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  White Games, LLC; DBA Pinnacle Entertainment Group. Savage Worlds, all associated characters, 
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   STONE and a hard place
  Errata & Rule CHANGES
  ERRATA
  Here’s where we shoot down them pesky errors 
  just like Stone gunnin’ down heroes.
  p. 9, Focus Hindrance: Disregard the phrase 
  “even a lucky rabbit’s foot for a mad scientist.” Mad 
  scientists and hexslingers cannot take the Focus 
  Hindrance.
  p. 10, Pistolero Edge: This replaces the Two-Gun 
  Kid Edge; characters with Two-Gun Kid should 
  trade out for Pistolero.
  p. 11, Harrowed: Under “Undeath,” Harrowed 
  also gain Grit +1.
  pp. 19–20, Speakin’ With the Dead: Disregard 
  paragraph four of this Edge’s description.
  p. 23, Hexslingers: Mad Science devices cannot 
  be used for a Hexslinger’s chosen weapon or as 
  ammunition for the shootist power.
  p. 26, shootist power: Insert an additional effect:
  Kentucky Windage (Heroic, 4 Power Points): 
  This rune doubles the Range of a bullet and allows 
  the shooter to ignore 2 points of penalties from any 
  source.
  p. 154, John Henry “Doc” Holliday: Doc 
  Holliday’s Charisma should be +3, not +4.
  AFTER THE CACKLER!
  As part of our ongoing effort to bring all the 
  Deadlands settings’ rules in line with each other—
  and to better align them with Savage Worlds—here 
  we introduce a few changes to the Weird West.
  It’s tough to predict all the ways the West will 
  change “After the Cackler”...but you can incorporate 
  these three new Arcane Backgrounds into your 
  campaign right away, Marshal. 
  Fans familiar with Deadlands Noir will notice 
  these rules are similar to those of that setting. Read 
  carefully though, as there are some differences. 
  Even the Cackler can’t make the Weird West as bad 
  as the Great Depression!
  THE BLESSED
  The forces of good lose a great deal of influence 
  in the world After the Cackler, with their chosen 
  no longer able to call down miracles like they were 
  goin’ out of style. That being said, good’s chosen 
  warriors aren’t without their particular advantages.
  Blessed are individuals who have been granted 
  supernatural abilities by mysterious and distant 
  powers of good. Some are priests or actual clergy 
  while others are simply chosen for the nobility 
  of their struggle or their soul. Though most are 
  enlightened and good by nature they don’t have 
  to be—sometimes the light chooses even troubled 
  souls to carry out its will.
  Edge: Arcane Background (Blessed)
  Requirements: Wild Card, Novice, Faith d4+, 
  Spirit d8+
  Arcane Skill: Faith (Spirit)
  Power Points: 15
  Starting Powers: 3 (protection, plus two of player’s 
  choice)
  Available Powers: Aim, armor, barrier, beast friend, 
  blind, boost/lower Trait, confusion, deflection, dispel, 
  elemental manipulation, environmental protection, 
  exorcism, gambler, greater healing, healing, inspiration, 
  light (not obscure), protection, pummel, quickness, 
  sanctify, smite, speak language, stun, succor, warrior’s 
  gift, windstorm.
  
  2
  Stone and a Hard Place: errata & rule cHangeS
  Special Rules
  • Crisis o’ Faith: When a blessed rolls a 1 on her 
  Faith die (regardless of the Wild Die), her Faith is 
  reduced by a die type until she spends an hour 
  in restful meditation, contemplation, or prayer. A 
  blessed’s Faith can never be reduced below d4 by 
  a Crisis of Faith.
  • Miracles: The blessed may use Edges that require 
  Arcane Background (Miracles).
  • Sinnin’: Blessed who violate their core beliefs 
  are temporarily or permanently forsaken by 
  whatever forces of good grant them their powers. 
  Minor sins give the character –2 to his Faith rolls 
  for a week. Major sins rob him of all arcane powers 
  for a week. Mortal sins cause the character to be 
  forsaken until the penitent hero completes some 
  great quest or task of atonement to regain his lost 
  powers (Marshal’s call).
  New Edge
  Conviction
  Requirements: Novice, Arcane Background 
  (Miracles), Spirit d6+, Faith d6+
  Some holy rollers seem to have the ear of 
  the Almighty, and this lucky cuss is one such 
  individual. This hero reduces the cost to activate 
  any power by 1 Power Point, to a minimum of 0.
  Trappings
  Blessed powers are always subtle if not outright 
  imperceptible—usually so much so that only the 
  effects are visible.
  VOODOOISTS
  As faith begins to wane After the Cackler, those 
  voodooists who rely on the traditional, ritualistic 
  practices find their magic still works. Traditional 
  voodoo rituals, like those of Indian shamans, 
  appease the spirits, allowing houngans and 
  mambos to draw power from the Hunting Grounds. 
  Other voodoo practitioners aren’t so lucky...
  Edge: Arcane Background (Voodoo)
  Requirements: Wild Card, Novice, Voodoo d4+, 
  Spirit d8+
  Arcane Skill: Voodoo (Spirit)
  Power Points: 15
  Starting Powers: 2
  Backlash: A voodooist who rolls a 1 on her 
  Voodoo die (regardless of her Wild Die) is Shaken. 
  On snake eyes, she gains a level of Fatigue that is 
  recovered after four hours of rest.
  Available Powers: Aim, armor, barrier, beast friend, 
  blind, boost/lower Trait, confusion, curse, darksight, 
  deflection, dispel, elemental manipulation, environmental 
  protection, exorcism, fear, gambler, greater healing, 
  healing, inspiration, light (not obscure), mind rider, 
  protection, pummel, puppet, quickness, sanctify, smite, 
  speak language, stun, succor, warrior’s gift, vision quest, 
  windstorm, zombie.
  Special Rules
  • Conjure Bags: A voodooist must have her 
  talismans, amulets, and the like with her or suffer 
  a –2 to her Voodoo rolls when casting spells.
  • Miracles: Voodooists may use Edges that require 
  Arcane Background (Miracles).
  • Shrine: A voodooist must spend an hour each 
  evening at a shrine to the loas preparing her 
  talismans and offering gifts to the spirits. If she 
  does not, she can’t cast spells during the next day.
  New Edge
  Gris-Gris Crafter
  Requirements: Novice, Arcane Background 
  (Voodoo), Smarts d8+, Spirit d8+, Voodoo d8+
  Once per game session, the houngan can create 
  a magic charm and imbue it with mystical energy. 
  This talisman uses any power available to the 
  houngan, though anyone using it must meet the 
  power’s Rank restrictions. It has half the creator’s 
  Power Points and once these are used up they do 
  not recharge. The ritual to craft one of these charms 
  takes 1d20 minutes and must be performed at the 
  creator’s shrine. Activating the device requires the 
  user to make a Spirit roll instead of a Voodoo roll. 
  All effects of the power are based on the result of 
  the Spirit roll.
  Trappings
  Most voodoo powers are cast through brief 
  chants or rituals. Depending on the spell, the caster 
  may rub a talisman, toss a small packet of dust, 
  or simply touch a necklace. Voodoo spells seldom 
  produce a visible effect, although the results may 
  be evident, such as from a successful use of the 
  healing power.
  2
  
