Malforms.

Malforms in 1876.
Creatures.
Game System.
Malform Powers.
Malform Powers II.
Marshal Only.

Authors Note: Malforms are physically powerful Arcanes that represent one of the more obvious aspects of the Reckoning (Much like the Mojave Rattler), both Players and Marshals should be careful not to allow a game in which Malforms are involve become a Victorian Superheroes game (Unless that is what they are after).           Malforms are a misunderstood breed much like 'The Hunchback of Notre Dame' or the 'Elephant Man', and unlike many heroes can often add to the Horror they attempt to fight purely from their own appearance.


The events of 1863 brought many changes to the World and the West.  The most significant of which was the discovery of Ghost Rock, as time marched on side effects were found from long term exposure to the fuel, the first of which was 'Ghost Rock Fever'.

The Fever was but the first of said side effects, the second to be discovered was the twisting of babies and even adults exposed to the Rock, these unfortunates are refered to as 'Malforms'.

Malforms are physically twisted and deformed, the primary reason for this is for a childs parents to have had long term contact with Ghost Rock (Mining communities are significantly affected), however adult Malforms are being discovered.  Leading to speculation that 'Ghost Rock Fever' may develop differently in some folks causing them to become Malformed.

As well as physical deformity the Malform is often blessed with beyond average (human) physical abilities, many are inhumanly strong or durable, some have even exhibited extra limbs or appendages.

Unfortunately the sight of such things is difficult for most folks to bear and many Malforms that live past birth end up in freak shows.


Malforms In 1876. Top.

The highest concentrations of Malforms are of course within the Great Maze, although the occasional wanderer can be found near Deadwood and across the West, for some unknown Reason a large number of Malforms can be found within the Lousiana Bayous despite the lack of Ghost Rock in the area (Leading to speculation that there are Ghost Rock deposits within the swamps).

In general the life of a Malform is a tough and often short one, with many folks finding it difficult to accept free Blacks, facing a man with a snakes tail in place of his legs is more than most can bare.  Worse yet some towns have placed a bounty upon these unfortunates seeing them as ungodly creatures, those captured are often sold to Circuses.

The down side to this situation is that many persecuted Malforms either form their own xenophobic communities or become the epitome of what the normals think by turning to crime.


Malformed Creatures. Top.

In addition to Human Malforms, scientists have discovered large numbers of wildlife in the same locales bearing deformities and occasionally strange abilities.  The explanation for these Malformed Animals is even more bizare than for humans, Professor Karl Antshan studying strange lifeforms within the Great Maze has hypothesised that the Ghost Rock has now infected the terrain around the mines and even saturated both Californias food and water tables, thus causing these deformities.

Regardless of the reasons herds of horses bearing hides similar to that of an Indian Tiger, Giant Otters and two headed Crocodiles have all been sighted (All unsubstantiated of course) within the Maze and Louisiana.


Game System. Top.

Malforms are designed as per any other character, they must purchase Arcane Background: Malform (3 Points) and choose their Powers.  All Malforms gain the Bloodline Edge free as part of being a Malform. (Details on the Bloodline Edge can be found in the Marshals Section).

Malformed Animals are designed as per the Rules in Rascals,Varmints and Critters (Page: 5), then the creature is assigned 1D4 Powers and appropriate Deformities or Penalties.  A Character wishing to have a Malform creature as a companion must purchase it as a Sidekick Costing 7 Points and have a good story concept for it being around.  It should be noted that like their human bretheren Malformed Animals more than likely encounter humanity in freak shows.

Due to the fact that Malformed Animals are not Abominations (Although they could become one) Wildmen Arcanes can use their powers upon the creatures, with a +2 to any relevant Target Numbers.

Malform powers operate on a permanent basis, most are always on, with a few that have a duration but are automatically activated.  The downside is that for every power choosen they must choose a Deformity and Penalty. Each of the Powers has a Level from 1 to 5 attached to it, the Malform can start with a number of Powers up to his Spirit Aptitude.  For every Power Level (1 - 5)  taken a Level of Deformity and/or Penalty must be choosen, with an equal Level to the Level of Power taken, as follows.

Deformity: Every Power must have 1 point of Deformity taken for it, each power listing describes some of the mutations that can be associated with a power, the higher the Deformity the easier it is for folk to see it and the higher the terror Level the Malform has. Deformities are left to the Marshal and players imagination to come up with, but must be something associated with the Power in question according to the Level.  Examples would be a Malform who possesses Beyond Human Strength at level 2 could have a very distinct web pattern of veins across his arms and torso, whereabouts at level 5 this person would be ridiculously overburdened with purple, bruised Muscle mass so pronounced that it looks as if he is about to explode and makes him appear like a monster.

Level Terror Rating. Detection TN. Overawe Bonus.
 1 
 3 .
 9 .
  0 .
 2 
 4 .
 7 .
 +1 .
 3 
 5 .
 5 .
 +2 .
 4 
 6 .
 3 .
 +3 .
 5 
 7 .
Noticed Instantly.
 +4 .

Terror Rating: Unlike most heroes Malforms have their own Terror Rating, this represents the mistrust and stigma they receive from normal folk, the Higher their Power the greater the Deformity and the more obvious they are and thusly feared.  The Terror Rating is invoked at the Marshals whim, not nessessarily all the time, it is also not affected by an areas Fear level.

On the upside the Malform does receive a bonus to his Overawe.

Detection Target Number: This is how easy it is for another person to notice with a Scrutinise roll the Malforms deformity.

Penalty: Every power also has a penalty associated with it, the Malform can choose to just have Deformities for his powers, fine!, but he's goin to be one ugly, obvious and scary cuss.  Alternatively the Malform can choose to balance his power by a restriction placed upon an associated Trait, which are listed under each Powers description, the Malform cannot choose or Develop a Power that is penalised.

Example: Tory is a Malform who chooses one Power of Beyond Human Quickness at Level 4, she decides to have 2 Levels of Deformity manifesting as an unnatural longness in her lower legs (Putting her at about 6'6, most unusual for a Woman of the 1870's), she has a Terror Rating of 4 and a Detection TN of 7, looks strange but most folks would dismiss it, plus it could be hidden under a very long dress.  That leaves 2 points of her Power to be dealt with, she opts for a penalty.  Her body in developing its unnatural Speed has left her physically weak granting a -2 to all Strength tests.  Tory cannot take or Develop Beyond Human Strength, as this is penalised.

Progression: Should a Malform wish to develop new Powers the Marshal should first decide what prompts this development, for the improvement of existing Powers then practice and physically working out would suffice. However the developing of completely new abilities would require some form of physical stimulae, such as an encounter with some form of Abomination, the successful recovery from a disease. Etc.

Increasing the Level of a new Power can be done in two ways, first the player can spend twice the level in Bounty Points to increase with no further Deformity or Penalties.  Or the Player can spend the same amount of Bounty Points as the new Level but must take the new levels in either further Deformity or Penalties or both.

Developing a new Power can be done in a similar way, either the expenditure of Twice the New Level with a Level 1 Deformity (all powers must have a base deformity of level 1) or equal to the New level with full new Deformities or Penalties.

Example: After playing a little while Tory has some Bounty Points, she decides to put her Beyond Human Quickness up to Level 5, now she can either spend 10 Bounty Points to do so without further Deformity or Penalty or 5 Bounty Points but must take the additional Point of either a Deformity (Gains more height and the Deformity becomes more obvious) or Penalty (A Further -1 to Strength Tests).


Malform Powers.
Malform Powers II.
Marshal Only.
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