{ "label": "Deadlands - Pouvoirs", "mapping": { "description_full": "data.description", "trapping": "data.trapping", "duration": { "path": "data.duration", "converter": "powers_duration" }, "range": { "path": "data.range", "converter": "powers_range" }, "rank": { "path": "data.rank", "converter": "powers_rank" } }, "entries": [ { "id": "Ammo Whammy", "name": "Ammo Whammy", "description_full": "
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This power can only be used by a huckster with the @Compendium[deadlands-core-rules.deadlands-edges.Hexslinging]{Hexslinging Edge}. Arcane runes on the barrel of a hex gun trigger various powers on the bullets inside, giving them extra punch and other surprises for those foolish enough to tangle with him!

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While the power is active, the hexslinger can choose any one of the effects below to apply to each shot fired from his weapon (or two simultaneous effects with a raise!).

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", "trapping": "" }, { "id": "Aspect of the Rada Loa", "name": "Aspect of the Rada Loa", "description_full": "
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This power invites a rada loa to “ride” the houngan or mambo’s body for up to one hour. Only one spirit may ride the voodooist at a time, though the caster may drop the spell at any time and start another if she chooses.

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Aspect of the rada loa invites the spirit into her body, giving her some of its personality (noted in each power). That loa remains for the entire Duration, and no other loa may be invited in until the previous spirit leaves.

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Range: The voodooist can only cast this spell on herself, though the Range to any target is the caster’s Spirit. This can’t be increased with the Range Power Modifier since it’s not the Range of the power itself.

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", "trapping": "" }, { "id": "Banish", "name": "Banish", "description_full": "
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Banish works @Compendium[swade-core-rules.swade-powers.Banish]{as described} in Savage Worlds, but using it on the @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Harrowed} requires some additional description.

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The manitou inside a Harrowed can never be permanently banished or destroyed with this power—it’s bound to the host, body and spirit. A successful banishment does, however, render the hateful thing “inert” for an hour. During this time the Harrowed can’t use any of his @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Harrowed Edges} or @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Let the Devil Out}, but he retains the basic abilities granted by being Undead.

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If the manitou has obtained total @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Dominion}, the host’s consciousness returns while it’s inert, but is subjugated once more when the manitou reasserts its control (and is no longer inert).

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", "trapping": "" }, { "id": "Beguile", "name": "Beguile", "description_full": "
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Witches know the easiest path to get their way is to charm gullible paramours into peacefully doing what they want.

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Beguile is an opposed roll of the witch’s @Compendium[swade-core-rules.swade-skills.Spellcasting]{Spellcasting} versus the target’s Spirit. It works only on those romantically attracted to one of the witch’s gender, and only if they have a Neutral or higher attitude toward her (see the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table}.

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If successful, the target’s attitude improves one level, or two with a raise. Unlike the @Compendium[swade-core-rules.swade-powers.Puppet]{puppet} power, the target isn’t mind controlled. He or she has free will, but is genuinely enamored with the witch and wants to do whatever he or she can to please her. Exactly what that means depends on the character. A blackhearted villain beguiled by a witch might push his own wife over a cliff to be with her. An average citizen would never think of physically or openly hurting his loved ones for her, but might cheat on them behind closed doors. A noble soul might even sacrifice himself—if he believes it’s the only way to save the beloved witch’s life.

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The power wears off at the next sunrise or sunset, whichever comes next. It may not be maintained, but may be recast.

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", "trapping": "" }, { "id": "Breakdown", "name": "Breakdown", "description_full": "
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Metal mages can create gizmos that cause other mechanical devices to jam, breakdown, or malfunction. The caster chooses any device with moving or connected parts (GM’s call but no “simple” tools) in Range and makes a @Compendium[swade-core-rules.swade-skills.Weird Science]{Weird Science} roll. If successful, those using the item subtract 2 from their totals, and it breaks on a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure}. Both effects work like the @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{All Thumbs} Hindrance and do not stack with it. Casting breakdown on a device that’s already suffering this penalty counts as a raise—see below.

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With a raise, the device suffers an immediate breakdown, and if it’s a @Compendium[deadlands-core-rules.deadlands-tables.Malfunction Table]{weird science gizmo} or @Compendium[deadlands-core-rules.deadlands-tables.Infernal Devices Malfunction Table]{infernal device}, the user must immediately roll on its appropriate Malfunction Table as well. Either result can be removed with a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll, which takes an action if just removing the penalty or 1d6 hours if broken.

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MODIFIERS

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", "trapping": "" }, { "id": "Curse", "name": "Curse", "description_full": "
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Some practitioners of the arcane arts heal their allies. Others inflict sickness upon their enemies. To use this particularly nasty spell, the caster makes an @Compendium[swade-core-rules.swade-rules.Activation]{arcane skill roll} opposed by the victim’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll}. Failure means the victim suffers a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} immediately and at sunset each day thereafter (further castings of curse have no additional effect).

