| The Seven Wasted Sins: A Few High-Powered Villains for the Wasted West by Michael Cone and Matthew Steflik |
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| The Wasted Sins are supernatural manifestations of the Seven Deadly Sins of Man: Avarice, Wrath, Lust, Gluttony, Idleness, Pride, Envy. Created by the Reckoners from the subconscious of the human mind, these creatures wander the Wasted West breeding discontent, drawn by the wrongful acts of individuals against their fellow man. Thou Shalt Not? Each time a hindrance that is within a given Wasted Sin's sphere of influence occurs, the Sin may appear on the scene shortly thereafter, drawn by the "sin" of the act, resonated through the Hunting Grounds. If the individual in question is a player, the Marshal may choose to have the player may a Spirit check, the TN set versus the severity of the sin. For example, if the sin only effects the player, the TN will be relatively low (TN 3). If it negatively effects other members of the party or other individuals, it will be slightly higher (TN 7). If it effects many people, such as a whole village, the target number will be high (TN 11). If the player fails the check, the Wasted Sin in question will appear on the scene shortly thereafter. The presence of a Wasted Sin has different effects, depending upon the individual Wasted Sin. When a Wasted Sin arrives, it may not necessarily target the individual that led to it being summoned. Instead, it will usually survey the scene and decide how best to exert its influence. Sometimes the Sin will tarry in a given area only a brief time. More usually it will stay as long as possible to see how much havoc it can stir up. Many hindrances overlap across several spheres. This doesn't mean that rolls need be made for every Sin who has the hindrance listed. In this situation, the Marshal should choose whatever Sin is most appropriate. I Repent! While Sins cannot be destroyed, they can be defeated (or perhaps more precisely "driven off"). A hero that defeats one of the Seven Wasted Sins may, at their Marshal's discretion, remove one of their character's hindrances at level three or lower for no cost. For the marshals out there, we recommend that you make the players sweat every ever-lovin' minute of their encounters with the Sins. The seven personifications of Mankind's weaknesses ain't pushovers. Below you'll find several hints and ideas on how to work some role-playing into your campaigns for your heroes. Get them to interact with the townsfolk and wasters that are under a Sin's influence. Don't tip your hand at the beginning; give them little hints as the story goes on. Unless otherwise noted, none of the Wasted Sins take wind or can themselves be swayed in a contest of Mien or Spirit. All effects caused by one of the Wasted Sins end once the Sin has been driven from the area (defeated). Wrath (sphere: Bloodthirsty, Death Wish, Grim Servant of Death, Mean as a Rattler, Vengeful) Physically, the most terrifying (terror: 9) Wasted Sin resembles an incredibly tall and muscular humanoid (size 8) in clothing made of mismatched military attire and body armor (AV 2, all locations). Its features are swathed in a haze of gun smoke that hovers thickly around its head, and there is the distinct reek of cordite and gunpowder around its form. The creature leaves bloody footprints wherever it treads. It will typically appear upon a scene of extreme carnage or excessive bloodshed brandishing a semi-automatic pistol in either gnarled fist (shootin' any: 5d12+2). Wrath gains more potent firepower every time he receives damage. The semi-automatics in his hands morph into automatic pistols after taking the equivalent of 2 wounds of physical damage, then into SMG's after 3. Wrath's special ability will max out after taking the equivalent of 4 physical wounds with the terrifying sight of an automatic shotgun in each hand. Anyone taking a wound from Wrath's weapons must make a Spirit check equal to the level of the wound (as on the Healing chart) or be simultaneously afflicted with the Bloodthirsty hindrance and Berserk edge. Individuals that already have the Bloodthirsty hindrance temporarily lowers their Smarts by a die type. Regardless of weapon, Wrath does not run out of ammunition, takes no recoil penalties, and is capable of ferocious speed in combat (Initiative: 3d12+2 with Level Headed effect). Wrath takes no actual damage from physical attacks. Keep track of this damage however in determining its weapon type. It is unaffected by mental attacks, while spiritual and energy attacks only do half damage. Healing "spells" such as Touch of the Doomsayer and Lay on Hands can do damage equal to the wound level attempted (ie. Successfully attempting to heal a level 3 wound would instead cause Wrath to take 3 wounds). The primary way of defeating the Sin of Wrath is with the Virtue of Patience. Once an individual has been marked by Wrath (ie. taken a wound from it), they gain the ability of utilizing this Virtue