Deadlands 1876 Harrowed Rules Introduction. A Harrowed character has a whole new set of “Harrowed Powers” to choose from, which may be purchased during advancement in the same manner as traditional Edges and Powers. Upon becoming Harrowed, the character is automatically bestowed with Unnatural Appetite. Any Harrowed characters within a few feet of the creature when it dies absorb its coup automatically. Only the most powerful abominations—singular 'named' creatures such as the Headless Horseman, Dracula, or the like—generally have coup. Other Powers. The Harrowed first emerge from the grave with only powers common to all undead. Deadlands Reloaded takes place ca. 18 months after the end of Classic with the Civil War coming to an end. Hell on Earth Reloaded occurs after the events of The Unity, which kicked off Lost Colony and took the Reckoners with them.
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(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.
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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
- 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
- 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 Rules
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.
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- 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.