This section covers the “Top Secret” player’s information. The whole section is just one big chapter that discusses the different Arcane Backgrounds and Harrowed. Arcane Backgrounds are special edges that give the players access to special powers. In Deadlands you have a few choices for your special powered types. One of my player's bravely defeated the abomination found in the Shape of Things adventure in the Worm Turns plot point campaign. The abomination is a lot of tentacles and teeth and eyes, can fit through most spaces, and is immune to all but ghost rock damage. I'd like to give him a cool Coup power. He is a Cyborg/Harrowed.
Deadlands is a genre-mixing alternate history role-playing game which combines the Western and horror genres, with some steampunk elements. The original game was written by Shane Lacy Hensley and published by Pinnacle Entertainment Group in 1996. The eight-times Origins Award-winning setting has been converted to many other systems over the years and is available in the original Classic Rules. Harrowed have their own set of Edges to pick from including things like Claws, Soul Eater, and Whither. They also can't be killed in the normal way. Like many undead, they can only be killed by destroying their brain. One of the more interesting aspects of a Harrowed is the ability to Count Coup.
Deadlands Reloaded: The Weird West
Main Page
The Wiki is broken into three parts like most any Deadlands book. The first part, Posse Territory is unregulated free access of the players. Anything in this section is completely unrestricted. Additionally, anything dealing with locations, characters, items outside what is found in either No Man’s Land or Marshal Only sections is free game for the players if they are willing to put in the time to read it. The knowledge of these subjects can even extend to character knowledge as much of it is common knowledge out west or doesn’t take a whole out of research and asking questions off camera or between sessions. More to the point, the Marshal should encourage use of this information by the characters to give the game a better feel that the Weird West is a living, breathing place.
Posse Territory
Player Character Information
This section covers the basics for players for making a character as well as the list of rule additions and changes made for this game under House Rules.
Archetypes This is a list of many suggested character concepts that a stumped player can look at to get ideas about the character they want to make and play in the game.
Skills This a fairly comprehensive list of all the Skills used in this Deadlands: Reloaded game and how they can be used in game for not completely obvious effect.
Edges A comprehensive index of all Edges allowed in this Deadlands: Reloaded game as well as house generated Edges and their rules.
Hindrances An index of Hindrances in this Deadlands: Reloaded as well as new Hindrances reloaded from Classic.
House Rules A living document of house rules for this Deadlands: Reloaded ga
Salaries of the Wild West A short list of the typical pay for jobs in the old west.
Standard Places in Town This is a list most things that can be found in all but the smallest of towns.
Skills This a fairly comprehensive list of all the Skills used in this Deadlands: Reloaded game and how they can be used in game for not completely obvious effect.
Edges A comprehensive index of all Edges allowed in this Deadlands: Reloaded game as well as house generated Edges and their rules.
Hindrances An index of Hindrances in this Deadlands: Reloaded as well as new Hindrances reloaded from Classic.
House Rules A living document of house rules for this Deadlands: Reloaded ga
Salaries of the Wild West A short list of the typical pay for jobs in the old west.
Standard Places in Town This is a list most things that can be found in all but the smallest of towns.
Tombstone Epitaph Newspaper Articles
These are a collection of various articles from the tabloid, The Tombstone Epitaph. Most articles indicate possible adventures for the posse to follow up on. Players are encouraged to read them and indicate to the Marshal which ones they would like to follow up. Each article (taken from the old Pinnacle site back in the ’90s for classic) has an adventure associated with it.
