{ "label": "Deadlands : Capacités spéciales", "mapping": { "description": "system.description" }, "entries": { "Anchor": { "name": "Anchor", "description": "
Armor +4: Heavy Armor.
" }, "Bad Luck": { "name": "Bad Luck", "description": "Bite: Hatchling swarms inflict 2d4 damage per round against every target in a Medium Blast Template. Apply damage to the least armored location.
\nBurrow: Pace 6\"
" }, "Charge": { "name": "Charge", "description": "Coup (’Glom): Deaders who absorb a ’glom’s mojo gain its ’Glom ability to absorb a corpse, but only one. It takes a full round to add or remove a ’glommed corpse, and using this power provokes a Fear check for witnesses, and probably an angry mob if townsfolk see it!
\nCoup (Cure Disease): A Harrowed who absorbs a pox walker’s coup may cure another’s diseases by taking the infection into himself. He uses an action to lay hands on the victim, then suffers one level of Fatigue for the next week. At the end of that week, the disease is flushed from his system.
\nCoup (Poison): A Harrowed who counts coup on a poison woman gains her peculiar brain chemistry. He may inflict a Wound on himself to pull out a bit of gray matter (through his nose), and poison
" }, "Coup (Reap the Whirlwind)": { "name": "Coup (Reap the Whirlwind)", "description": "Death from Above: When a flying devil bat hits with a raise, it doesn’t cause additional damage. Instead, the prey is Entangled and the bat’s movement stops for the turn. On its next turn, the bat soars into the air and drops its prey for 4d6 damage.
\nIf the victim goes before the devil bat, he can try to hang on by making a Grappling roll himself.
\nAn Entangled result means he hangs on and can’t be dropped (and is no longer Entangled himself). A Bound result means he forces it to ground low enough to drop safely. The bat can never Bind a foe while flying.
\nDisease (−2): Each time the victim comes into close contact with a pox walker, or is Shaken or Wounded by one of its tainted weapons, he must make a Vigor roll at −2 or contract a Chronic Disease. Symptoms manifest a day later, and can then be spread to others as well (but ignore the −2 penalty when contacted by someone other than the pox walker).
\nThe disease is magical in nature, so even Harrowed may be infected—though they can’t spread it.
\nDisguise: A pox walker can hide its infection with an illusion. Detect arcana detects it as such, and dispel negates it. The walker can resume the illusion as an action on its turn, but in the meantime, others see it for the horrid thing it truly is (and make a Fear check!)
\nFear: Simply laying eyes on this terror provokes a Fear check.
\nFear (−2): Anyone seeing this horror must make a Fear check at −2
\nFearless: Immune to Fear and Intimidation.
\n\n
Flight: Pace 16\".
\n’Glom: A ’glom takes a full round to add a corpse to its mass. For every additional corpse it adds, the thing gains a die type in Strength and Vigor and +1 Size. A ’glom may grow as large as 10 corpses (Strength and Vigor d12+7, Size 9, Toughness 22); after that is splits into two equal ’gloms.
\nA ’glom can take three Wounds, plus one additional Wound for every corpse after the third. A ’glom made of five bodies, for example, can take five Wounds before it’s destroyed.
\nNo recoil penalty when firing its Gatling.
" }, "Hardy": { "name": "Hardy", "description": "Hooks: Each round, a swarm of hatchlings may make a Fighting roll against one target under the swarm template. This attack inflicts no damage, but on a successful attack a few hatchlings get into a victim’s nose or throat.
\nAfter an hour, the target must make a Vigor roll each hour or suffer a level of Fatigue. If the victim dies from this Fatigue, the now full-grown prairie tick bursts from his guts in a shower of blood and gore.
\nIgnore Dim and Dark Illumination penalties.
" }, "Mimicry": { "name": "Mimicry", "description": "Sonar: Devil bats “see” by sonar. If its prey has the guts to stand still among other obstacles (like rocks and such), the thing subtracts 2 from its Fighting roll. This requires a Fear check at −2. Failure means the victim flinches or moves, allowing the bat to “see” him and eliminate the penalty.
\nUndead: +2 Toughness; +2 to recover from Shaken; ignore 1 point of Wound modifiers; Called Shots do no extra damage; doesn’t breathe; immune to disease and poison.
\nWeakness (Castor Oil): Drinking at least a half-a-quart of castor oil requires a Vigor roll at −2, and kills all the hatchlings in one’s system.
\nWeakness (Head): A Notice roll at −1 for each ’glommed body (−4 max) reveals which of a ’glom’s many heads is the primary. If it’s destroyed the entire thing dies instantly.
\n