129 lines
36 KiB
JSON
129 lines
36 KiB
JSON
{
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"label": "Deadlands - Pouvoirs",
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"mapping": {
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"description_full": "data.description",
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"trapping": "data.trapping",
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"duration": {
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"path": "data.duration",
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"converter": "powers_duration"
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},
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"range": {
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"path": "data.range",
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"converter": "powers_range"
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},
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"rank": {
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"path": "data.rank",
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"converter": "powers_rank"
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}
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},
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"entries": [
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{
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"id": "Ammo Whammy",
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"name": "Ammo Whammy",
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"description_full": "<div class=\"deadlands-core\">\n<p>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!</p>\n<p>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!).</p>\n<ul>\n<li><strong>Argent Agony:</strong> The shot affects a being as though it were composed of its @Compendium[swade-core-rules.swade-rules.Special Ability (Weakness)]{Weakness}. The hexslinger must know the creature’s Weakness, and it doesn’t work against certain powerful foes, such as the @Compendium[deadlands-core-rules.deadlands-rules.02 Rascals]{Servitors}. The manitous don’t have the ability to match that kind of mojo.</li>\n<li><strong>Bullet With Your Name on It:</strong> Add +2 to the hexslinger’s Shooting roll.</li>\n<li><strong>Explosive:</strong> The shot causes damage in a @Compendium[swade-core-rules.swade-rules.Blast Templates]{Small Blast Template}.</li>\n<li><strong>Flare:</strong> Firing this “flare” shot into the night sky removes @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination penalties} in the immediate area for one minute. If fired indoors, roll a d6: On a 2–6, the bullet ignites flammable materials it strikes.</li>\n<li><strong>Ghost Bullet:</strong> The shot is half in this world and half in the Hunting Grounds, giving it @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 6.</li>\n<li><strong>Kentucky Windage:</strong> Doubles the shot’s @Compendium[swade-core-rules.swade-rules.Range]{Range}.</li>\n<li><strong>Loaded for Bear:</strong> The shot is a Heavy Weapon and increases the gun’s base damage one die type. A pistol that does 2d6 does 2d8 with this deadly round.</li>\n<li><strong>Sacramento Surprise:</strong> This shot surges with power of some sort—fire, electricity, cold, etc. It’s especially useful against creatures with an @Compendium[swade-core-rules.swade-rules.Special Ability (Environmental Weakness)]{Environmental Weakness}!</li>\n</ul>\n</div>",
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"trapping": ""
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},
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{
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"id": "Aspect of the Rada Loa",
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"name": "Aspect of the Rada Loa",
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"description_full": "<div class=\"deadlands-core\">\n<p>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.</p>\n<p><em>Aspect of the rada loa</em> 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.</p>\n<p><strong>Range:</strong> 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.</p>\n<ul>\n<li><span class=\"list-heading\">Agwé:</span> This loa rules over the great waters and all that dwells within them. He is most often depicted as a tall, handsome man with deep green eyes wearing formal clothes, crying salt tears for the slaves transported across the ocean during the Trans-Atlantic slave trade. Those ridden by Agwé are morose and easily brought to tears.\n<p>The spell allows the voodooist mastery of the water for the Duration of the power. She may walk upon it, breathe beneath its surface, and swim at her full Pace (plus running die if desired). With a raise, she adds +2 to her total Pace each round.</p>\n</li>\n<li><span class=\"list-heading\">Baron Samedi:</span> Samedi appears as a tall man in black hat, dark glasses, formal coat with tails, cotton plugs in his nose, and painted skull face. He is a dirty-minded and foul-mouthed loa who relishes human vices. Samedi is the loa of the dead and gatekeeper to @Compendium[deadlands-core-rules.deadlands-rules.01 The Hunting Grounds]{the Hunting Grounds}. Anyone possessed by the Baron becomes bawdy and salacious.\n<p>Samedi temporarily severs an undead creature’s link to the Hunting Grounds. If a creature with the @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{undead Special Ability} moves adjacent to the voodooist, it must make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigor} roll (at –2 if cast with a raise) or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.</p>\n</li>\n<li><span class=\"list-heading\">Damballa:</span> The ancient creator of the world once lay beneath the earth in serpent form. It was he who created the mountains and the skies and the seas and all that humanity beholds. He’s a powerful, pristine loa who communicates messages of wealth, prosperity, and health through dreams. Casters who invite Damballa into their body become more patient and kind, with a long view to the cosmos and all who dwell in it.