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[DL] D20 Veteran of the WW- Marshals Part 2



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.