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Hope Monaghan - Blessed

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User avatar
Hope Monaghan
Posts: 166
Joined: Wed Jan 03, 2018 6:50 am

Hope Monaghan - Blessed

Post by Hope Monaghan »

Character Name: Hope Charity Monaghan
Rank: Veteran
Race: Human
Attributes: Agility d8, Smarts d4, Spirit d12 (Guts), Strength d4, Vigor d8
Pace: 6 Parry: 4 Toughness: 6 (+1 armor legs)
Skills:
  • Athletics d4
  • Common Knowledge d4
  • Faith d10
    • +2 for Healing
  • Fighting d4
  • Healing 1d4
  • Intimidation d4
  • Notice d6
    • Danger Sense
  • Performance d4+2
  • Persuasion d12+2
  • Riding d4
    • Chaps: +1 vs Fatigue
  • Shooting d8
    • +2 with shotgun
  • Stealth d4
  • Taunt d4

Hindrances
  • Heroic (Major): Always helps those in need.
  • Loyal (Minor): Tries never to betray or disappoint a friend.
  • Quirk (Minor): Flirtatious and coy.

Edges
  • Arcane Background (Blessed)
    • Backlash: A Critical Failure on a Faith roll causes the blessed a level of Fatigue and all currently active powers are terminated.
    • Sinnin’: Blessed who violate their core beliefs are 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).
  • Very Attractive: +2 Performance and Persuasion
  • Guts: Free Spirit reroll vs. Fear
  • Healer: A hero with this Edge adds +2 to all Healing rolls (including natural healing rolls for his own wounds), whether natural or magical in nature. Up to five companions traveling with a Healer add the bonus to their natural healing rolls as well.
  • Holy Warrior: Add +1 to the total of a final Soak roll for each Power Point spent, to a maximum of +4.
  • Danger Sense: Notice +2 in a Surprise round. Notice –2 if no Notice roll allowed.
  • Channeling: Raise on a Faith roll makes spell cost 1 point less.

Powers Power Points: 15
Available: Arcane protection, banish, barrier, beast friend, blind, boost/lower Trait, confusion, deflection, detect arcana (not conceal), dispel, divination, elemental manipulation, empathy, environmental protection, havoc, healing, holy symbol, light (not darkness), protection, relief, resurrection, sanctify, sloth/speed, smite, speak language, stun, warrior’s gift

Boost/Lower Trait
  • Cost: 2
  • Range: Smarts
  • Duration: 5
  • Trappings: Prayer
  • Boost: Raise Trait 1 die type; raise 2 die types
    • Additional Recipients (+1/target)
    • Glow (+1): SBT, -2 Stealth, -1 illumination penalty for attackers
    • Hurry (+1): Pace +2
    • Range (+1/+2): Double or triple the range.
    • Shroud (+1): -1 illuminatio penalty for attackers, +1 Stealth
  • Lower: Lower Trait 1 die type; raise 2 die types. Target gets free Spirit roll every round to resist. Success improves 1 die type, raise eliminates. Additional castings on same Trait don’t stack.
    • Additional Recipients (+1/target)
    • Fatigue (+2): Target is Fatigued. Cannot be Incapacitated by this
    • Glow (+1): SBT, -2 Stealth, -1 illumination penalty for attackers
    • Hinder (+1): -2 Pace
    • Range (+1/+2): Double or triple the range.
    • Shroud (+1): -1 illuminatio penalty for attackers, +1 Stealth
    • Strong (+1): Spirit roll to shake effect at -2.

Empathy
  • Cost: 1
  • Range: Smarts
  • Duration: 5
  • Trappings: Prayer
  • Resisted by target’s Spirit. Success gains +1 (+2 with a raise) to Intimidation, Persuasion, Performance, or Taunt rolls against target. Also works on animals, adding +2 to Riding or other rolls used to interact with the creature.
  • Range (+1/+2): Double or triple the range.

Healing
  • Cost: 3
  • Range: Touch
  • Trappings: Prayer
  • Success removes 1 Wound. Raise removes 2 Wounds.
  • Greater Healing (+10): heal any Wound, including outside the 1 hour limit
  • Crippling Injuries (+20): heal a permanent Crippling Injury. 1 hour casting. Only 1 attempt per injury. Subject Exhausted 24 hours.
  • Neutralize Poison/Disease (+1): poison and disease modifiers apply.