as a means of defeating it. Once wounded by Wrath, every time the individual spends an action without doing anything within full sight of the Wasted Sin (just patiently standing there looking at it, doing nothing, without cover), Wrath takes a wound (the Marshal may not spend a chip to negate this wound). Wrath will of course view individuals that try this as primary targets. After taking a total of seven wounds, Wrath will violently explode into nothingness (while this looks impressive, the explosion causes no damage to the surroundings). Lust (sphere: Randy) Lust appears as a tall (size 7), androgynous humanoid swathed in flowing robes (act as AV -6). It is armed with a long curved bow and quiver of arrows. It moves with a dancer's grace and remarkable speed over any terrain without adverse effect (initiative: 3d12+2). Typically Lust likes to remain "behind the scenes" and out of sight (treat as having the Syker "Predator" ability), peppering a group or community with its arrows and sitting back to watch the results. Lust can choose to reveal itself to individuals at will. Lust's appearance is both attractive and fascinating to both sexes. Anyone seeing Lust must make a Hard (TN 9) Smarts check or become enthralled with its countenance so long as it is in sight (lose 1 action card for every point under the TN). If an individual takes a wound from one of Lust's arrows, the individual must make a Spirit check equal to the TN of the "wound" (as on the Healing chart). If the individual fails, they take no damage and instead temporarily acquire the Randy hindrance. If successful, the Individual takes normal damage (STR: 3d12 + 1d6). Individuals that already have the Randy hindrance (including those who fail a first save and are then struck with a second arrow) will instantly become rutting fiends, accosting the nearest member of the opposite sex at hand. Lust never runs out of arrows, and its arrows are unaffected by the protection of normal armor; spiritual armor works as normal. Harrowed and Cyborgs are unaffected by the hindrance effect and need not make the save, instead just taking the damage (bow: 5d12+2; added effect: Enlightened MA ability Abundance of Pecking Birds with no Strain cost with a chi equivalent of 3d12). Lust is unaffected by physical and mental attacks, while spiritual or energy attacks do half damage. Actually striking Lust bare-handed can have a bad effect on the pugilist. The attacker must make an Onerous (TN 7) Spirit check or become afflicted temporarily with the Bad Eyes hindrance at -5 (don't touch it or you'll go blind). The primary way of defeating Lust is through the Virtue of Fidelity. Lust longs to be pursued, sought after, fought over and adored. The best way to defeat it is to resist it. If an individual successfully makes their Smarts roll upon seeing Lust, they have the means of defeating the Sin - all they have to do is turn their back upon it and ignore it. For every round that the character remains in sight of the Sin, but turns his back to it (literally - not attacking it, not speaking to it, and denying it's presence), Lust takes a wound (the Marshal may not spend a chip to negate this wound). Lust will of course view individuals that try this as primary targets, as it hates to be ignored. After taking a total of seven wounds, Lust will burst into flame, quickly reducing itself to an ashen effigy that blows apart and is carried away by the wind. Avarice (sphere: Greedy, Miser, Yearnin', Lyin' Eyes) Avarice appears as a kindly old man (size 6) wearing an oversized trench coat with dozens of pockets (treat as AV 1). He typically is found driving an old "snake oil salesman" style buckboard wagon packed to bursting with a seemingly endless variety of goods. Avarice attempts to pass itself off as a traveling trader (Mien skills at 5d12+2) and operates under a constantly changing roster of false identities. If an object or item is needed or strongly desired, Avarice will have it (or a close approximation) in his seemingly endless stock of goods. Publicly, in front of large groups, Avarice will seem to trade for general items fairly, if not a bit on the expensive side. However, anyone trading with it in this manner must make an Onerous (TN 7) Spirit check or gain the Greedy hindrance for the class of item traded for. If the individual already has the Greedy hindrance, they gain (-4) to opposed persuasion checks when in a bribery or similar situation in which they stand to gain something that they are Greedy for (simulating that it is harder to resist their Greed). For specific items, he will tell individuals to "come back later after hours and we'll work out a deal" with a wink and a nod (think Stephen King's "Needful Things" for an approximate example). If an individual comes back after such an exchange, he will offer the object in trade for something of importance that is owned by another individual - never for something that is owned by the individual trying to make the deal. If an