Bad Powder Medicine
- At February 23, 2019
- By Great Quail
- In Deadlands, Grimoire
- 0
Bad Powder Medicine
Power: Shaman
Rank: Veteran
Power Points: 1+
Range: Determined by PP
Duration: Determined by PP
Trappings: Chanting, dancing, face painting, fetishes, etc.
Description
This Power is limited to Shamans, and has the effect of stifling “modern technology” within the affected area of casting. In the context of Deadlands 1876, such technology includes gunpowder, steam engines, and electricity. It does not include simple devices such as bows, lanterns, compasses, and so forth. The range and effects of the spell are highly variable, and depend on the number of Power Points committed by the Shaman and the strength of her Spellcasting roll.
Range
Bad Powder Medicine has an area of effect that radiates from the caster in a sphere. The radius of this sphere is measured in yards, and is calculated by squaring the number of Power Points expended. For instance, spending 1 PP creates a sphere with a radius of 1^2= 1 yard around the Shaman; spending 2 PP creates a 2^2= 4 yard radius, 3 PP creates a 3^2= 9 yard radius, and so on. Additional Shamans may extend this range by linking hands with the caster, which allows them to contribute their own Power Points to the total. For instance, to cast Bad Powder Medicine with a radius of one mile, it would require the expenditure of 42 Power Points! (42^2= 1764 yards.)
Duration
The standard duration of Bad Powder Medicine is one minute. This duration may be extended by spending additional Power points. For every additional Power Point, the base time is doubled, up to a maximum of twenty-four hours. Additional linked shamans may also contribute their Power Points, but may not exceed this maximum.
Effects
The effects of Bad Medicine Power are determined by a roll of Tribal Medicine vs. TN-4. Only the primary Shaman may make this roll. The effects of successes are cumulative.
Critical Failure
The Shaman has just enhanced all hostile technology! Across the intended range and duration of the spell, enemies get a +2 bonus to rolls depending on technology, such as Engine Analytics, Pilot, Repair, and Shooting.
Failure
The spell fizzles out and may not be cast again for a full day.
Success
Within the range of the spell, technology on both sides suffers from frequent mishaps. Gunpowder fizzles, rifles misfire, engines lose steam, etc. A –2 penalty is applied to all rolls depending on technology, such as Engine Analytics, Pilot, Repair, and Shooting. Additionally, Wild Cards are stripped of their Wild Die for these rolls.
One Raise
The Bad Powder Medicine only affects hostiles; friendly technology remains unaffected. Additionally, the penalty on technology-based rolls is increased to –4.
Two or More Raises
Any roll of Natural One while using a technological device permanently disables that device until a successful Repair roll is made.
Critical Success
All hostile technology is rendered unusable for the duration of the spell!
For instance, Nayawenne is a Tuscarora shaman with a d8 Tribal Medicine skill and 16 Power Points. Her people are about to be attacked by the Catawba, who are armed with Brown Bess muskets provided by the perfidious English. In order to neutralize their firearms, she casts Bad Powder Medicine. Nayawenne spends 10 PP to establish a range of 10^2= 100 yards around her person, and spends an additional 6 PP to attain a duration of 32 minutes. She aces her Tribal Medicine roll, obtaining a “10,” which gives her a raise. As the Catawba open fire, they are surprised to find their powder fizzling, their flints breaking, and one fool left the ramrod in his barrel! While a few enemies get off a successful shot, the –4 penalty results in significantly less lead flying through the air.
Limitations
Once cast, Bad Powder Medicine cannot be negated without killing the Shaman. However, individual objects within the area of effect, such as firearms, batteries, and engines, may be rendered immune by Dispel. This Power must be employed directly upon the object itself, and the Spellcasting roll is made against a Target Number equal to the opposing Shaman’s Spirit die. A success renders that object immune to Bad Powder Medicine for its entire duration. An individual firearm may also be rendered immune by Smite; but the Target Number is again equal to the opposing Shaman’s Spirit die.
Author: A. Buell Ruch
Last Modified: 2019 February 23
Email: quail (at) shipwrecklibrary (dot) com
PDF Version: [Coming Soon]