Worst Nightmare: Snakes

Gear
  • Double Barrel Shotgun
    • +2 Shooting rolls
    • Damage: 1-3d6
    • Range: 12/24/48
    • Shots: 2
      • Ammo: 20 (2 lb)
    • Weight: 8
    • Shotgun thong
  • Colt Peacemaker (.45)
    • Damage: 2d6+1, AP 1
    • Range: 12/24/48
    • Shots: 6
      • Ammo: 50 (5 lb)
    • Weight: 2
    • Quick draw holster (1 lb): +2 when attempting to interrupt someone, and the pistol must be drawn.
    • Gun belt (1)
  • Winchester ‘76 (.45)
    • Damage: 2d8, AP 2
    • Range: 24/48/96
    • Shots: 15
      • Ammo: 50 (6 lb)
    • Weight: 7
    • Rifle boot (0.5)
  • Derringer (.41)
    • Damage: 2d4
    • Range: 3/6/12
    • Notes: -2 Notice if hidden
    • Shots: 2
      • Ammo: 50 (5 lb)
    • Weight: 1
    • Quick draw holster (1 lb): +2 when attempting to interrupt someone, and the pistol must be drawn.
  • Knife
    • Damage: Str+d4
    • Range: 3/6/12
    • Weight: 1
  • Devil’s Eyes (War Horse)
    • Attributes: Agi d8, Sma d4 (A), Spi d6, Str d12+2, Vig d10
    • Skills: Fighting d8, Notice d6
    • Pace: 10 Parry: 6 Toughness: 10
    • Special Abilities
      • Fleet-footed: d8 running die
      • Kick: Str+d4
      • Size +2
  • Applejack (Riding Horse)
    • Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8
    • Skills: Fighting d4, Notice d6
    • Pace: 10; Parry: 4; Toughness: 8
    • Special Abilities
      • Fleet-Footed: Horses roll a d8 when running instead of a d6.
      • Kick: Str
      • Size +2: Riding horses weigh between 800 and 1000 pounds.
  • Smith and Robards Armored Overcoat (Deadlands Patron Item)
    • The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters, and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof), and a good article of clothing in which to hide a shotgun or rifle under. The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small, but usable, internal pockets (four on each side).
    • +1 Toughness
    • Increase load limit to Strength x 7 in pounds.
    • No Minimum Strength Requirement (10 lbs.)
    • Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
      • Attachment: Derringer
      • Attachment: Knife
      • Attachment:
      • Attachment:
      • Attachment:
      • Attachment:
      • Attachment:
      • Attachment:
  • Clothes
    • Work blouse (1)
    • 3 Work shirts (3)
    • Dress blouse (1)
    • 2 Skirts (4)
    • Fancy dress (6)
    • 2 pairs of shoes (1)
    • Pair of boots (4)
    • Chaps (6)
    • Duster (4)
    • 3 Trousers (6)
    • Stetson
  • Backpack (3)
    • Bedroll (10)
    • Canteen (5/1)
    • Matches x100 (0.25)
    • Mess kit (3)
    • Rope 50’ (8)

Encumbrance: 112.75/140

Money: $70.25

Contacts

Background
  • Born a preacher’s daughter out in a small farm town in Illinois.
  • Fell for a bad boy (Davey) and ran off with him out west.
  • Fool boy ended up getting himself plugged full of lead by a gunslinger, John Baxter
  • Left with no man and no money, was forced to take on work as a lady of the night in a saloon.
  • While she always had faith, recently she has started to have more, and able to do little miracles, so she is trying to be better.

Hope pulled out the small Bible she carried, opening it to a page that held a small, pressed wildflower. She touched it carefully, her thoughts going back.

Hope had been a rambunctious, strong-willed child, often rebelling against her strict father. She had bloomed early and reveled in the attention that boys paid her, earning an occasional beating from her father for being too loose with her favors.

Davey had been the first to truly catch her eye, however. Hope had never been far from her home, but Davey was from Chicago. He came through her small town selling Bibles. Her father put him up in a room in the parsonage with them, across the hall from Hope.

Davey was older, handsome, charming. Everyone was smitten with him, including Hope. He traveled, and had all sorts of stories. He had a magnificent singing voice, and played guitar. He’d given her this flower the first time he’d kissed her after choir practice in the choir loft at church. Kissed her, touched her, whispered how much he loved her, how beautiful she was, sweet promises, made her feel warm, her body tingling strangely. She’d never felt that way before. She would have done anything for him then.

And she did. It had been awkward, and painful, that first time in the choir loft of the church. Afterward he surprised her by lighting a cigarette and watching her as she pulled her dress back on. Smoking was a sin. But then, she supposed, so was what they had just done.