individual acquires what Avarice requests, it will honor the trade. However, the individual must make a Hard (TN 9) Spirit check or gain a Yearnin' for other possessions of the person they got the item from that Avarice wanted. If the person gave the object to the individual to trade with Avarice, the value of the Yearnin' is only 1. If the person traded the object to the individual, the value of the Yearnin' is 3. If the individual obtained the item "illegally", the value of the Yearnin' is 5. Regardless of the attempt, Avarice will never go back on a trade once it has been made and will always play the innocent. Anyone under an effect caused by Avarice will adamantly defend the "honesty and integrity" of the businessman. If attacked, Avarice moves with remarkable quickness (Initiative: 3d12 +2) and will attack (fightin' whip: 3d12+2) with it's scourging whip (2d12 Str + 1d6; can entangle (pg. 93, HoE main book under fightin') and disarm like a chain (pg. 12, Wasted West). Avarice is not harmed or affected by phsyical or mental attacks, while spiritual and energy attacks only do half damage. The primary way to defeat the Sin of Avarice is through the Virtue of Honesty. If an individual afflicted with an effect caused by Avarice confesses either his Greed or Yearnin' to another who has not been afflicted, Avarice will take a wound (the Marshal may not spend a chip to negate this wound). After taking a total of seven wounds, Avarice (along with his wagon and everything he traded) will rapidly decompose, rust, or otherwise decay, leaving nothing but dust. Avarice has been known to travel in the company of Envy on occasion. In such circumstances, Envy poses as Avarice's assistant. Gluttony (Sphere: Ailin' (eating disorders...anorexia, bulimia), Yearnin', Big 'Un, Scrawny) When a waster gets to fillin' his belly instead of going out to cleanse the wastes of evil, he might just get a visit from the wasted Sin of Gluttony. This Sin appears as a lean male waster with dark hair and a significant beard. He wears an old worn trenchcoat (AV-2) and he always has a smile on his pinched features. He greets everyone warmly and always manages to have a small sweet tucked in a pocket for a small child. Gluttony usually arrives into a village and sets up a very profitable relationship with the local storeowner or quartermaster. It is able to produce a large amount of decent food and drink suitable for trade and barter. The quality of the consumables are not exemplary, but they are certainly better than irradiated potatoes. At least, in the beginning... Gluttony is fixated with the excess and thoughtless waste, the more the better. When it has the chance, it will start urging people to eat a little bit more, having "one for the road" or better yet, taking up drinking all together. After all, just one doesn't hurt you. With a Blue Chip from the Marshal, Gluttony can kick things into high gear. That very day, the region that the PCs are in will announce a big celebration. Everyone is invited as a matter of course, and the Sin will make sure that there is plenty for everyone. The party will start wonderfully but things will quickly spiral out of control. Any posse members who indulge will be subjected to double the usual penalties for inebriation. When the party runs it course, locals will discover that they have laid waste to their food supply and Gluttony has vanished with the dawn. The primary way to defeat this sin is through the virtue of Charity. Gluttony concerns itself with the complete consumption of a specific community's resources when it "throws a party". Each posse member that freely contributes his or her own food or drink to such a shin-dig causes 1 wound to the Sin. If the Sin takes at least 3 wounds from such actions, it will transform (see below) and attack the offenders. Should the wasters actually catch Gluttony in the act of perpetrating another over-indulging party, things will get gross. In combat, the Sin will reveal it's true form, that of a slimy translucent worm roughly ten feet in diameter and over thirty feet in length. (Size 18) Gluttony has a maw full of teeth that Great white would envy. (4d12+4 damage) The first time the party lays eyes on it, they get a Hard (9) Guts check. The slimy outer skin has AV of 1 and it has a pace of 12. For those posse members that won't get up close and personal the Sin can regurgitate out to a distance of 15 feet for 2d10 damage and a d6 worth of Wind. Should the posse prevail and inflict seven wounds, Gluttony will explode in a shower of greasy, fatty tissue. Oddly enough, Gluttony and Idleness do not get along and they will try to use unsuspecting do-gooders to smoke one another out. Idleness (sphere: Cautious, Loco, Yeller, Hankerin') Idleness is an insidious Sin. It takes the form of a wandering trader dressed in patched-up clothes dispensing bathtub gin, bootleg cigarettes, and other mood-altering chemicals out of a beaten leather satchel. Idleness can take many faces, usually with