\n<p>You can reroll any @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigor} roll for the Duration of the spell. If using the Wealth rules from <cite>@Compendium[swade-core-rules.swade-rules.Wealth]{Savage Worlds}</cite>, you can also reroll any Wealth roll for the Duration of the spell. If not, reroll any @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls to haggle or otherwise negotiate prices to get a better deal (a discount the GM feels is appropriate for the particular situation).</p>\n<p>All rolls are made at +1 if the spell is cast with a raise.</p>\n</li>\n<li><span class=\"list-heading\">Erzulie Fréda:</span> Erzulie appears as a “black Madonna,” a loa of love and femininity. While beautiful and kind, she’s also quick-tempered. When ridden by Erzulie, the voodooist also adopts these traits.\n<p>The power grants the hero favor with a single individual who is romantically inclined toward his or her gender and starts with a Neutral or better Reaction (see the Reaction Table in <em>@Compendium[swade-core-rules.swade-tables.Reaction Table]{Savage Worlds}</em>). This isn’t the <em>puppet</em> power—the individual isn’t a mind-controlled slave—he or she is just eager to please the houngan or mambo. A raise means the target is even more eager to aid the voodooist.</p>\n<p>Once the power expires, the target may rethink his or her commitment depending on the situation. Of course the voodooist can always channel Erzulie Fréda and rekindle the relationship anew.</p>\n</li>\n<li><span class=\"list-heading\">Papa Legba:</span> Legba is the great communicator. He is depicted as an old man with a cane, wearing a broad-rimmed straw hat and smoking a pipe, and is often accompanied by a loyal dog. When he rides an individual, she becomes more patient, wise, and sympathetic.\n<p>The houngan or mambo gets a free reroll on any @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, or @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} @Compendium[swade-core-rules.swade-rules.Test]{Tests} for the Duration of the possession (at +1 if cast with a raise).</p>\n</li>\n</ul>\n</div>",
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"trapping": ""
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},
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{
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"id": "Banish",
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"name": "Banish",
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"description_full": "<div class=\"deadlands-core\">\n<p>Banish works @Compendium[swade-core-rules.swade-powers.Banish]{as described} in <cite>Savage Worlds</cite>, but using it on the @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Harrowed} requires some additional description.</p>\n<p>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.</p>\n<p>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).</p>\n</div>",
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"trapping": ""
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},
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{
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"id": "Beguile",
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"name": "Beguile",
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"description_full": "<div class=\"deadlands-core\">\n<p>Witches know the easiest path to get their way is to charm gullible paramours into peacefully doing what they want.</p>\n<p><em>Beguile</em> 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 <strong>@Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table}</strong>.</p>\n<p>If successful, the target’s attitude improves one level, or two with a raise. Unlike the <em>@Compendium[swade-core-rules.swade-powers.Puppet]{puppet}</em> power, the target isn’t mind controlled. He or she has free will, but is genuinely enamored with the witch and <em>wants</em> to do whatever he or she can to please her. Exactly what that means depends on the character. A blackhearted villain <em>beguiled</em> 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.</p>\n<p>The power wears off at the next sunrise or sunset, whichever comes next. It may not be maintained, but may be recast.</p>\n</div>",
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"trapping": ""
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},
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{
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"id": "Breakdown",
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"name": "Breakdown",
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"description_full": "<div class=\"deadlands-core\">\n<p>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 <em>breakdown</em> on a device that’s already suffering this penalty counts as a raise—see below.</p>\n<p>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.</p>\n<p><span class=\"list-heading\">MODIFIERS</span></p>\n<ul>\n<li><strong>ADDITIONAL RECIPIENTS (+1):</strong> The power may affect an additional item for 1 additional Power Point each.</li>\n</ul>\n</div>",
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"trapping": ""
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},
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{
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"id": "Curse",
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"name": "Curse",
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"description_full": "<div class=\"deadlands-core\">\n<p>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).</p>\n<p>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.</p>\n<p><strong>Breaking the Curse:</strong> 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.</p>\n</div>",
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"trapping": ""
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},
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{
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"id": "Detect/Conceal Arcana",
