Marshal Only.

This is the Marshals Only Area containing Background information, inportant to your Marshals Campaign, if you are a player for your own enjoyment please leave now without reading the content of this page.


Bloodlines. Overload.
Malforms.
Malform Powers.
Malforms Powers II.

Dark Secrets.

There is a dark secret to the appearance of the Malform and that secret begins with one Ernst Biren.                     For decades Hoyles apprentice had studied the Occult, mastering both Hexes and Black Magic, however his one main fascination was the spread of contagion and plague, in particular the effects that this had upon the human physique.

During his studies Biren came across legends of the ancient times, when the Reckoners minions openly walked the Earth and magic was all powerful.  He learned of a race of twisted subhumans called the Formorian which dominated Ireland, Albion and much of Europe, eventually they were destroyed by the Christians, but over the centuries they had extensively interbred with Europes humans.  Biren surmised that if this was the case the Formorians Bloodlines would still be within much of humanity.

Over a number of decades he tailored a contagion which would activate this latent bloodline, upon the Reckoning of 63 he came across the perfect catalyst for his disease - Ghost Rock.

Biren was already aware that the superfuel could cause Ghost Rock Fever, it was perfect.

During the early part of 1870 he released his airborne disease into the Great Maze, imediately both unborn children and adults exposed to the fuel began to transform in small numbers, the latent Formorian Blood twisting them into shadows of the ancient race, inflicting deformity upon them while granting them inhuman abilities and instantly causing fear and bigotry among normal folk.

He then left the contagion to do its work, in 1874 he changed his tact, the disease was only useful for activating
the Bloodline within areas of high Ghost Rock deposits.  So he infected a number of large mosquitoes with his Contagion, and then released them into the Lousiana Bayous, again the results were promising. With a large number of european settlers in Lousiana Malforms appeared within the year.  Biren now works upon a more viralent disease that can affect all of the Americas.


Bloodlines. Top.

Malforms automatically gain the Bloodline Edge upon creation, this has both benefits and hinderances.  Firstly the Malform can sense those with a connection to the Hunting Grounds within 10 feet of them, this could be a Huckster, Mad Scientist or Abomination, the Marshal may allow the target a Spirit Test TN 9 to avoid detection. The reverse side of the coin is that the Formorian Transformation is still underway within the unfortunate Malform this is how they can generate new Powers and Deformities.

During character creation the Marshal should secretly draw a Card and make a note of the number, once the Malform has acquired a number of New Powers or Levels on existing Powers equal to the Draw, the Malform should make a Spirit Test TN 7 (TN 5 for a Red Joker and 9 for a Black Joker), success and nothing happens, failure and the Malform gains 1D4 further Deformities without powers.  Once this has occured a number of times equal to the Malforms Spirit Trait he becomes a Formorian, a Celtic Abomination in the hands of the Marshal. Should the Malform Botch he also suffers the effects of Overload.


Overload. Top.

In addition to bigotry and general dislike by normal folks Malforms also have a downside to their powers, this is in the form of Overload.  Should the Malform undergo high stress, is wounded or botches on the above test the Formorian Blood within her system reacts inflicting 2D10 Damage to the Guts, an imediate Vigor Test is
required TN 7 with per Raise reducing the Damage by a Dice Step to a minimum of 1D6. This reaction is actually the Malforms Formorian Blood fighting her normal Blood and usually very painful, a Botch upon the Vigor Test requires a Changing Test as described in Bloodlines.


Malforms.
Malform Powers.
Malform Powers II.
Return to The Path O' The Arcane.