Two More Dead as Midnight Saloon Murders ContinueKANSASCITY, MO
Author Wanted for Cannibalism!NEWYORK, NY
Pinkertons Found MurderedDENVER, CO
Railroad Saboteur Massacre!DENVER, CO
Dire Wolves on the Prowl in IdahoCRYSTALFALLS, ID
Wolfmen Spotted in Montana!WOLFCREEK, MT
Jenkins Expedition Disappears without a TraceSALTLAKECITY, UT
Travelers Found Dead in NebraskaTABLEROCK, NB
Battle Between Union Blue and Wasatch RailsTABLEROCK, NB
Four Dead in Random ShootingROCKYFORD, CO
Mutilated Bodies Discovered near Black River Rail LineDODGECITY, KS
Grave Robberies on the Rise in DenverDENVER, CO
Salt Rattlers Claim Another Hunting PartySALTLAKECITY, UT
People Of Nephi, ReturnedSALTLAKECITY, UT
Roofers Mass Hysteria or Mass MayhemSALTLAKECITY, UT
A Cracking New Season of SkullchuckerSALTLAKECITY, UT
Behind the Door of the Green RoomSALTLAKECITY, UT
Greenwood Man Found Drown in FieldGREENWOOD, ID
Author Wanted for Cannibalism!NEWYORK, NY
Pinkertons Found MurderedDENVER, CO
Railroad Saboteur Massacre!DENVER, CO
Dire Wolves on the Prowl in IdahoCRYSTALFALLS, ID
Wolfmen Spotted in Montana!WOLFCREEK, MT
Jenkins Expedition Disappears without a TraceSALTLAKECITY, UT
Travelers Found Dead in NebraskaTABLEROCK, NB
Battle Between Union Blue and Wasatch RailsTABLEROCK, NB
Four Dead in Random ShootingROCKYFORD, CO
Mutilated Bodies Discovered near Black River Rail LineDODGECITY, KS
Grave Robberies on the Rise in DenverDENVER, CO
Salt Rattlers Claim Another Hunting PartySALTLAKECITY, UT
People Of Nephi, ReturnedSALTLAKECITY, UT
Roofers Mass Hysteria or Mass MayhemSALTLAKECITY, UT
A Cracking New Season of SkullchuckerSALTLAKECITY, UT
Behind the Door of the Green RoomSALTLAKECITY, UT
Greenwood Man Found Drown in FieldGREENWOOD, ID
States and Territories
![Reloaded Reloaded](https://img.yumpu.com/11800955/26/500x640/deadlands-reloaded-marshals-handbook-tarsis.jpg)
This is a break down of the Weird West by state, territory, or nation. In each page is list of the notable features of the state (see Locales) and cities, towns, and other permanent places where people gather (see Settlements). Also listed for ease of the Marshal are the adventures that take place within that state. For posses lookin’ for work a Bounty Board lists many of the job opportunities as well as bounties available within that state or territory.
Arizona Confederate States of America
Arkansas Confederate States of America
California Commonwealth of California
Colorado Disputed Territory
Coyote Confederation Indian Nation
Dakota Territory Sioux Nation
Idaho United States of America
Illinois United States of America
Iowa Untied States of America
Kansas Disputed Territory
Louisiana Confederate States of America
Minnesota Untied States of America
Mississippi Confederate States of America
Missouri Confederate States of America
Montana United States of America/Sioux Nation
Nebraska Sioux Nation/United States of America
Nevada United States of America
New Mexico Confederate States of America
Oklahoma Territory Disputed Territory
Oregon United States of America
Tennessee Confederate States of America
Texas Confederate States of America
Utah Republic of Deseret
Washington United States of America
Wisconsin United States of America
Wyoming Sioux Nation/United States of America
Arkansas Confederate States of America
California Commonwealth of California
Colorado Disputed Territory
Coyote Confederation Indian Nation
Dakota Territory Sioux Nation
Idaho United States of America
Illinois United States of America
Iowa Untied States of America
Kansas Disputed Territory
Louisiana Confederate States of America
Minnesota Untied States of America
Mississippi Confederate States of America
Missouri Confederate States of America
Montana United States of America/Sioux Nation
Nebraska Sioux Nation/United States of America
Nevada United States of America
New Mexico Confederate States of America
Oklahoma Territory Disputed Territory
Oregon United States of America
Tennessee Confederate States of America
Texas Confederate States of America
Utah Republic of Deseret
Washington United States of America
Wisconsin United States of America
Wyoming Sioux Nation/United States of America
No Man’s Land
This section is not for purview of player without Marshal permission. It contains some spoilers that should be revealed in game at the appropriate time. Note many of these entries are linked with in locations or people in the other sections.