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"name": "Detect/Conceal Arcana",
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"description_full": "<div class=\"deadlands-core\">\n<p><em>Detect arcana</em> 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 <em>@Compendium[swade-core-rules.swade-powers.Invisibility]{invisible} </em>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.</p>\n<p><em>Detect arcana</em> 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}, <em>@Compendium[swade-core-rules.swade-powers.Invisibility]{invisibility}</em>, 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}).</p>\n<p><em>Conceal arcana </em>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.</p>\n<p><strong>Detect vs. Conceal</strong>: <em>Detecting arcana</em> against someone or something that’s been <em>concealed </em>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 <em>concealment </em>wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.</p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may affect more than one viewer for <em>detect</em>, or item for <em>conceal, </em>for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n<li><strong>Area of Effect (+1/+2):</strong> <em>Conceal </em>only. The power effects everything in a sphere the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} for +1 points, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} for +2</li>\n<li><strong>Strong (+1):</strong> <em>Conceal </em>only. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Detection rolls} to see through the concealment are made at -2.</li>\n<li><strong>Spirit Sight (+5):</strong> The caster must be of Heroic Rank to use this option.\n<p>The hero can “shift” her view to see the Hunting Grounds version of her current location. Doing so tells her the area’s Fear Level and a chance to notice any spirit beings lurking about.</p>\n<p>She can also focus on an object or being’s essence as an action, but no more than once per round. This tells her the subject’s general nature, any Major Hindrances, and a general sense of any supernatural abilities. A raise reveals more information (Minor Hindrances, specific powers or Weaknesses, etc.).</p>\n</li>\n</ul>\n</div>",
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"trapping": "Waving hands, whispered words."
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},
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{
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"id": "Dread",
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"name": "Dread",
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"description_full": "<div class=\"deadlands-core\">\n<p>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 <em>find</em> such places, they <em>create</em> them.</p>\n<p><em>Dread</em> 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.</p>\n<p><span class=\"list-heading\">Modifiers</span></p>\n<ul>\n<li><strong>AREA EFFECT (3):</strong> The effect covers an area roughly 50” (100 yards) in diameter.</li>\n</ul>\n</div>",
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"trapping": ""
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},
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{
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"id": "Fury of the Petro Loa",
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"name": "Fury of the Petro Loa",
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"description_full": "<div class=\"deadlands-core\">\n<p>Petro loa are more aggressive or ill-tempered than rada loa, so they’re primarily useful in dangerous situations such as combat. Like <em>aspect of the rada loa,</em> <em>fury of the petro loa </em>invites these spirits into the voodooist’s body.</p>\n<p>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.</p>\n<p><strong>Range:</strong> 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.</p>\n<p><strong>Other Aspects:</strong> Most loas have more than one aspect. Those listed here are the most common favors requested by heroic voodooists in the Weird West.</p>\n<ul>\n<li><span class=\"list-heading\">Erzulie Dantor:</span> Erzulie Dantor is an aspect of Erzulie Fréda born of the bloody Haitian Revolution. She appears as a black Madonna with a scar on her cheek and a severed tongue—cut out to ensure she kept the secrets of the revolution. Anyone ridden by Erzulie gains a bleeding cut on the tongue (no game effect) and the @Compendium[swade-core-rules.swade-hindrances.Vengeful]{Vengeful} (Minor) Hindrance for the Duration of the power.\n<p>The fearful Dantor is a vengeful protector. Anyone who harms the voodooist (causes her to be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}, or Wounded) must make an immediate @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit} roll (at −2 if cast with a raise) or be Stunned.</p>\n<p>Targets of Erzulie’s rage see her ghostly visage emerge from the voodooist. She races toward them, screeching with the stump of her severed tongue, eyes black as night and blood-stained hands reaching out for vengeance. She passes through their form and chills them to the very marrow…then disappears.</p>\n</li>\n<li><span class=\"list-heading\">Marinette bwa Chech (“Marinette of the Dry Arms”):</span> This terrifying petro loa is a tall, almost skeletal figure with wild hair, mad eyes, and parched skin wearing ragged, blood-stained clothes. Those ridden by Marinette gain the @Compendium[swade-core-rules.swade-hindrances.Mean]{Mean} Hindrance.\n<p>Marinette extends her host’s @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attacks to @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, and Str+d6, AP 2 if unarmed. The damage is increased to Str+d8 if cast with a raise.</p>\n<p>Anyone struck by the voodooist sees a ghostly image of the horrific Marinette transposed over the attacker, screaming obscenities in her mad fury as she reaches out with her horrific dry arms and long, jagged claws.