Continued from Part 1. This is for Marshals only so… Spoiler Space No Players Beyond this Point! Spoiler Space Hey, you! With the Face!
Back to the Top!! Spoiler Space 12-13 Life sure ain’t fair. You got the blame for the actions of
the evil you stopped. Now the
Agency or the Texas Rangers are after you. A fake identity and a fast horse are your best friends. The worst part is that even if you
prove your innocence to them, they’ll only force you to do missions for their
group under threat of still prosecuting you for the crime. 14-15 Gremlins love to hang out around you. Every mechanical item you use has a
Reliability of 1. If you use a
device that already has a Reliability number, increase it by one. You also add 1 to any rolls to determine
the severity of a malfunction. 16 You lost the use of something near and dear
to you… part of yourself. The
Marshal can roll a d6 or choose (1-2 an arm, 3-4 an eye, 5-6 a leg). If it’s an arm, it’s your off hand at
least, but you suffer a –4 to any action that requires two hands. If it’s an eye, your depth perception
has suffered greatly, double any penalties for range modifiers, and you take a
–2 penalty to Spot and Search rolls.
If it’s a leg, your movement is halved, and you have a –2 penalty to
Reflex saves. You and the Marshal
may decide whether the arm, leg, or eye is actually gone or merely unusable. 17 The spirit of whatever abomination you
thwarted haunts you. They’re
always there pushing to make a bad situation worse. A natural 1 is always a failure for you on any roll (even
skill rolls), and the worst possible effect always occurs when you roll one
(i.e. on a natural 1 for a failed ranged attack, you shoot an ally, innocent
bystander, or yourself). Being the
whipping boy for a ghost has however made you sensitive to the spirit
world. On a DC 20 Wisdom check,
you can sense the presence of spirits (other than your haunter) within 5 feet
per level. 18 You’re a manitou magnet. They hang out in the spirit world
around you just to see what kind of mischief they can cause. Add 1 to the DC of any Blessed or
Shaman magic attempted within 15 feet of you. Also within that range, Hucksters and Mad Scientists have
their chance of backlash and dementia increased by 1. Obviously, these adjustments affect any of these abilities
you use yourself. If you ever die,
when you roll to determine if you come back Harrowed, double your bonuses
before making the roll. If you do
come back, you still have all the detrimental effects of being a manitou
magnet. By the way, Shamans and
Old Wayers that know what you are will at best refuse to deal with you. At worst, well… you don’t want to know. 19 Whatever you did, you ticked off the wrong
person, and you probably don’t even know who it is. You messed up an important plan by one of the big time
players in the Weird West, and now any opportunity they have to make your life
a living Hell will be taken cheerfully.
You are royally boned. Have
a nice day! 20 Eternal Hero. You have a destiny, but Fate can be a real bitch to see that
you reach it. If you ever reach a
point where you would be dead (-10 hit points), make a Will save with a DC of
20. If successful, you survive
(the Marshal will let you know how), but death doesn’t give freebees. Someone else near to you dies in your
place, usually a close friend or companion. The death will be similar to your own cheated one, so you
know you were responsible. (i.e.
The hero is trapped in a mine cave in, but makes the will save to survive. When he returns to town, he finds out
his good friend, the doctor, died when a cartload of ghost rock collapsed on
him.) Fate doesn’t choose the weak
however; you have the Iron Will feat for free. |