  3
   
  HARROWED
  Edge: Harrowed
  Requirements: Wild Card, Novice, Spirit d6+
  Arcane Skill: None
  Power Points: None
  Starting Powers: None
  Backlash: None
  Special Rules:
  • Coup: When the deader defeats an abomination 
  with the Coup Special Ability, he can “count 
  coup” on it and absorb its essence. Harrowed 
  can gain bizarre powers by this means—see 
  each abomination’s description—but some 
  powers come with a curse as well. If more than 
  one Harrowed is present when a beast expires 
  in their sight, whoever’s closer has the first 
  option to count coup.
  • Dominion: A Harrowed’s starting Dominion 
  score is 0. When circumstances dictate 
  a Dominion roll (the Marshal has more 
  information on when this occurs), roll Spirit—
  opposed by the manitou—in order to keep 
  your hero in control of his mind and actions. 
  See below for details.
  • Undeath: Being undead grants the wily 
  Harrowed several benefits: Toughness +2; 
  Grit +1; +2 on Fear checks; needs only 1d6 
  hours of sleep per night; immune to nonlethal 
  damage; “death” only puts the Harrowed 
  out of commission for 1d6 days, only an 
  Incapacitating head-shot can kill the hero for 
  good; and immune to poison and disease.
  The Unlife of a Harrowed
  As we know, amigo, the dead don’t always 
  stay dearly departed in Deadlands. They’re even 
  more restless in the Wild Southwest! And some 
  of the toughest, most fearsome, and strong-willed 
  individuals actually return from the grave. These 
  cowpokes are possessed by a manitou, an evil 
  spirit who uses the host’s mind and body to 
  affect the physical world.
  The poor stiffs are called Harrowed, which 
  means, “dragged forth from the earth.”
  Most of the rules for Harrowed haven’t 
  changed (consult the Deadlands Player’s Guide 
  to read up on those). But we’re replacing two 
  important sections—Dominion and Undeath—
  with the versions presented below. Read on, 
  amigos, and see what lies beyond the pale...
  Dominion
  When your hero first returns from the grave, 
  she probably remembers suffering through her 
  Worst Nightmare. Well, guess what, hombre: 
  The manitou puts its host through her own little 
  corner of Hell every night, hoping to weaken her 
  resolve. We represent this struggle for control as 
  Dominion.
  Recently deceased characters who return as 
  Harrowed, as well as those who begin the game 
  with the Harrowed Edge, start with a Dominion 
  of 0. This means the host and the manitou are 
  roughly on equal footing. 
  
  4
  Stone and a Hard Place: errata & rule cHangeS
  When the Marshal calls for a Dominion roll, 
  make a Spirit roll—opposed by the manitou—to 
  keep the demonic worm out of your hero’s head. 
  This Spirit roll is modified by current Dominion 
  score. Dominion can never go below –4 or above 
  +4.
  Dominion Table
  Success: The Harrowed retains control and 
  gains 1 point of Dominion, or 2 points with a 
  raise.
  Failure: The manitou takes over, and no doubt 
  gets up to some evil shenanigans. Your hero loses 
  1 Dominion point, or 2 if the manitou scored a 
  raise.
  Tie: The manitou doesn’t get control, but the 
  fight leaves your Harrowed Shaken.
  Undeath
  Harrowed are a pretty sturdy bunch. They 
  don’t suffer Fatigue from mundane sources, and 
  nonlethal damage has about as much effect on 
  them as a mosquito does on a steer—they just 
  shrug it off.
  Harrowed suffer wounds normally—if an 
  attack penetrates their +2 Toughness—but they 
  can’t be killed except by destroying the brain. 
  The only way a result on the Incapacitation Table 
  (see Savage Worlds) can snuff a Harrowed is if a 
  Called Shot to the noggin sent him there, or if a 
  roll on the Injury Table indicates a head shot. If 
  the brain is mush, the manitou can’t control the 
  corpse’s functions and is ejected. The Harrowed 
  is now actually dead, as in, “not getting back up 
  again.”
  A Harrowed can still take a beating fierce 
  enough to take him out of action even without 
  a hit to the noggin. If he’s Incapacitated, he rolls 
  Vigor and consults the Incapacitation Table as 
  normal. However, if he “dies” due to anything 
  other than a head shot, he’s only put down for 
  1d6 days, after which he wakes up with three 
  wounds.
  In either of the above cases, Harrowed don’t 
  really bleed out. If the hero fails (or even critically 
  fails) his Vigor roll, just assume he’s suffered 
  enough physical punishment to put him out of 
  action as discussed above, with no Spirit roll 
  required.
  Although Harrowed don’t feel pain—nor do 
  they really bleed either—they still suffer wound 
  penalties as normal. These penalties reflect 
  damage to the Harrowed’s muscles and bones, 
  making movement and action more difficult. It’s 
  also distracting having one’s stinking, rotted guts 
  spilling all over one’s boots.
  But undeath isn’t all posies and ice cream, 
  hombre. First, and most important, by their 
  very existence Harrowed are abominations and 
  affronts to life. Any Harrowed that wants to 
  persist in its undead state is forced to hide that 
  status from most of the people they encounter. 
  Ordinary folk who discover your hero’s true 
  nature aren’t likely to settle in for a drawn-out 
  explanation of how all this strangeness came 
  to pass. Odds are they shoot first, hang second, 
  dismember third, burn fourth—and forget to ask 
  questions! Moreover, powerful organizations—
  the Agency, Texas Rangers, and the Order of St. 
  George among them—habitually hunt down and 
  destroy any Harrowed they learn about.
  Second, although undeath makes a body 
  resistant to damage, it also renders it fairly 
  resistant to outside sources of healing. Provided 
  he eats a pound of meat—cooked or otherwise—
  the Harrowed can make a Natural Healing roll 
  (see Savage Worlds) every five days. The Stitchin’ 
  and Improved Stitchin’ Edges (in the Deadlands 
  Player’s Guide) improve this rate to every day 
  and every hour, respectively. But most healing 
  magics have no effect on a Harrowed (although a 
  mad scientist’s healing gizmo might work, at the 
  Marshal’s discretion, if the Trappings are specific 
  and appropriate).
  No beneficial miracles or tribal medicine 
  powers can affect Harrowed, only the detrimental 
  ones. It doesn’t matter whether the hero’s 
  currently in the saddle or not; neither the powers 
  of good nor nature spirits are willing to ignore the 
  Harrowed’s demonic house guest. Chi masters, 
  hucksters, hexslingers, and mad scientists affect 
  Harrowed with their powers as usual—with 
  the same limitation on healing as noted above. 
  Regardless of the host’s nature or Dominion 
  score, Harrowed always count as supernaturally 
  evil due to the manitou inside them.
  