just enough shade of trustworthiness (Mien: 5d10) to get a waster to drop their guard. With a multitude of friendly gestures and the reputation for a good time waiting to happen, it may be a long time before the Sin revealed. One of this Sin's favorite ploys involves arriving just after a terrible ordeal (in which someone that should have offered assistance, chose not to do so). The waster in question that has just survived the attack or some other trying circumstance gets visited by the Sin offering a "Thank You" drink or a lucky cigar. Succumbing to one or two temptations won't do anything unexpected, but as they say "the third time is the charm". After accepting three such things from Idleness, the poor sap is hooked. The first effect is that waster in question starts moving a little slower (- 2 applied to all rolls). This will roll over into other earthly delights that a waster might face. Other liquors, recreational chemicals, or sporting folks will all have an unearthly attraction for the Sin's victim (- 2 to all Spirit rolls required to avoid temptation). Furthermore, wasters so affected develop a curious malaise and unwillingness to meet confrontation. Should the waster be confronted with an adverse situation (Marshal's call), they need to make a hard (9) Spirit roll. If they pass, nothing happens and they get to act normally. If they fail however, the waster will do anything in his power to get out of the situation. Once Idleness hooks an individual, it will move on to its next target. The primary way of defeating the Sin of Idleness is through the Virtue of Diligence. Should the waster finally pass an Incredible (TN 11) Spirit roll, they'll see the error in their recent idle behavior and get an idea what's really going on. The player has to give the Marshal some sort of indication that they want to try and find a solution (in or out of character) to the character's recent problems before this roll is allowed - if the player just goes along with things, the effects will continue. Complaining about it doesn't count. Once the player takes the initiative in wanting to fix the problem however, the Marshal should allow them one attempt per day to make the roll. Once successful, the next time he spies Idleness in his vicinity, he'll catch an eyeful of the Sin's true form. Idleness wears a long burial shroud that is laden with dust. Its arms and legs are shrunken, withered things with nails gone ragged from neglect. The Sin's face is as wrinkled as a prune with stunted, yellow teeth. If Idleness becomes exposed in this fashion to one of its victims, the Sin will always try to flee, to corrupt the waster another day (the Sin has a Nimbleness of 4d12). Idleness' tall, spindly form is considered to be size 7 for damage purposes, and its dust filled robes convey an AV value of -4. Firearms, magical attacks and energy weapons only do half damage (round down). If forced to fight (cornered when trying to flee), Idleness utilizes fightin': brawlin' at 5d12+2, and his blows ignore the effect of natural and man-made armor, passing right through them (armor effects from supernatural powers act as usual). On a hit, the Sin does no actual damage - instead, the target loses 1d6 wind, plus and additional 1d6 per raise. Should a waster act in kind and land a blow in hand-to-hand or melee combat against the Sin, the Marshal rolls a d12. On a roll of 1-7, the waster gets a face full of dust from the blow and he incurs a -3 penalty to all his rolls from wheezing and coughing unless he makes a Hard (TN 9) Vigor roll. Once a posse has inflicted 7 wounds to Idleness, the Sin explodes into a cloud of musty dust that vanishes on the wind. Envy (sphere: Yearnin', Big Britches, Loco) The Wasted Sin of Envy takes the form of a lithe, small younger woman (Size 5) dressed in ragged leather clothing. Its plain features are rough and wind-worn and obscured by smudges of ash and road dust. Its eyes are the color of shards of dark emerald; so dark they appear to be black. They constantly anxiously shift about, taking in everything and missing nothing. Envy's hands are constantly walking a small coin or other knickknack across her knuckles. It is a creature of nervous energy, never standing still for long. This Sin appears when a waster is overly jealous of someone else, be it over a person, place, or thing. Once those feelings have arisen and even remotely acted upon, the Sin appears in the vicinity and things get nuts. Envy will catch the "green-eyed" waster alone and give them a good talking-to. When it's done, her victim has a very unhealthy attachment for someone else's property, friend or relation (treat as an obsession/compulsion, loosely translated in game terms as a Loco -3). During the talk, the target has to pass an Incredible (TN 11) Spirit check or fall under Envy's sway. Those who pass the check will think the Sin is just some young scavenger that's gone soft in the head. Envy gains supernatural potency for each waster she gets in its