat the meat, but it doesn’t have to be cooked. Undead don’t need water, and you can’t get drunk either—which helps with the whole “pickling” They aren’t affected by drugs or poison and can’t catch a normal disease. Supernatural diseases and effects are fair game, though.
Fear Crawling out of your own grave has a habit of toughening you up on the psychological front. Once you’re already dead, it takes a little more to put the frighteners on you than the average person. For this reason, Harrowed characters add +2 to Fear tests.
Sleep Harrowed don’t need sleep, as such, but the manitou powering their bodies requires 1d6 hours of rest every 24 hours to recharge itself. And, unlike living people, the Harrowed can’t just down a cup of java to stay awake. When it’s time to “sleep,” the manitou simply shuts down. You can try to resist, but must make a Spirit roll every hour or keel over on the spot. This roll gets harder as the night drags on, with each additional roll suffering a cumulative –1 penalty to a maximum of –3.
Fortunately, the manitou maintains some awareness of its surroundings, so Harrowed are just as likely to wake up as other folks if trouble rears its head.
Undeath The living dead are a fairly hardy lot. They don’t take Fatigue from normal sources, and they’re pretty much immune to nonlethal damage. Though they do suffer wounds normally, they can’t be put down except by destroying their brain. A head shot is the only way to kill a Harrowed. A called shot to the head does the trick, as does a Head result on the Injury Table. In the latter case, if the hero fails her Incapacitation roll, she’s dead for good. Harrowed Incapacitated by damage to other body parts are only knocked out of commission for 1d6 days. After that, they regain consciousness and can drag themselves around until they can scrounge enough meat to heal their limbs. They can even regrow lost limbs this way. Harrowed don’t feel pain nor do they really bleed, so they never bleed out and can ignore all the effects of such. They do take wound penalties, but in their case these reflect the damage to the Harrowed’s muscles and bones. Of course, slipping around in your own blood and guts can throw off one’s game as well.
Counting Coup There are a whole lot of nasties lurking around the concrete jungles and countrysides than just these graveyard rejects. Like the Harrowed, these creatures have a spark of supernatural energy in them, and the most powerful have a whole lot. Due to their odd status straddling life and death, as well as this world and the Hunting Grounds, Harrowed characters can sometimes steal this energy. A Harrowed who counts coup can gain some pretty strange abilities, but some powers come with a curse as well. Taking all that evil inside is no small matter. In any case, Harrowed can only count coup on the more powerful abominations out there. Lesser creatures just don’t have enough mojo to collect. The GM has full details on how this is done on page 54.
Harrowed Edges
Ancestry library edition hack. All Harrowed characters get one Harrowed Edge for free. Unless otherwise noted in the description, any Fatigue a Harrowed suffers using one of these abilities is recovered after an hour of rest.
These are the Harrowed Edges You Currently Have:
Cat Eyes
Requirements: Novice, Harrowed The character gets +2 to all Notice rolls to spot visual clues. She also ignores penalties for Dim and Dark lighting conditions.
Requirements: Novice, Harrowed The character gains sharp claws that cause Str+d6 damage in combat. The Harrowed can extend or retract the claws at will.
Future Edges You can Obtain:
Improved Cat Eyes
Requirements: Seasoned, Harrowed, Cat Eyes The character can see in the dark and ignores all penalties for lighting. The Harrowed can also see the auras of sentient beings. With a successful Spirit roll, they can determine an Extra’s attitude on the Reaction Table from Savage Worlds. A raise identifies if the target is a supernatural creature of some sort—although not the specific kind.
Chill o’ the Grave
Requirements: Heroic, Harrowed Word has it the grave is damp and cold, and this Harrowed has the ability to share that experience by pulling it from the Hunting Grounds. The chill radiates from her body, rapidly lowering the nearby ambient temperature. The Harrowed makes a Spirit roll to use this power, dropping the temperature 10° F in a Large Burst Template centered on herself. Anyone except the Harrowed inside the template must make a Spirit check or become unnerved, essentially suffering a level of Fatigue. Anyone who gets a 1 on their Spirit roll is Panicked, as per the Fright Table (see Savage Worlds). The chill lasts a number of rounds equal to half the Harrowed’s Spirit die type. She cannot use this ability if Exhausted. Fatigue suffered by her victims recovers after an hour in a warm environment.