  5
   
  HARROWED HINDRANCES
  With the Harrowed Edge an option at 
  character creation, there’s also the potential to 
  saddle your revenant hero with a deader-specific 
  Hindrance. Here are a few to help chill the bones 
  of passers-by.
  Aura o’ Death (Minor)
  Some Harrowed characters wear their undeath 
  like a shroud. People around them instinctively 
  know there’s something disturbing about these 
  folks, though they can’t quite put their finger on 
  exactly what it is. It’s much harder for them to 
  form relationships, get information, and ask for 
  help. Harrowed with an Aura o’ Death suffer a 
  Charisma penalty of –2. Worse, their presence 
  causes living plants and flowers to wilt. Given 10 
  minutes or so, fruits and vegetables spoil in the 
  deader’s presence. Animals recoil at the macabre 
  dude. The Harrowed suffers an additional –2 to 
  Riding rolls, and must make a Riding roll to get 
  on a horse or other mount.
  Degeneration (Minor/Major)
  Typically, a Harrowed’s manitou provides 
  supernatural energy to make the body resistant to 
  damage, and to quickly regenerate any wounds. 
  Still, undead meat can’t help but stink, and every 
  Harrowed has pale, sallow skin. In some cases, 
  the manitou either can’t or doesn’t bother to keep 
  the body from wasting away—those poor devils 
  get the Degeneration Hindrance.
  For the Minor version, the deader’s flesh exudes 
  a slimy film and his eyes are slightly milky. He 
  also stinks to high heaven. Folks nearby receive 
  a +2 bonus on Notice rolls to catch his stench, 
  and even if he pickles himself with alcohol they 
  may smell him with a Notice check (no bonus). 
  The hero suffers a –4 on Riding rolls, or any other 
  rolls that require an animal’s cooperation, rather 
  than the usual –2.
  With the Major version, concealing the 
  deader’s true nature is near impossible. The poor 
  sod’s either bloated and distended with gas and 
  pestilent fluids, or tattered and losing strips of 
  ragged flesh right off the bones. Nearby people 
  receive a +4 bonus on Notice rolls to detect the 
  hero’s atrocious reek (+2 if pickled with alcohol), 
  and no animal will have anything to do with 
  him. Folks who see the deader revealed in all his 
  undead glory must make a Fear check.
  Whether Minor or Major, Degeneration’s 
  worst effect is the crushing sense of alienation 
  the Harrowed experiences. No matter how noble 
  or infamous they were in life, no buckaroo wants 
  to feel his body rot away, and few can endure 
  the horror and revulsion their appearance causes 
  in the living. In fact, being near living people 
  causes them physical pain. For every hour a 
  Harrowed with this Hindrance spends among 
  typical folks, roll his Spirit at –2; on a failure, the 
  deader is Fatigued, and on snake eyes the hero is 
  Exhausted.
  Mindin’ the Tone
  The Reckoners’ plans thrive on subtlety, so 
  perceptibly dead Harrowed walking amongst 
  the living have the potential to derail those 
  plans—and your game. Using these Hindrances 
  can greatly alter your game’s tone, so make sure 
  you talk it over with your Marshal first to make 
  sure this is something everyone’s prepared for.
  These Hindrances inject a healthy dose of the 
  macabre into your game. In the Degeneration 
  Hindrance’s case, one look at the deader is sure 
  to whip God-fearin’ townsfolk into a pitchfork- 
  and torch-wielding mob. Agents and Texas 
  Rangers may follow hard on their heels, causing 
  a deader no end of consternation—and possibly 
  another, more permanent death.
  Put simply, being Harrowed is something to 
  keep hidden if a cowpoke wants to persist in 
  his undead state. Harrowed with Degeneration 
  ought to at least use the Death Mask Edge (see 
  page 16) to go among the living, or the Marshal 
  risks having her game shift abruptly from weird 
  horror to something more farcical.
  