clutches. For each individual in the vicinity that has fallen under its spell, its Size and power increases. Outwardly, the Sin will continue to appear to be a diminutive woman (Size 5). The Size increase is only for determining damage the Sin incurs. Its power increases similarly. Each individual the Sin sways raises both Strength by a die type (starts at 5d6+2). If confronted, Envy will not hesitate to fight back so long as she has swayed at least one individual. Her leather clothing acts as AV 2 (!) and she has fightin': brawlin' of 4d12. Her fingernails act as hardened claws (+1d4 AP 1) and she can "scream" bolts of green energy at targets (range: 10, ROF: 1, damage equal to current STR). The primary way to escape the clutches (and thus defeat) of the Sin of Envy is through the Virtue of Charity. An afflicted individual can attempt to utilize this virtue after they are denied the object of their desire. First, it takes another Incredible (TN 11) Spirit check (which can be made once per day if failed at first). Once made, the individual will start to see the folly of the obsession. If the individual performs a selfless, charitable act for the other party involved free, the sheepish hero breaks Envy's hold and cannot fall under the Sin's sway for another seven days. Charity not only weakens Envy, it can hurt her as well. If an individual currently not in the Sin's thrall attempts to perform a selfless, charitable act for the Sin, Envy will take one wound (the Marshal cannot spend chips to negate this wound). This only works once, and will be followed by immediate, deadly retaliation by the Sin. Envy is immune to damage based on energy channeled from the Hunting Grounds so Sykers, Doomies, Templars, and spirits that use those weird powers on it are in for a nasty shock. Only good old-fashioned elbow grease will affect this Sin. Well, that and bullets. When seven wounds are inflicted, Envy will thrash around, screaming at the top of her lungs while it dissolves into a putrescent puddle of emerald ooze. Envy has been known to travel in the company of Avarice on occasion. In such circumstances, Envy poses as Avarice's assistant. Pride (spheres: Greed, Big Britches, Big Mouth, High Falutin', Intolerance, Loco) The Wasted Sin of Pride takes the form of a tall, barrel-chested man dressed in an old, moth-eaten set of fine duds. His features are roughly hewn, yet handsome in a haughty sort-of way. His voice is that of a person most definitely used to being in charge. His bearing is ramrod straight and would put a career general to shame. He carries a small swagger stick and he constantly uses it to punctuate a point. This Sin will appear when someone begins to covet the power and/or authority of someone in charge. Whether they were given the office or took it by force makes no difference. When Pride takes an interest, there's going to be trouble. Any big organization with a clearly defined head has probably got a few jealous souls within the ranks. These are the folks that call the attention of Pride. That jealous longing for power will get them a visit from a man who knows just what to say. And he's got a few ideas that just won't get out of their heads! The Sin of Pride talks to lieutenants and assistants that serve people in high positions of power such as Law Dog Deputies, Black Hat goons, and Templar Squires. He ingratiates himself with them and soon is whispering stories about who really should be in charge. Coups begin, and folks are prone to a 7.62 caliber retirement if they're not careful. When a waster is listening to one of Pride's tirades, he needs to make Cognition or Smarts check at a Hard (9) difficulty, using whichever Trait is lower. If they fail, Pride's conversation makes a whole mess of sense, at least to them. They will then do everything in their power to topple the person in charge with the aim of taking the top spot for themselves. To rid a waster of Pride's taint, someone close to the afflicted must make three successful rolls at a difficulty of nine (9) in succession to release them. Until they are freed, they will not be able to resist Pride and will treat the Sin as a valued ally. Pride is not easily bested. He is immune to physical damage from mundane sources, i.e. anything non-magical and supernatural wounds can be negated if the Sin makes a Fair (5) roll using his Stamina. There is the greater complication of the folks that might be under his spell. They will do nearly anything for the Sin including stepping in the path of harm. To vanquish Pride, your posse will have to rally the troops using the virtue of Humility. Each waster that makes a Onerous (7) roll using his Mien or Spirit Traits can sway one person away from Pride and out from his brainwashing by appealing to the target's humility. For each waster he loses, Pride will be inflicted with a wound. Once seven folks have been freed, Pride explodes in a foul gaseous cloud of stench and vanishes. |
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