</p>\n</li>\n<li><span class=\"list-heading\">Met Kalfu:</span> Kalfu is the dark side of Papa Legba. He appears as a suave man in a top hat with a forked tongue. He is another loa of the crossroads between worlds, with influence over dark spirits and emotions. Those who invoke Kalfu gain the @Compendium[swade-core-rules.swade-hindrances.Ruthless]{Ruthless} (Minor) Hindrance. Voodooists who already have the Hindrance do not suffer the −2 to the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit} roll below.\n<p>As master of strange, spiritual energies, Kalfu can sever a target’s ties with Fate itself. Any time a foe spends a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} and the voodooist wants to counter it, he may make a Spirit roll at –2 (or no penalty if cast with a raise). If successful, no Benny can be spent on that roll. With a raise, the Benny is lost as well!</p>\n<p>When an opponent’s luck is countered, he sees a ghostly image of Kalfu greedily drawing the energy into his mouth and devouring it with glee.</p>\n</li>\n</ul>\n</div>",
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"trapping": ""
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},
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{
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"id": "Holy Symbol",
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"name": "Holy Symbol",
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"description_full": "<div class=\"deadlands-core\">\n<p>Evil critters find it hard to attack a pious wayfarer with true faith—and a symbol of her deity to back it up.</p>\n<p>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).</p>\n<p>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.</p>\n<p>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.</p>\n<p><strong>Vampires:</strong> 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).</p>\n<h3>Modifiers</h3>\n<ul>\n<li><strong>Area Effect (+2/+3):</strong> For +2 points the power affects all allies within a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} centered on the caster. It does not prevent creatures from entering the area, only their attacks against those within it. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.</li>\n<li><strong>Strong (+1):</strong> @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit rolls} by the creature are made at −2 (−4 with a raise).</li>\n</ul>\n</div>",
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"trapping": ""
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},
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{
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"id": "Mend",
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"name": "Mend",
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"description_full": "<div class=\"deadlands-core\">\n<p><em>Mend</em> 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.</p>\n<p>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 <em>@Compendium[swade-core-rules.swade-skills.Repair]{Savage Worlds}</em>).</p>\n<p><span class=\"list-heading\">Modifiers:</span></p>\n<ul>\n<li><strong>CRITICAL HITS (+2):</strong> The inventor can instead attempt to fix a @Compendium[swade-core-rules.swade-tables.Vehicle Critical Hits]{vehicular Critical Hit} by casting <em>mend.</em> Like repairing Wounds, this may be done multiple times.</li>\n<li><strong>EXPEL GREMLINS (+1):</strong> A successful Weird Science roll removes one @Compendium[deadlands-core-rules.deadlands-actors.Gremlin]{gremlin} from a machine or all gremlins with a raise.</li>\n</ul>\n</div>",
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"trapping": ""
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},
|
|
{
|
|
"id": "Numb",
|
|
"name": "Numb",
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|
"description_full": "<div class=\"deadlands-core\">\n<p>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.</p>\n<p>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.</p>\n</div>",
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|
"trapping": ""
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|
},
|
|
{
|
|
"id": "Open Portal",
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|
"name": "Open Portal",
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|
"description_full": "<div class=\"deadlands-core\">\n<p><em>Open portal</em> creates a rift between planes, allowing characters in the physical world to travel into the Hunting Grounds or vice-versa.</p>\n<p>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.</p>\n<p><em>Open portal</em> doesn’t allow a party to travel between “worlds” (such as <em>Hell on Earth</em> or <em>Lost Colony</em>). That requires an arduous trip through the Hunting Grounds, and is always an adventure of its own.</p>\n</div>",
|
|
"trapping": ""
|
|
},
|
|
{
|
|
"id": "Puppet",
|
|
"name": "Puppet",
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|
"description_full": "<div class=\"deadlands-core\">\n<p><em><span class=\"fontstyle0\">Puppet </span></em><span class=\"fontstyle2\">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.</span></p>\n<p><span class=\"fontstyle2\">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 </span><span class=\"fontstyle0\"><em>puppet</em>’s </span><span class=\"fontstyle2\">resistance @Compendium[swade-core-rules.swade-rules.Trait Rolls]{succeeds}, he doesn’t carry out that </span><span class=\"fontstyle2\">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.<br /></span></p>\n<p><span class=\"fontstyle2\">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.</span></p>\n<p><strong><span class=\"fontstyle2\">Modifiers</span></strong></p>\n<ul>\n<li><span class=\"fontstyle2\"><strong>Additional Recipients (+2):</strong> The caster may affect others at the cost of 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} each.</span></li>\n<li><strong>MIND RIDER (+1):</strong> The caster can communicate and sense through any target under the effects of puppet.</li>\n</ul>\n</div>",
|
|
"trapping": "Glowing eyes, trance-like state, a swinging pocket watch, voodoo dolls."