  6
  Stone and a Hard Place: errata & rule cHangeS
  The presence of characters with Arcane 
  Backgrounds doesn’t cause Fatigue, nor do other 
  Wild Cards and allied Extras who spend enough 
  time with the deader to become accustomed to 
  his appearance—a process that takes about two 
  in-game weeks. This means the hero can at least 
  get along with his posse, even if he’s not welcome 
  anywhere else.
  Haunted (Minor/Major)
  Every Harrowed lives through her Worst 
  Nightmare before she drags herself from the 
  grave. Some manitous consider the pastime 
  too amusing to give up. The soul of a Haunted 
  hero is dragged kicking and screaming into the 
  Hunting Grounds every time she shuts down for 
  the night. There the cruel parasite subjects her to 
  horrible nightmares. Over time, this erodes the 
  hero’s will and gives the demon a better chance 
  to gain control of its host.
  For the Minor version of this Hindrance, the 
  hero suffers a –1 penalty when rolling Spirit to 
  check for Dominion. The Major version inflicts a 
  –2 penalty.
  Mark o’ the Devil (Minor)
  Some Harrowed wear their damnation like a 
  shiny tin star—at least to people who know what 
  they’re looking for. When a Harrowed has the 
  Mark o’ the Devil, any character with the Arcane 
  Background Edge—or d10+ in Knowledge 
  (Occult)—has a chance to see the evil demon 
  wriggling around inside your hero, in spite of 
  appearances or a disguise.
  Whenever a character with one of the above 
  qualifications gets within a few feet of your 
  hero, she can make a Notice roll opposed by 
  the manitou’s Spirit (which is always one die 
  type higher than the hero). With a success, the 
  viewer sees some sign of the manitou in your 
  hero—perhaps the Harrowed’s eyes glow red or 
  the watcher can see the manitou’s hideous face 
  peeking out at her.
  Eggheads with Arcane Background (Weird 
  Science) are the exception. To be able to see 
  the manitou, they have to have the Arcane 
  Background and Knowledge (Occult) d10+. 
  Scientific types just don’t tend to see these things 
  unless they’ve researched them on their own.
  Unnatural Appetite (Minor/Major)
  For some inexplicable reason, a rare few 
  Harrowed develop a craving for one thing 
  or another that—while technically edible—
  thoroughly disgusts most people. Your character 
  must eat the item he craves at least once a day. 
  Here are a few examples: rotten food, mold, grave 
  dirt, bugs, horse manure, living flesh, animal or 
  human blood, or a specific internal organ.
  For the Minor version, a Harrowed who 
  doesn’t slake his hunger must make a Vigor 
  check every 24 hours thereafter or suffer a level 
  of Fatigue persisting until the deader eats what 
  he’s craving. The first failed roll makes the 
  character Fatigued, the next Exhausted. It won’t 
  Incapacitate or kill the hero, but he’ll have the 
  –2 Fatigue penalty until he chows down. For the 
  Major version, the Vigor roll is at –2.
  HARROWED EDGES
  To augment the powerful selection of 
  Harrowed Edges in the Deadlands Player’s Guide, 
  here are a few more straight from Boot Hill. 
  We’ve also made some important changes to the 
  Ghost Edge, so be sure to use the version that 
  appears in this book, Marshal.
  Burrow
  Requirements: Novice, Harrowed
  With this Edge, a Harrowed gains the ability 
  to burrow through raw earth, per the power (see 
  Savage Worlds). Although this makes him a very 
  efficient traveler underground—the earth seems 
  almost eager to get out of his way—he always 
  finishes such a trip covered with soil, slime, 
  millipedes, centipedes, and such subterranean 
  accoutrements.
  The Harrowed uses a Spirit roll to activate 
  the burrow power, which cannot be maintained 
  beyond its base duration and costs no Power 
  Points. But it isn’t easy. Immediately following 
  each use of the Burrow Edge, the deader must 
  succeed on a Vigor roll (–2) or suffer a level of 
  Fatigue that fades after an hour’s rest. Plus, the 
  dirt, writhing worms, and general filth covering 
  the Harrowed gives onlookers a +2 on Notice 
  
  7
   
  rolls to mark him as one of the dearly departed 
  for an hour after he uses this Edge, or at least 
  until he washes up.
  Charnel Breath
  Requirements: Seasoned, Harrowed
  Charnel Breath is the ability to dredge up all 
  the worst stench of decay in a Harrowed’s body, 
  supernaturally fester it even further, and blow it 
  out all over an unsuspecting target within arm’s 
  reach. The corrosive gas produces watery eyes 
  and violent retching.
  The Harrowed rolls Spirit opposed by an 
  adjacent target’s Vigor. On a success the victim 
  suffers a level of Fatigue, or two levels with a 
  raise. Each level recovers after 1d6 rounds of 
  breathing fresh air. This effect can’t kill, but it can 
  Incapacitate due to extreme nausea.
  Beyond arm’s reach, charnel breath does little 
  more than offend. But everyone in the room likely 
  wrinkles their noses and holds their breath until 
  a breeze clears the noxious fumes. Nonliving 
  beings are immune to this particular power...
  although even they don’t appreciate a ghastly 
  belch in the face.
  Dead Man’s Hand
  Requirements: Legendary, Harrowed
  Harrowed with this power can continue to 
  control their own severed body parts—usually a 
  hand or an eye—for short periods of time, even if 
  they’re out of sight. To use the Edge, the deader 
  rolls Spirit and either slices off his own hand—
  with a Bowie knife or similar implement—or 
  plucks out an eyeball.
  With a success, the body part remains active 
  and under its owner’s mental control up to a 
  Range of the dead man’s Smarts x5, or Smarts 
  x10 on a raise. On a failure, the deader suffers an 
  automatic wound and an Injury (either Arm or 
  Head, Blinded, as appropriate), which persists 
  until the deader reattaches the body part and 
  passes a Spirit test at –2, or until he succeeds on 
  his next Natural Healing roll and grows it back.
  