Improved Claws
Requirements: Veteran, Harrowed, Claws The claws now inflict Str+d10 damage
Ghost
Requirements: Heroic, Harrowed The character decides if they are corporeal or incorporeal at the beginning of each of his actions. They must remain in that state until his next action—they can’t attack and then go ethereal. While ghosted, the Harrowed is intangible, though they are still visible and magical attacks affect him normally. The character may remain ghosted as long as they wish, but it requires concentration, which saddles them with a –1 to other skill rolls. If they somehow suffer damage, say from a magical or supernatural attack while in this state, they must make a Spirit roll or immediately become tangible.
Hellfire
Requirements: Heroic, Harrowed This Harrowed can blast raw, blazing fire straight from the depths of Hell from her fingertips. This acts just like a flamethrower (see Savage Worlds), causing 2d10 damage to all affected. This power uses the character’s Shooting skill to hit her targets and a 1 on her Shooting die causes a Shaken result for the deader herself.
Implacable
Requirements: Veteran, Harrowed Most Harrowed take a while to get used to the fact that they don’t suffer physical pain anymore. They still grunt when they take a slug or limp when their ankle gets gnawed on by some hellish critter, but really, it’s nearly all in their mind. This character, on the other hand, has a handle on his unholy toughness. He ignores 2 points of wound penalties—and this is cumulative with the Nerves of Steel Edge.
Infest
Requirements: Novice, Harrowed Insects have their counterparts in the Hunting Grounds and the manitous have learned a thing or two about how to control them. A character with this power can control swarms of biting or stinging insects. This power doesn’t give the deader the ability to actually create the bugs. They must already be present in the immediate vicinity. Summoning the swarm causes the Harrowed a level of Fatigue. However, this gives rise to a swarm of insects (see Savage Worlds) under her control. She can’t use this ability if she’s already Exhausted. The swarm dissipates when destroyed or after about five minutes.
Soul Eater
Requirements: Veteran, Harrowed A Harrowed with this ability who makes a successful barehanded attack with a raise can drain the life force of his victim. This automatically inflicts a wound on any living being. Whenever a Harrowed causes a wound this way, she can make a Spirit roll opposed by his victim. If she wins, she repairs one wound to himself, or alternately, she recovers one Fatigue level. Even if the Harrowed causes multiple wounds with the attack, she still only recovers one wound (or one Fatigue level).
Spook
Requirements: Novice, Harrowed The hero draws on the power of the manitou within her to lend a little supernatural oomph to her intimidating gaze or grating voice, granting +2 to her Intimidation rolls. Furthermore, Wild Cards who fail must roll on the Fright Table (see Savage Worlds) and Extras who fail are Panicked. This ability can’t be used on the same target more than once in the same general encounter.
Stitchin’
Requirements: Novice, Harrowed A deader with Stitchin’ heals damage much faster than normal folks. They may make natural Healing rolls every day, provided he consumes a pound of meat for each attempt.
Requirements: Veteran, Harrowed, Stitchin’ The Harrowed may make Healing rolls once an hour. As before, they must consume a pound of meat for each attempt.
Supernatural Trait
Requirements: Novice, Harrowed This power permanently improves any one of the character’s attributes by two die types (a d6 becomes a d10, a d12 becomes a d12+2, and so on). This Edge may be taken up to five times, but only once for each attribute.
Wither
Requirements: Novice, Harrowed This frightening Edge lets a Harrowed drain the life and years of her victim. With a touch, the undead and the target make opposed Spirit rolls. If the Harrowed wins, the victim’s Strength is reduced by a die type, to a minimum of d4. With a raise, she reduces both the Strength and Vigor of her target. This drain is a permanent loss to the poor sucker but may be recovered by advancement as usual.