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Once the accursed becomes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, he makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigor roll} each day to avoid death.

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Breaking the Curse: The curse can be lifted by the original caster at will, and ends automatically if she’s slain. @Compendium[swade-core-rules.swade-powers.Dispel]{Dispel} also removes a curse, though each individual may only try once—if failed it’s beyond her abilities.

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", "trapping": "" }, { "id": "Detect/Conceal Arcana", "name": "Detect/Conceal Arcana", "description_full": "
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Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five @Compendium[swade-core-rules.swade-rules.Actions]{rounds}. This includes @Compendium[swade-core-rules.swade-powers.Invisibility]{invisible} foes, enchantments on people or items, @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{weird science} devices, and so on. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the caster knows the general type of enchantment as well — harmful, obscurement, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{magic}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{miracles}, etc.

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Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by @Compendium[swade-core-rules.swade-powers.Light / Darkness]{magical darkness}, @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibility}, or similar abilities (or all @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties} with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).

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Conceal arcana prevents detection of arcane energies on one being or item of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Normal Scale} for one hour.

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Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skills} (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.

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Modifiers

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", "trapping": "Waving hands, whispered words." }, { "id": "Dread", "name": "Dread", "description_full": "
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Given their reliance on the Reckoners’ dark energy, it’s not surprising witches seek dark places where their powers reign supreme. And when they can’t find such places, they create them.

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Dread allows a witch to increase the @Compendium[deadlands-core-rules.deadlands-rules.04 Fear]{Fear Level} by 1 with a success, or 2 with a raise. The area affected is 25” (50 yards) in diameter.

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Modifiers

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", "trapping": "" }, { "id": "Fury of the Petro Loa", "name": "Fury of the Petro Loa", "description_full": "
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Petro loa are more aggressive or ill-tempered than rada loa, so they’re primarily useful in dangerous situations such as combat. Like aspect of the rada loa, fury of the petro loa invites these spirits into the voodooist’s body.

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Only one spirit may ride the voodooist at a time, though the caster may drop the spell at any time and start another if she chooses.

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Range: The voodooist can only cast this spell on herself, though the Range to the target is equal to the caster’s Spirit. This can’t be increased with the Range Power Modifier since it’s not the Range of the power itself.

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Other Aspects: Most loas have more than one aspect. Those listed here are the most common favors requested by heroic voodooists in the Weird West.

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", "trapping": "" }, { "id": "Holy Symbol", "name": "Holy Symbol", "description_full": "
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Evil critters find it hard to attack a pious wayfarer with true faith—and a symbol of her deity to back it up.

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Once invoked, any supernaturally evil creature (Marshal’s call) that wants to make a direct, physical attack on the bearer of the symbol must make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll} as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} (the creature subtracts 2 if the blessed cast with a raise).

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Attacks include @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area effect attacks} that would catch the bearer in their template, but wouldn’t affect knocking a shelf over to land on the bearer, for example. Holy symbol has no effect on @Compendium[swade-core-rules.swade-rules.Test]{Tests} or other non-damaging attacks.

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The blessed must have an actual holy symbol to invoke the miracle. No holy symbol, no holy symbol. Comprende, amigo? An improvised symbol works—a broken window frame in the shape of a cross instead of an actual crucifix, for example, but the blessed subtracts 2 from the invocation without a proper symbol.

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Vampires: Bloodsuckers (@Compendium[swade-core-rules.swade-bestiary.Vampire]{those in the Savage Worlds core book} and the @Compendium[deadlands-core-rules.deadlands-actors.Nosferatu]{nosferatu} in this one) have a built-in @Compendium[swade-core-rules.swade-rules.Special Ability (Weakness)]{Weakness} to holy symbols. A character with this miracle may use either as she chooses—the power (using Power Points and requiring an arcane skill roll) or the less powerful rules outlined in the Weakness (which has no raise effect).

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Modifiers

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", "trapping": "" }, { "id": "Mend", "name": "Mend", "description_full": "
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Mend allows a metal mage to repair damage done to complex machines—essentially any device that has @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}, like vehicles or certain types of sentient constructs. It may take the form of a clockwork toolkit, multi-tool, or other repair gizmo of the metal mage’s design.

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Fixing a machine’s Wounds is a @Compendium[swade-core-rules.swade-rules.Weird Science]{Weird Science} roll. A success repairs one Wound and a raise repairs two. If the casting fails or does not heal all the damage, the metal mage may try again. On a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure}, the damage can only be repaired through normal hard work and replacement parts (see Repair in @Compendium[swade-core-rules.swade-skills.Repair]{Savage Worlds}).

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Modifiers:

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", "trapping": "" }, { "id": "Numb", "name": "Numb", "description_full": "
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Numb alleviates pain caused by injury. With a success on the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{arcane skill roll}, the caster and all allies within the caster’s Spirit in tabletop inches ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound or Fatigue penalties}, or 2 with a raise.