  8
  Stone and a Hard Place: errata & rule cHangeS
  The deader can maintain the Dead Man’s 
  Hand as long as he wishes, but while it’s active it 
  commands a portion of his attention, inflicting a 
  –2 penalty on other Trait rolls. Additionally, the 
  hero is assumed to have the One Arm or One Eye 
  Hindrance until the body part is reattached.
  Severed hands use the Animate Hand profile 
  (see the Deadlands Marshal’s Handbook). Although 
  they’re pretty tough, severed hands are much 
  better at opening jail cells and causing distractions 
  than beating the Hell out of someone. Or the 
  deader could pluck out an eyeball and give it to 
  a compadre—so the Harrowed can spy on the 
  scene when he’s not around.
  Dead Reckoning
  Requirements: Novice, Harrowed
  Dead Reckoning is the ability to sense the 
  direction to the nearest human corpse. It may lead 
  a cowpoke to the undertaker’s shop, a cemetery, 
  or the site of a recent bushwhacking—or it might 
  lead to a walking corpse. It depends on whatever 
  the Marshal decides is closest! It doesn’t matter 
  how far away that nearest corpse is, as long as 
  it still has at least some flesh on its bones; Dead 
  Reckoning can’t lock onto a bare skeleton.
  To use the Edge, the Harrowed spends a full 
  round concentrating, and makes a Spirit roll at 
  –2. With a success, the Edge points her toward the 
  nearest cadaver. On a raise, the Harrowed also 
  gains a vague sense of distance to the corpse (just 
  around the bend, not very close, or miles away), 
  and its general condition (buried, ambulatory).
  Dead Reckoning can also recognize Harrowed 
  posing as living, breathing folks—assuming the 
  Harrowed is the only corpse nearby. All it takes 
  is success on a Spirit roll (–2), as above. Picking a 
  Harrowed out of a graveyard or similar collection 
  of corpses, however, is very hard—apply an 
  additional –4 penalty to the Spirit check (–6 total).
  Death Mask
  Requirements: Novice, Harrowed, Persuasion 
  d6+
  Use of this Edge allows a Harrowed to appear 
  as they did while drawing breath. Folks suffer a 
  –4 penalty to Notice to determine the deader isn’t, 
  well, dead. Keeping this power active requires 
  concentration, so the Harrowed suffers a –2 
  penalty to all other Trait rolls while maintaining 
  a death mask.
  Additionally, if the Harrowed is Shaken or 
  suffers one or more wounds, he must make a 
  Spirit roll (at –2) to keep the disguise active. 
  Detect arcana automatically sees through this 
  effect.
  Improved Death Mask
  Requirements: 
  Veteran, 
  Death 
  Mask, 
  Persuasion d8+
  The Harrowed can now maintain Death Mask 
  with minor concentration. He no longer suffers 
  a –2 penalty while maintaining a death mask or 
  to Spirit rolls if Shaken or wounded to keep the 
  disguise active.
  Devil’s Touch
  Requirements: Seasoned, Harrowed
  The Harrowed with this Edge can disrupt 
  the workings of any mad scientist’s gizmo or 
  Infernal Device that runs on ghost rock with a 
  simple touch, making the device more likely to 
  Malfunction for a short time.
  First, the Harrowed has to touch the gizmo or 
  Infernal Device in question—a Fighting roll (+2) 
  against opponents in melee—and make a Spirit 
  roll as a free action. With a success, for the next 
  1d6 rounds the device Malfunctions on a roll of 1 
  or 2 on the Trait die (regardless of the Wild Die). 
  On a raise, the device Malfunctions on a 1, 2, or 
  3. If the Harrowed rolls a 1 on the Spirit die, the 
  device Malfunctions as soon as he touches it (use 
  his Wild Die to determine severity if using the 
  Malfunction rules from The 1880 Smith & Robards 
  Catalog)—catching him in any resulting effect or 
  explosion!
  Fast as Death
  Requirements: Novice, Harrowed
  Normally, dead bodies don’t move very fast. 
  But the Harrowed with this Edge can move 
  with supernatural speed, per the power (see the 
  Deadlands Player’s Guide), when the need arises.
  The Harrowed makes a Spirit roll to activate 
  the speed power, which cannot be maintained 
  beyond its base duration, costs no Power Points, 
  
  9
   
  and has a range of Self. This sort of treatment 
  takes its toll on a corpse, though: Immediately 
  following each use of the Fast as Death Edge, the 
  deader must succeed on a Vigor roll (–2) or suffer 
  a level of Fatigue that fades after an hour’s rest.
  Ghost
  Requirements: Heroic, Harrowed
  As his first action during his turn, the 
  Harrowed can become incorporeal with a 
  successful Spirit roll (he can perform no actions, 
  including free actions, before using Ghost). Once 
  incorporeal, he must remain in that state until the 
  beginning of his action on the next round (unless 
  he suffers damage, see below). While ghosted, 
  the Harrowed is intangible—unaffected by the 
  physical world and unable to affect it—though 
  he is still visible and magical attacks affect him 
  normally.
  The deader may remain ghosted as long as he 
  wishes, but it requires concentration and inflicts 
  a –2 penalty to all other Trait rolls while it is 
  maintained. With a free action, the Harrowed 
  can become tangible again at the beginning of 
  his turn. If he somehow suffers damage (Shaken, 
  or one or more wounds)—say, from a magical or 
  supernatural attack—while in this state, he must 
  make a Spirit roll at –2 or immediately become 
  tangible.
  Mimic
  Requirements: Legendary, Harrowed
  Much supernatural power springs from the 
  Hunting Grounds in one form or another. With the 
  Mimic Edge, a Harrowed can force his manitou 
  to duplicate a power he has just witnessed and 
  recast it himself, as long as it’s powered by 
  another manitou. This includes hucksters’ and 
  hexslingers’ hexes, other Harrowed Edges, coup 
  powers, black magic, and even weird science 
  gizmos—but not chi mastery, miracles, or tribal 
  medicine. 
  To Mimic a supernatural ability, the Harrowed 
  must beat the original caster—whom he has 
  just seen employ the power—in an opposed 
  Spirit roll. With a success, the Harrowed can 
  immediately cast the same power once, exactly 
  as the original caster did. On a raise, the deader 
  can cast the power once during the current battle 
  or scene. But only once, pardner.
  The Harrowed uses his new ability exactly 
  as the being he stole it from. Even the Trait die 
  used to activate the power—if there is one—is 
  considered the same as that of the character with 
  the original power. For example, if a cultist cast 
  a black magic bolt with Spellcasting d6 and spent 
  3 Power Points, the Harrowed uses the same. Of 
  course, if the ability has a chance of Backlash, 
  such as a huckster’s hex, the Harrowed may 
  suffer Backlash as well.
  Additionally, stealing someone else’s thunder 
  isn’t without danger. If the deader fails the roll, 
  the manitou channels the recoil from the Hunting 
  Grounds directly into the Harrowed—a spiritual 
  blast of 2d6 damage straight to the guts, ignoring 
  armor.
  One caveat: Certain powers come directly 
  from the Reckoners—usually only granted to 
  particular kinds of abominations—and cannot 
  be Mimicked. The Marshal can outlaw stealing 
  certain powers she doesn’t want stolen at her 
  discretion. Sorry, pardner!
  Nightmare
  Requirements: Veteran, Harrowed
  One of the manitous’ duties in the spirit world 
  is to torment dreamers. A Harrowed whose 
  brain-worm gives him this power can trouble 
  living minds with dark dreams.
  To use the Edge, the undead locks eyes with 
  the intended victim for a bare instant, and they 
  roll an opposed Spirit test. With a success, the 
  nightmare works and the target gains the Bad 
  Dreams Hindrance (see the Deadlands Player’s 
  Guide) for 1d6 nights or 2d6 nights on a raise. 
  If the deader fails to beat the target’s roll, the 
  Harrowed cannot attempt to use his power on 
  that individual again until the victim has slept. 
  The Edge can only be used once a day.
  When the Edge works, the victim doesn’t 
  realize what has happened. There is just a 
  moment of meeting a stranger’s stare, an instant 
  of strange uneasiness, and then things return to 
  normal—until the night terrors start, that is.
  