Affiliations These are various groups, societies, and organizations that can be found within the Weird West
Blessed Miracles This section helps detail out the trappings of the Arcane Background: Blessed Miracles. It cover the more Christian miracles as well as voodoo versions. In addition, there is section where blessed can take the New Power Edge for miracles from the Deadlands Classic book Fire & Brimstone.
Harrowed An expanded list of Harrowed powers updated from Deadlands Classic.
Huckster Hexes This is an expanded list of huckster powers many updated from the Daeadlands Classic book Hucksters & Hexs as well as other sources.
Mad Scientist Gizmos This list of inventions by Power to help Mad Scientist players come up with their inventions
New Science Human Augmentation A list of steam and other augmentations that exist in the Weird West
Relics Treasures of legends and history of great power that can be found in the Weird West
Secret Scrolls of Chi Mastery Trapping options and notes on the Arcane Background: Chi Mastery.
Shaman Favors This is a list of Shaman powers complete with descriptions and trapping available to characters with the Arcane Background: Shamanism.
Blessed Miracles This section helps detail out the trappings of the Arcane Background: Blessed Miracles. It cover the more Christian miracles as well as voodoo versions. In addition, there is section where blessed can take the New Power Edge for miracles from the Deadlands Classic book Fire & Brimstone.
Harrowed An expanded list of Harrowed powers updated from Deadlands Classic.
Huckster Hexes This is an expanded list of huckster powers many updated from the Daeadlands Classic book Hucksters & Hexs as well as other sources.
Mad Scientist Gizmos This list of inventions by Power to help Mad Scientist players come up with their inventions
New Science Human Augmentation A list of steam and other augmentations that exist in the Weird West
Relics Treasures of legends and history of great power that can be found in the Weird West
Secret Scrolls of Chi Mastery Trapping options and notes on the Arcane Background: Chi Mastery.
Shaman Favors This is a list of Shaman powers complete with descriptions and trapping available to characters with the Arcane Background: Shamanism.
Marshal’s Section
MARSHALSONLY!!! This area is not for any players of a Deadlands game so shoo! varmint.
Adventures An index of all adventures avalible in this Deadlands: Reloaded game. Some of the user generated adventures have the actual adventure while most list a few notes about said adventure.
Encounters These are few pre-written random encounters to use while traveling around the Weird West.
Mysterious Background A carry over from Deadlands Classic
Rascals, Varmints and Critters A more monsters than you can shake a stick at
NPC Names A whole mess o’ names for you when you need them in a pinch.
Veteran o’ the Weird West This is an expanded list of possible things that happened to the character to receive the extra XP.
Encounters These are few pre-written random encounters to use while traveling around the Weird West.
Mysterious Background A carry over from Deadlands Classic
Rascals, Varmints and Critters A more monsters than you can shake a stick at
NPC Names A whole mess o’ names for you when you need them in a pinch.
Veteran o’ the Weird West This is an expanded list of possible things that happened to the character to receive the extra XP.
(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. )
To be Harrowed requires the Edge: Harrowed.
Special Rules:
• Coup: See below.
• Dominion: See below.
• Undeath: See below.
• 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.”
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.
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.
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.
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.
“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.
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.
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.
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.
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.
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.
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.
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
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.
Claws
- 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
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- 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 Empia technology usb 2861 device driver windows 10.
- 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.
Deadlands Reloaded Pdf
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.
Improved Stitchin’
- 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
Deadlands Reloaded Character Creator
- 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.