|
|
},
|
|
{
|
|
"id": "Sanctify",
|
|
"name": "Sanctify",
|
|
"description_full": "<div class=\"deadlands-core\">\n<p>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.</p>\n<p>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.</p>\n<p>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).</p>\n<p>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.</p>\n</div>",
|
|
"trapping": ""
|
|
},
|
|
{
|
|
"id": "Transform",
|
|
"name": "Transform",
|
|
"description_full": "<div class=\"deadlands-core\">\n<p>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.</p>\n<p><em>Transform</em> 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 <em>transform</em>).</p>\n<p><strong>Breaking the Curse:</strong> The curse can be lifted by the original caster at will, and ends automatically if she’s slain. <em>@Compendium[swade-core-rules.swade-powers.Dispel]{Dispel}</em> also ends the transformation.</p>\n<p><span class=\"list-heading\">Modifiers</span></p>\n<ul>\n<li><strong>TRUE CURSE (+0):</strong> A witch can transform a target permanently but the process takes much longer. The Range becomes one mile rather than Touch, but requires a personal item of some sort—a lock of hair, a ring, or something else with some physical or emotional attachment to the target.\n<p>With a successful casting, the victim begins to take on the animal’s characteristics over the next 12 hours. A man being turned into a frog might be compelled to watch buzzing flies for the first 10 hours, then actively attempt to eat them in the final two. A woman transforming into a pig might be excessively hungry throughout the day, eating more and more with less care as to quality until finally lying in cooling mud in the final hours.</p>\n<p>In the final 13th hour, the transformation becomes shockingly apparent. The victim writhes in pain as his body changes into the target creature. Eyes bulge like a toad, noses elongate to snouts, feet crumple into hooves, and so on. The process is excruciating and the victim squeals, barks, or screeches in pain as his bones crack and skin tears. He suffers 3 points of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties though he’s not actually Wounded (any powers or Edges that reduce Wound penalties apply here, too).</p>\n<p>While the transformation is changing the victim, it can still be stopped if the caster chooses (or dies). Attempts to <em>dispel </em>incur a −4 penalty and each individual may only try once—if she fails it’s beyond her abilities. Once the individual is transformed from a True Curse it’s generally permanent without some elaborate quest devised by the Marshal to remove it.</p>\n</li>\n</ul>\n</div>",
|
|
"trapping": ""
|
|
},
|
|
{
|
|
"id": "Trinkets",
|
|
"name": "Trinkets",
|
|
"description_full": "<div class=\"deadlands-core\">\n<p>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).</p>\n<p>Conjured items typically appear in a pocket, pouch, or bag to hide the magic that conjures them, but it’s not strictly necessary.</p>\n<p>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.</p>\n<h3>Modifiers</h3>\n<ul>\n<li><strong>Complete (+1):</strong> The object is a complete set or loaded (for firearms), though it still must fit under the weight limit. A deck of cards has all 54 cards in it, a firearm is completely loaded, and so on.</li>\n<li><strong>Weight (+2):</strong> The item can weigh up to two pounds.</li>\n</ul>\n</div>",
|
|
"trapping": ""
|
|
},
|
|
{
|
|
"id": "Wilderness Walk",
|
|
"name": "Wilderness Walk",
|
|
"description_full": "<div class=\"deadlands-core\">\n<p>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!</p>\n<p>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.</p>\n<p><span class=\"list-heading\">Modifiers</span></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may affect more than one target for 1 additional Power Point each.</li>\n</ul>\n</div>",
|
|
"trapping": ""
|
|
}
|
|
]
|
|
} |