Hey all,
My group was excited to play as a Deathland Scavengers crew. However, Andy Owlington’s homebrew crew sheet was incomplete, so I took a crack at finishing it and adding in my own ideas. My group is gonna start play testing it soon and would love some feedback on the special abilities and claims.
Basic concept revolves around exploring old ruins, using cohorts, being raiders and outlaws, and dealing with the spirits beyond the lightning fields. I have a few other abilities and ideas I left on the cutting room floor if what’s there is lacking or too complex.
Thanks and props to Andy for the initial ideas and designs.
I like it! I wonder if Deathland Scavengers should have their own entanglement table – with far less risk of bluecoats/law trouble but far more risk of ghostly trouble and possession.
I’m thinking about this paragraph from the book: “Possession is a common hazard, and scavengers either learn to deal with it, or go mad and vanish into the darkness of the wastes. Those still in Lady Thorn’s company have adapted well and suffer only minimal ill effects from possession.”
Maybe there should be a special crew ability that gives them +1d to resist the consequences of possession?
I’m also reminded of this bit; “precious hold-fasts in the deathlands, secured by ancient rites against spirits.”
Perhaps one of the hardest-to-reach claims should be an ancient hold-fast that gives you a decent bonus to entanglement rolls?
Tim Denee I love the idea of a deathlands specific entanglement table and will cook one up. I’ll see what new design ideas stem from that and see if claims or special abilities need changing.
Luc Labelle Looking forward to seeing it!
I don’t know how it would work, but I also kind of love the idea of a special ability that lets you accept possession for some kind of temporary benefit. E.g. one character shows up to a score possessed by an ancient warrior, gaining combat potency in exchange for stress & trauma (and maybe an additional XP trigger – gain XP if you let your possessing ghost’s drives and desires get in the way of the crew’s objectives). Could be a fun trade-off, and plays up the surreal nature of living in the deathlands.