  10
  Stone and a Hard Place: errata & rule cHangeS
  Improved Nightmare
  Requirements: Heroic, Harrowed, Nightmare
  As above, but the target loses a Benny 
  immediately 
  and 
  gains 
  the 
  Bad 
  Dreams 
  Hindrance for 2d6+1 days on a success or 1d6+1 
  weeks on a raise.
  Additionally, the Harrowed can deliver 
  specific images to the victim, or appear in the 
  sent nightmare or vision to deliver a message. 
  The undead doesn’t really join in the nightmare, 
  though. The Marshal decides exactly how the 
  Harrowed’s message manifests in the dream 
  and how the victim reacts, based upon the 
  individual’s personality and the image and 
  message described.
  In game terms, the Harrowed player describes 
  to the Marshal how the undead’s image appears 
  in the dream, and explains the intended message. 
  The message can include all sorts of special 
  effects—certainly more than just a floating head 
  spitting out some words. But an undead cowpoke 
  should be discreet with this Edge. If the locals 
  start comparing notes and find that the same 
  hombre is appearing in all their dreams, that 
  Harrowed is liable to find a lynch mob looking 
  for him.
  Possession
  Requirements: Veteran, Harrowed
  If a manitou’s good at anything, it’s taking 
  control of someone else’s body. This Edge grants a 
  Harrowed the eerie ability to twist other people’s 
  minds per the puppet power (see the Deadlands 
  Player’s Guide). This costs no Power Points, and 
  the Harrowed makes a Spirit roll opposed by the 
  victim to enact it.
  Maintaining 
  Possession 
  requires 
  the 
  Harrowed’s concentration, so he suffers a –2 
  penalty to all other Trait rolls for the duration. 
  Otherwise, the Edge functions just like puppet.
  
  11
   
  Improved Possession
  Requirements: 
  Legendary, 
  Harrowed, 
  Possession
  As above, but the Harrowed may use the mind 
  reading power (see Savage Worlds) on a target 
  under their control. The deader rolls Spirit +2 
  (negating the –2 from Possession) opposed by 
  the target’s Spirit as an action costing no Power 
  Points, but otherwise working just like the power.
  Rigor Mortis
  Requirements: Heroic, Harrowed
  With this power, a deader can inflict terrible 
  pain on a living victim, possibly resulting in 
  death. The Harrowed has to grasp bare skin 
  for the power to take effect, which requires a 
  successful Fighting roll (Touch attack at +2) and a 
  partially exposed target. With a successful touch, 
  the Harrowed rolls Spirit opposed by the victim. 
  If the Harrowed succeeds, the target suffers a 
  level of Fatigue, or two levels on a raise.
  If the Harrowed succeeds or scores a raise and 
  the victim’s Spirit die is a 1 (regardless of the 
  Wild Die), not only is the yellow-bellied hombre 
  Incapacitated, but his ticker is also about to give 
  out—he suffers a heart attack, per the Fright 
  Table (see Savage Worlds).
  Silent as a Corpse
  Requirements: Seasoned, Harrowed, Stealth 
  d8+
  Moving silently is easy for a Harrowed with 
  this Edge and as long as his feet are in contact 
  with dirt, he can move without making a sound. 
  This even works while he’s wearing normal 
  footwear such as boots. The Harrowed gains a 
  +2 bonus to Stealth rolls in all situations, but if 
  walking on bare earth the sneaky so -and -so gains 
  a +4 Stealth bonus.
  The bonus from Silent as a Corpse won’t work 
  on floors, wood, or even stone—only about an 
  inch or more of dirt. Fortunately, in the Weird 
  West, most everything that’s not actually inside 
  a building is covered in the stuff and even the 
  interiors to some buildings have dirt floors, such 
  as barns, stables, poor farmsteads, and the like.
  Sleep o’ the Dead
  Requirements: Seasoned, Harrowed
  Manitous have something of a talent for getting 
  mortals to sleep. Harrowed with this Edge can 
  tap into the manitous’ abilities to send a victim 
  straight to the Land o’ Nod with a single touch. 
  Even Harrowed are affected.
  This works much like the slumber power (see 
  Savage Worlds), except it costs no Power Points, 
  has a Range of Touch, and is enacted with an 
  opposed Spirit roll against the target as an 
  action. If the target resists being touched, the 
  Harrowed must first make a successful Touch 
  attack, Fighting with a +2 bonus but a separate 
  action for a –2 multi action penalty to both rolls. 
  If the Harrowed succeeds on the opposed Spirit 
  roll, the target falls asleep for one minute, or 1d6 
  hours with a raise.
  Speakin’ With the Dead
  Requirements: Seasoned, Harrowed
  They say that after death a person’s memories 
  linger inside his carcass, slowly decaying along 
  with the flesh. Harrowed with this Edge can 
  speak with the truly dead by tapping into those 
  residual recollections.
  But questioning the dead is more like browsing 
  through a book than actually talking with the 
  person. The desired information may be in there 
  somewhere, but who knows what page it’s on? 
  And considering the book is rotting away, who 
  knows how much longer that page is going to be 
  legible? When a Harrowed questions the dead, 
  only another undead can hear the whispery, 
  unimaginably melancholy replies.
  Using 
  this 
  Edge 
  takes 
  considerable 
  concentration. While questioning a corpse, 
  a Harrowed can’t take any other actions—
  including free actions. And in order to hear the 
  corpse’s answers, he needs silence in the area. 
  (This means the Edge can’t be used in a cemetery, 
  because the rustling voices of the other dead 
  make concentration impossible! The inquisitor 
  has to dig up the body and cart it elsewhere.)
  The first requirement to use this Edge is a corpse 
  that’s been dead for less than the Harrowed’s 
  Smarts die in months. The Harrowed makes an 
  
