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Re: [DL] Help with the Harrowed




----- Original Message -----
From: "William Watson" <ericw@shelby.net>
To: <deadlands@gamerz.net>
Sent: Thursday, May 16, 2002 3:44 PM
Subject: Re: [DL] Help with the Harrowed


> Playing with an unknown Harrowed character for the first game can be
> a little daunting.

Tell me about it.

>   First, you have to figure out HOW the character "died" and "came back".
> For example: The character was playing poker some time ago and was
> caught cheating.  He remembers a fight/shoot out ensued.  The only thing
> he remembers after that is laying face down in the desert, aching and
sore.
> He doesn't see any gun shot wounds on his body.  He does, however, have
> some serious bruising around his neck and wrists(which never seems to
quite
> heal).
> (He was hung and the fall didn't break his neck, he strangled to death.)

Already got that part figured out. That bit was easy!

> Second, HOW might the character find out they're Harrowed.  Wounds that
> don't heal as normal are a give away.  Perhaps they've picked up an
> Unnatural
> Appetite.  Another sign might be occassional BlackOuts with evidence of
> criminal activity.

Now, it wouldn't necessarily give it away that they were Harrowed, would it?
I mean, wouldn't someone have to have some clue what a Harrowed is before
saying, "Hey, that's me!"?

> Third, WHO's got Dominion.  After determing the Manitou's Spirit
> the total Dominion points remains constant (Unless the character increases
> their
> Spirit).  For a starting Marshall, I would suggest that the Character and
> Manitou
> start with Dominion points equal to their spirit.  During a test of wills,
> the player
> or mantiou gains a point of dominion from the other.
> Example:  A Character has a Spirit of 4d6 and by luck of the draw, the
> Manitou
> has a Spirit of 5d6(JH).  Both the character and Manitou have 6 Dominion
> points.
> During a test of wills the character rolls 8 plus 6 dominion and the
Manitou
> rolls a
> 5 plus 6 dominion.  The character now gains a dominion point over the
> Manitou
>  and the character has 7 Dominion & the Manitou has 5.

This is the part I was hazy on. This does clear it up tremendously. Thank
you thank you thank you. I'm sure the player won't thank you.

> Fourth, WHEN the mantiou wants to play.  After spending the appropriate
chip
> the Mantiou must make Spirit roll of 5 + the Dominion points of the
> character.
> Example:  Using the previous example the Mantiou rolls 5d6 and must make
> a 12 to take control for a while.
>
> Hope this helps.
>
> William Eric Watson
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