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Numb also nullifies any @Compendium[swade-core-rules.swade-tables.Injury Table]{temporary Injury Table} results for its Duration. A character made Lame by a hit to the leg, for example, can move normally while numbed. The power has no effect on permanent Injuries.

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", "trapping": "" }, { "id": "Open Portal", "name": "Open Portal", "description_full": "
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Open portal creates a rift between planes, allowing characters in the physical world to travel into the Hunting Grounds or vice-versa.

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Within the Hunting Grounds, a portal can also be opened to another part of the Hunting Grounds (except Heaven or Hell). A party could thus travel from the spirit version of Deadwood to the spirit version of Paris. Another casting in that pocket realm would allow them to leave the spirit realm and walk the actual streets of Paris.

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Open portal doesn’t allow a party to travel between “worlds” (such as Hell on Earth or Lost Colony). That requires an arduous trip through the Hunting Grounds, and is always an adventure of its own.

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", "trapping": "" }, { "id": "Puppet", "name": "Puppet", "description_full": "
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Puppet is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of the character’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, the victim automatically obeys commands that don’t directly harm himself or those he cares about.

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With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the target is completely controlled, but gets an automatic @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} to avoid directly arming himself or those he cares about. If the puppet’s resistance @Compendium[swade-core-rules.swade-rules.Trait Rolls]{succeeds}, he doesn’t carry out that particular command but doesn’t otherwise resist his master. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, he breaks the controller’s hold and the power ends.

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Commands are general, such as “attack that person” or “open that door.” The controller doesn’t get to dictate how many @Compendium[swade-core-rules.swade-rules.Actions]{actions} the victim uses in a turn, whether or not he uses his @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} Edge, etc.

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Modifiers

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", "trapping": "Glowing eyes, trance-like state, a swinging pocket watch, voodoo dolls." }, { "id": "Sanctify", "name": "Sanctify", "description_full": "
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Significant or important places might become permanently \"sanctified\"—a sacred area that causes harm to evil creatures. Such locales are the result of long-term affiliation with a religion or belief. They usually coincide with a structure of great ceremonial significance, such as a cathedral, but might also arise from the scene of some great sacrifice, triumph, or tragedy.

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A blessed can replicate these effects on a temporary basis by strenuous prayer and devotion. The process takes four straight hours of meditation and rituals appropriate to his religion or beliefs.

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Once that’s complete, the blessed makes his @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Faith roll}. Failure simply means the time is wasted. A Critical Failure means the powers that be will not sanctify this particular place and the ritual can’t be attempted at this location until some significant evil is defeated (Marshal’s call).

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Success means an area roughly 30 yards square is anathema to the forces of darkness. Any supernaturally evil creature (GM’s call) that attempts to enter the sacred ground must make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll} at the start of each round (as a free action) or suffer Fatigue, at −2 with a raise on the Faith roll. This can lead to @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation} but not death.

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", "trapping": "" }, { "id": "Transform", "name": "Transform", "description_full": "
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Tales of witches turning their enemies into frogs is the stuff of fairy tales. Mostly. It can be done, it just takes much longer than those stories would have one believe.

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Transform curses a target into becoming a common animal of Size −2 to –3 (witch’s choice). A successful @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch} on an unwilling victim causes him to make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll} (at –2 with a raise on the @Compendium[swade-core-rules.swade-skills.Spellcasting]{Spellcasting} roll). If the victim fails, he transforms—his clothes and other personal items falling around him (they don’t transform).

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Breaking the Curse: The curse can be lifted by the original caster at will, and ends automatically if she’s slain. @Compendium[swade-core-rules.swade-powers.Dispel]{Dispel} also ends the transformation.

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Modifiers

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", "trapping": "" }, { "id": "Trinkets", "name": "Trinkets", "description_full": "
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Trinkets allows a huckster to create a minor mundane item weighing less than one pound—a Derringer, a playing card, hand mirror, and so on. With a raise, the Duration is in minutes instead of rounds (and is Maintained in minutes as well if desired).

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Conjured items typically appear in a pocket, pouch, or bag to hide the magic that conjures them, but it’s not strictly necessary.

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Once the Duration expires, the item fades from reality. If the shyster used conjured coins to buy something, he might be in trouble if the merchant figures out who swindled him.

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Modifiers

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", "trapping": "" }, { "id": "Wilderness Walk", "name": "Wilderness Walk", "description_full": "
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Wilderness walk asks the earth spirits to move the shaman in and out of the Hunting Grounds as he travels, shortening arduous treks and concealing his path. Shamans use this power to communicate with their allies across vast distances and spy on their foes!

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After walking at least one mile in the wilderness (GM’s call), every three miles count as one (it has no effect on @Compendium[swade-core-rules.swade-rules.Characters]{Pace}) and the shaman’s tracks are impossible to trace other than short sections. With a raise on the @Compendium[swade-core-rules.swade-rules.Activation]{arcane skill roll} , every five miles count as one.

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Modifiers

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", "trapping": "" } ] }