Deadlands is something of a hybrid system. The basic character generation process is a classless, skills-based system. Business source white laser labels 21050 template. Whether a character is a gunfighter or a thief depends on which skills the player picks and emphasizes. Nevertheless the characters can belong to one of many 'archetypes' - such as a 'journalist', 'buffalo girl' or a 'Texas Ranger'. However, characters can also pick 'Arcane Backgrounds' for their character, which introduces a class-like concept into the game, and generally provides the character powers and abilities not available to non-arcane characters.
'Deadlands: The Weird West' non-arcane archetypes
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'Deadlands: The Weird West' arcane backgrounds
Deadlands Reloaded Combat
*'Black Magician': An NPC-only Arcane Background, Black Magicians willingly and deliberately make deals with the Reckoners and their Manitou minions for potent spells. *'Blessed': The Blessed are religious beings whose sheer faith allows them to draw pure spiritual energy from the Hunting Grounds to create miraculous effects. Blessed cast their spells using the Faith Aptitude, which several other Arcane Backgrounds (such as Black Magic, Voodoo and Doomsayers) also do. Blessed are detailed in the 'Fire and Brimstone Sourcebook', while their close relatives, the Voodooists, are introduced in 'The River o' Blood' and expanded in 'Hexarcana'. *'Blood Magician': Blood Magicians carry the blood of the Whateley family in their veins, an ancient line of corrupted and evil practitioners of sorcery. These characters are usually considered 'grey hats' at best, and are the darkest character choice currently available in the game. Blood magic used by characters with this arcane background resemble black magic in theme and mechanics, although blood magic is less powerful. Rules can be found in the supplement 'Black Circle: Unholy Alliance'. *'Harrowed': A Harrowed character has risen from the grave due to their body being possessed by a Manitou. As an undead, a Harrowed has a variety of special powers, but these are balanced by supernatural drawbacks, such as the Harrowed constantly needing to battle their Manitou 'inmate' for control of their body. One click unbrick tool dari heimdall download. Because of the presence of the Manitou within their bodies, Harrowed can absorb the life energies of certain abominations to gain mystical powers, such as Soul Eater and Sicken. The process of absorbing this energy is called 'Counting Coup'. Harrowed are detailed in 'The Book o' the Dead Sourcebook'. Their 'Hell on Earth' counterparts, the Cyborgs, are detailed in the 'Cyborgs Sourcebook'. *'Hexslinger': A more militant version of the Huckster, a Hexslinger uses his or her magic to improve his gunslinging abilities, hence the name. First introduced in the 'Law Dogs' sourcebook and finalised in the 'Lone Stars: The Texas Rangers Sourcebook', by which stage they have been renamed Shootists. *'Huckster': Roughly equivalent to the common Mage or Wizard. Due to the nature of their world, Hucksters pretend to be card sharks, professional gamblers, or any other type of person for whom constantly carrying around a deck of playing cards is not abnormal. When a Huckster casts a spell, a hand of playing cards manifests itself in his hand and vanishes after the spell is finished. *'Martial Artist': Martial Artists are introduced in 'The Great Maze', and refined in the 'Hexarcana' sourcebook. *'Mad Scientist': Unlike the other Arcane Backgrounds in the Weird West, the Mad Scientist Edge is passive in nature. A Mad Scientist has the dubious honor of having attracted the not-so malevolent attention of one or more Manitou, who whisper dark secrets into the mind of their witless ally and provide inspiration for all manner of mystical machinery. Most of the steampunk technology in Deadlands has its origin in the fevered mind of a Mad Scientist, but the magical energies channeled by the creator during the building of the invention generally make mass production impossible. A variety of Mad Scientists, such as Dr. Hellstromme, have surmounted this obstacle to some extent, which has led to the wide-spread use of Ghost Rock Boilers, Steam Tarantulas, Clockwork Automatons, and several of the more exotic (and dangerous) weapons floating around the Weird West. In , the Ghost Rock Bombs that led to earth's apocalyptic state were created by Dr. Hellstrome. *'Shaman': Shamans are detailed in the 'Ghost Warriors' Sourcebook.