  12
  Stone and a Hard Place: errata & rule cHangeS
  opposed Spirit roll against the Spirit the corpse 
  had in life (if unknown, the Marshal decides). 
  Success means the questioner learns one piece 
  of information or the answer to one specific 
  question. Each raise on the Spirit roll garners one 
  more piece of information. The Harrowed can 
  try again but the maximum number of answers 
  from any one corpse equals the deader’s Spirit 
  die type. Any failure costs the Harrowed 1d6 
  answers as part of the brain has rotted away.
  On snake eyes, a manitou enters the body and 
  pretends to be the person’s memories. It likely 
  lies, but then again it may tell the truth. It takes 
  a Notice roll at –6 to avoid being fooled unless 
  someone has a way to sense the evil worm’s 
  presence. Either way, all further answers are lost!
  Improved Speakin’ With the Dead
  Requirements: Heroic, Harrowed, Speakin’ 
  With the Dead
  As above, except the Harrowed can speak with 
  a corpse that’s been dead for less than her Smarts 
  x5 in years. A raise on the Spirit roll increases 
  the time limit to the Harrowed’s Smarts x100 in 
  years—useful for interrogating mummies and 
  such, should the Harrowed encounter some.
  Spider
  Requirements: Seasoned, Harrowed
  With this Edge, a Harrowed clings to surfaces 
  like its namesake. This works like the wall walker 
  power (see Savage Worlds), except the Harrowed 
  activates the Edge with a Spirit roll, it costs no 
  Power Points, and it cannot be used to affect 
  additional targets.
  It requires concentration to keep this Edge 
  active, so the hero suffers a –2 penalty to all other 
  Trait rolls while maintaining the Spider Edge.
  Spirit Sight
  Requirements: Seasoned, Harrowed
  To use this Edge, the Harrowed sits quietly and 
  enters a deep trance. With a success on a Spirit 
  roll, he peeks through his manitou’s eyes at the 
  surrounding spirit world. The deader maintains 
  Spirit Sight as long as he concentrates, so it 
  counts as an action for each round maintained. 
  If he somehow suffers damage—Shaken, or one 
  or more wounds—while in the trance, the vision 
  ends immediately.
  The Harrowed can view such things as 
  manitous swirling around a powerful huckster, 
  how dark a general location is (representing its 
  Fear Level), magical effects on people or objects, 
  or even whether or not a manitou is wriggling 
  around inside of someone. In the latter case, 
  the manitou’s demeanor might even indicate 
  whether it currently controls its Harrowed host. 
  Objects in the real world are somewhat visible in 
  the Hunting Grounds—walls block one’s view, 
  for example—so the deader isn’t completely 
  blind to real-world events while in the trance.
  Additionally, any creature with the Fear 
  Special Ability leaves a dark trail through the 
  spirit world. Up to one hour after an abomination 
  has moved through an area, it leaves a faintly 
  glowing spoor of pure evil. A Harrowed with 
  Dark Vision can use Tracking to follow such 
  trails as long as he maintains his ability.
  Staring into the maddening Hunting Grounds 
  causes the Harrowed incredible mental strain. 
  When the vision ends, the Harrowed must roll 
  Vigor or suffer a level of Fatigue that persists for 
  exactly as long as the deader spent viewing the 
  spirit world.
  Spiritual Barbwire
  Requirements: Veteran, Harrowed
  This Edge allows a deader to create a barrier 
  that keeps out ghosts, poltergeists, and other 
  ethereal entities—it has no affect on physical 
  entities. The Harrowed makes a Spirit roll and 
  then places a Medium Burst Template centered 
  on himself. The Spiritual Barbwire persists as 
  long as the cowpoke concentrates on it, which 
  inflicts a –2 penalty on other Trait rolls.
  
  13
   
  Entities wishing to enter the Template must 
  make an opposed Spirit check against the 
  deader’s total. If they fail, they cannot pass the 
  barrier while the Edge remains active. Spiritual 
  Barbwire stops the entity from passing through, 
  but does not prevent it from “normal” actions 
  such as Intimidation or throwing physical objects. 
  If any living creature of rat-size or larger that 
  started inside the circle crosses to the outside, 
  the Edge is negated and must be reactivated with 
  another Spirit roll.
  Trackin’ Teeth
  Requirements: Seasoned, Harrowed
  When you’re dead, you tend to lose body 
  parts here and there. A character with this Edge 
  can keep track of those parts, whether they’re 
  attached to the rest of his cadaver or not.
  This Edge allows a Harrowed to plant a single, 
  substantial piece of himself in or on a thing or 
  person and use this ability as a crude tracking 
  device. By “substantial,” we mean a portion 
  of the body that includes a chunk of bone, not 
  something comparatively insubstantial like hair 
  or a scrap of rotten flesh. The most accessible 
  pieces of bone available to any Harrowed are 
  teeth—hence the Edge’s name.
  As long as the Harrowed’s piece—tooth or 
  otherwise—is within 10 miles, as a free action 
  she can automatically sense the direction and 
  approximate distance. If the piece moves out of 
  range, the Harrowed loses track of it, but she 
  picks it up if the piece comes within range again.
  Improved Trackin’ Teeth
  Requirements: Heroic, Harrowed, Trackin’ 
  Teeth
  As above, except the piece can be tracked as 
  a free action as long as it remains within 1,000 
  miles. Additionally, the Harrowed can track a 
  number of teeth—or other pieces—equal to his 
  Spirit die.
  