Hope snapped the Bible closed and shook herself from her reverie. She gave Devil Eyes a whistle and they peeled off to rustle back a cow that had wandered off. The past was better left in the past. Now was the time to focus on a new future.

Advances
  • Initial Advances: (From Hindrances): Arcane Background (Blessed), Attractive
  • Free Edge (Human): Guts
  • Novice 1 Advance: Spirit d10
  • Novice 2 Advance: Faith d10, Persuasion d10
  • Novice 3 Advance: Very Attractive
  • Seasoned 1 Advance: Riding d4
  • Seasoned 2 Advance: Spirit d12
  • Seasoned 3 Advance: Holy Warrior
  • Seasoned 4 Advance: Healer
  • Veteran 1 Advance: Danger Sense
  • Veteran 2 Advance: Vigor d8
  • Veteran 3 Advance: Notice d6, Persuasion d12
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Hope Monaghan on Mon Jan 04, 2021 4:32 am, edited 14 times in total.
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Hope Monaghan
Posts: 166
Joined: Wed Jan 03, 2018 6:50 am

Hope Monaghan Gear

Post by Hope Monaghan »

Gear
  • Double Barrel Shotgun
    • +2 Shooting rolls
    • Damage: 3d6/2d6/1d6
    • Range: 12/24/48
    • Shots: 2
      • Ammo: 20 (2 lb)
    • Weight: 8
    • Shotgun thong
  • Colt Peacemaker (.45)
    • Damage: 2d6+1, AP 1
    • Range: 12/24/48
    • Shots: 6
      • Ammo: 50 (5 lb)
    • Weight: 2
    • Quick draw holster (1 lb)
    • Gun belt (1)
  • Winchester ‘76 (.45)
    • Damage: 2d8, AP 2
    • Range: 24/48/96
    • Shots: 15
      • Ammo: 50 (6 lb)
    • Weight: 7
    • Rifle boot (0.5)
  • Derringer (.41)
    • Damage: 2d6, AP 1
    • Range: 5/10/20
    • Shots: 2
      • Ammo: 50 (5 lb)
    • Weight: 0.5
    • Quick draw holster (1 lb)
  • Knife
    • Damage: Str+d4
    • Weight: 1
  • Devil’s Eyes (War Horse)
    • Attributes: Agi d8, Sma d4 (A), Spi d6, Str d12+2, Vig d10
    • Skills: Fighting d8, Notice d6
    • Pace: 10 Parry: 6 Toughness: 10
    • Special Abilities
      • Fleet-footed: d8 running die
      • Kick: Str+d4
      • Size +2
  • Applejack (Riding Horse)
    • Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8
    • Skills: Fighting d4, Notice d6
    • Pace: 10; Parry: 4; Toughness: 8
    • Special Abilities
      • Fleet-Footed: Horses roll a d8 when running instead of a d6.
      • Kick: Str
      • Size +2: Riding horses weigh between 800 and 1000 pounds.
  • Smith and Robards Armored Overcoat (Deadlands Patron Item)
    • The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters, and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof), and a good article of clothing in which to hide a shotgun or rifle under. The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small, but usable, internal pockets (four on each side).
    • +1 Toughness
    • Increase load limit to Strength x 7 in pounds.
    • No Minimum Strength Requirement (10 lbs.)
    • Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
      • Attachment: Derringer
      • Attachment: Knife
      • Attachment:
      • Attachment:
      • Attachment:
      • Attachment:
      • Attachment:
      • Attachment:
  • Clothes
    • Work blouse (1)
    • 3 Work shirts (3)
    • Dress blouse (1)
    • 2 Skirts (4)
    • Fancy dress (6)
    • 2 pairs of shoes (1)
    • Pair of boots (4)
    • Chaps (6)
    • Duster (4)
    • 3 Trousers (6)
    • Stetson
  • Backpack (3)
    • Bedroll (10)
    • Canteen (5/1)
    • Matches x100 (0.25)
    • Mess kit (3)
    • Rope 50’ (8)

Money: $70.25

Contacts
Last edited by Hope Monaghan on Wed Oct 09, 2019 4:49 am, edited 7 times in total.
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Hope Monaghan
Posts: 166
Joined: Wed Jan 03, 2018 6:50 am

Hope Monaghan Background

Post by Hope Monaghan »

Background
  • Born a preacher’s daughter out in a small farm town in Illinois.
  • Fell for a bad boy (Davey) and ran off with him out west.
  • Fool boy ended up getting himself plugged full of lead by a gunslinger, John Baxter
  • Left with no man and no money, was forced to take on work as a lady of the night in a saloon.
  • While she always had faith, recently she has started to have more, and able to do little miracles, so she is trying to be better.
Hope pulled out the small Bible she carried, opening it to a page that held a small, pressed wildflower. She touched it carefully, her thoughts going back.

