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Re: [DL] Help with the Harrowed
I'd give everyone with a Joker a near-death story. They way if you only
give the harrowed such a background history, it doesn't become obvious who
is harrowed and who is not.
>From: Scott Foster <saf2c@comcast.net>
>Reply-To: deadlands@gamerz.net
>To: deadlands@gamerz.net
>Subject: Re: [DL] Help with the Harrowed
>Date: Thu, 16 May 2002 12:57:10 -0500
>
>
>----- 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
> > To unsubscribe, send a message to esquire@gamerz.net with
> > unsubscribe deadlands@gamerz.net
> > as the BODY of the message. The SUBJECT is ignored.
> >
> >
>
>
>
>To unsubscribe, send a message to esquire@gamerz.net with
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