  14
  Undead Contortion
  Requirements: Heroic, Harrowed
  Sometimes heroes get caught in tight spots. 
  At those times, flexibility is crucial to engineer 
  an escape. The Undead Contortion Edge allows 
  a Harrowed to dislocate pretty much any and 
  every bone in her body—including shoulder 
  blades, ribs, and pelvis. In a really tight spot, a 
  Harrowed with this power can even break and 
  crush her own skull.
  To squeeze through a gap up to about the width 
  of the Harrowed’s skull, the deader rolls Spirit. 
  With a successful roll, as an action the undead 
  simply pops some bones out of their sockets and 
  slips through the gap. This causes the cowpoke 
  two automatic wounds, or one wound with a 
  raise on the Spirit die, which cannot be Soaked.
  If the Harrowed needs to get through a tighter 
  spot, he has to crack his own noggin. When this 
  situation arises, the contortionist can fit through 
  incredibly tight spaces, down to about 3 inches in 
  diameter (small enough to ooze down a drainpipe, 
  by the way). But this is fairly dangerous, as the 
  Harrowed suffers two automatic wounds—or 
  one with a raise—plus an additional 2d6 damage 
  applied directly to the head. Again, 
  Bennies cannot negate this damage.
  One last note: Anyone who 
  happens to stumble upon a Harrowed 
  in his contorted, busted-up state 
  must make a Fear check as soon as 
  they realize he’s actually “alive.”
  Unholy Host
  Requirements: 
  Legendary, 
  Harrowed
  This Edge is the Harrowed’s 
  equivalent of the blessed’s Flock—a 
  group of five allied Extras that travel 
  with the hero and aid him when he 
  needs it. But in this case, the allies are 
  all dead...well, undead to be exact.
  To use the Edge, the Harrowed 
  must have five or more corpses in 
  the immediate vicinity, in reasonably 
  complete shape. With a successful 
  Spirit test (–2) the deader raises 
  five Walkin’ Dead (see the Deadlands Marshal’s 
  Handbook) to act as servants, bodyguards, or 
  what-have-you. It takes about five minutes to get 
  the corpses up and moving.
  These 
  walkin’ 
  dead 
  are 
  ruthless 
  and 
  unwavering allies. The hero doesn’t have a 
  mental link with his Unholy Host, but when 
  he gives them orders, they are bound to follow 
  them. But they’re also evil incarnate, and clever 
  in their interpretations. Give them an inch, and 
  they’ll leave a slew of bloody corpses for a mile. 
  Think of them as devious children interpreting 
  their orders in the most literal and harmful way 
  possible.
  Other than that, they’re completely loyal, and 
  they won’t let their champion die if they can help 
  it. They might let him suffer and may get a good 
  laugh out of it, but if the hero ever dies, they die 
  too—again. Only when all five members of an 
  Unholy Host are destroyed can the Harrowed 
  use this Edge to raise five more allies.
  
  15
   
  HARROWED REVISITED
  Here we firm up the rules on when and where 
  Dominion checks happen. The Marshal still 
  has the option of spending a Benny at any time 
  to force a Dominion check, as described in the 
  Deadlands Marshal’s Handbook.
  The manitou is a Wild Card just like its host, 
  so it rolls a Wild Die with its Spirit checks 
  for Dominion. But the effect depends on the 
  Harrowed’s current Dominion score.
  Positive Dominion
  In the heat and stress of combat, the demon 
  sometimes tries to grab the reins. Whenever the 
  hero’s Action Card is a Joker, the manitou rises 
  up—call for an immediate Dominion check.
  Consult the Dominion table (on page 4), as 
  usual. Additionally, if the manitou wins the 
  creature gets to control the Harrowed’s actions 
  for one round in whatever way best serves 
  its interests. If the player drew a red Joker, the 
  manitou’s action is more capricious (for example, 
  shooting at a nearby steam wagon’s boiler). If the 
  player drew a black Joker, the manitou’s action is 
  decidedly malicious (for example, “accidentally” 
  plugging a friend).
  Negative Dominion
  When the Harrowed’s Dominion dips to –1 or 
  lower, things get worse. In addition to the effects 
  of positive Dominion, the player draws an Action 
  Card at the beginning of each session. A face card 
  or higher means the manitou attempts to seize 
  Dominion for a longer duration and cause some 
  serious trouble that session.
  Choose the best (read: cruelest) time for the 
  Dominion check. If the demon wins, it has control 
  for a full hour—and you can spend Bennies to 
  extend that time as needed, one Benny per hour.
  Roll on the Manitou Mischief table to determine 
  the spirit’s general actions. If the player drew 
  a red Joker, subtract –4 from the d20 roll; for a 
  black Joker, add +4 to the roll.
  Manitous are evil and ornery, but not geniuses. 
  Given sudden control of their host, they don’t 
  always take the most logical actions.
  Manitou Mischief!
  When the host has a negative Dominion score, 
  roll on this table to determine what sort of 
  mayhem the manitou causes while in control. 
  d20
  Result
  1–4
  Object o’ Ridicule: The manitou 
  gets up to something that, while 
  not necessarily illegal, is definitely 
  embarrassing for the Harrowed. Most 
  demons have a depraved sense of 
  humor.
  5–6
  Brawlin’: The Harrowed heads to the 
  nearest saloon or other gathering and 
  sparks a fist fight. Accidental injuries 
  or deaths aren’t out of the question.
  7–8
  Vandalism: Spurred by the worm, the 
  Harrowed goes on a spree—shooting 
  up private property, killing (and 
  eating) livestock, and leaving obscene 
  graffiti in his wake.
  9–12
  Minor Theft: The demon drives the 
  Harrowed to steal items or goods 
  worth roughly $300 or less. This may 
  involve breaking and entering. 
  13–16
  Secret Task: The demon receives 
  orders from a local Fearmonger via 
  the Hunting Grounds.
  17–18
  Grand Larceny: The manitou commits 
  a major act of larceny: horse theft, 
  cattle rustling, or a bank, stagecoach, 
  or train robbery. Loss of life is highly 
  probable.
  19–20
  Evil Deeds: The demon thirsts for 
  innocent blood...and fear. Arson, 
  murder, 
  and 
  similarly 
  heinous 
  offenses are the manitou’s priority.
  21+
  Wolf in the Henhouse: The manitou 
  takes steps to commit cold-blooded 
  murder—primarily 
  targeting 
  the 
  Harrowed’s 
  immediate 
  allies. 
  It 
  shows no mercy whatsoever.
  MarSHal territory
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Deadlands Reloaded/Deadlands Reloaded - 1881 - Stone and a Hard Place - Errata.pdf