Hope had been a rambunctious, strong-willed child, often rebelling against her strict father. She had bloomed early and reveled in the attention that boys paid her, earning an occasional beating from her father for being too loose with her favors.

Davey had been the first to truly catch her eye, however. Hope had never been far from her home, but Davey was from Chicago. He came through her small town selling Bibles. Her father put him up in a room in the parsonage with them, across the hall from Hope.

Davey was older, handsome, charming. Everyone was smitten with him, including Hope. He traveled, and had all sorts of stories. He had a magnificent singing voice, and played guitar. He’d given her this flower the first time he’d kissed her after choir practice in the choir loft at church. Kissed her, touched her, whispered how much he loved her, how beautiful she was, sweet promises, made her feel warm, her body tingling strangely. She’d never felt that way before. She would have done anything for him then.

And she did. It had been awkward, and painful, that first time in the choir loft of the church. Afterward he surprised her by lighting a cigarette and watching her as she pulled her dress back on. Smoking was a sin. But then, she supposed, so was what they had just done.

Hope snapped the Bible closed and shook herself from her reverie. She gave Devil Eyes a whistle and they peeled off to rustle back a cow that had wandered off. The past was better left in the past. Now was the time to focus on a new future.
Last edited by Hope Monaghan on Wed Oct 10, 2018 11:44 pm, edited 5 times in total.
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Hope Monaghan
Posts: 166
Joined: Wed Jan 03, 2018 6:50 am

Hope Monaghan Advances

Post by Hope Monaghan »

Advances
  • Initial Advances: (From Hindrances): Conviction, Attractive
  • Free Edge (Human): Arcane Background (Miracles)
  • Novice 1 Advance: Spirit d10
  • Novice 2 Advance: Faith d10, Persuasion d10
  • Novice 3 Advance: Very Attractive
  • Seasoned 1 Advance: Riding d4
  • Seasoned 2 Advance: Spirit d12
  • Seasoned 3 Advance: Holy Warrior
  • Seasoned 4 Advance: Healer
  • Veteran 1 Advance: Danger Sense
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Hope Monaghan on Wed Oct 09, 2019 4:50 am, edited 5 times in total.
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Hope Monaghan
Posts: 166
Joined: Wed Jan 03, 2018 6:50 am

Re: Hope Monaghan - Blessed

Post by Hope Monaghan »

Interlude XP: +1

Advance: Very Attractive
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Hope Monaghan
Posts: 166
Joined: Wed Jan 03, 2018 6:50 am

Re: Hope Monaghan - Blessed

Post by Hope Monaghan »

Q3 2018: 4 XP

Just 1 short of an advance! Drat!
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Hope Monaghan
Posts: 166
Joined: Wed Jan 03, 2018 6:50 am

Re: Hope Monaghan - Blessed

Post by Hope Monaghan »

+1 XP for interlude

Advance: Riding d4
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Hope Monaghan
Posts: 166
Joined: Wed Jan 03, 2018 6:50 am

Re: Hope Monaghan - Blessed

Post by Hope Monaghan »

Q4 2018 Advance: Spirit d12
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Hope Monaghan
Posts: 166
Joined: Wed Jan 03, 2018 6:50 am

Re: Hope Monaghan - Blessed

Post by Hope Monaghan »

Q1 2019 Advance: Holy Warrior
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Hope Monaghan
Posts: 166
Joined: Wed Jan 03, 2018 6:50 am

Re: Hope Monaghan - Blessed

Post by Hope Monaghan »

Q2 2019 Advance: Healer Edge
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Hope Monaghan
Posts: 166
Joined: Wed Jan 03, 2018 6:50 am

Re: Hope Monaghan - Blessed

Post by Hope Monaghan »

Q3 2019 Advance: Danger Sense
Character Tracker
Hope Monaghan Character Sheet
Parry: 4; Toughness: 6
Ammo: Shotgun (2/2; 18); Peacemaker (6/6; 50); Winchester (15/15; 50); Derringer (2/2; 50)
Bennies: WRWR
Adventure Card:
  • Payback: Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • Better You Than Me: Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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