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===Skull-Buddies=== The power level of a harrowed's manitou varies widely between individuals. So, when a character becomes harrowed, the Marshal draw a card to see just how potent it is. On a 3-8, the manitou's Spirit is equal to its hosts. On a 9, 10 or Jack, the manitou's Spirit is the same die type, but +1 Trait Level (so, if your character's Spirit is 4d6, then the manitou's is 5d6). A Queen, King or Ace, and you're in big trouble; +1 die type '''and''' +2 trait levels (so if you're 4d6, then the manitou is 6d8). But it could be worse; a 2 gets you a Legion and a Joker gets you a Greater Manitou. ''Legions'' are swarming groups of lesser manitou, too weak to animate a manitou on their own, but strengthened by their numbers. When making Spirit checks, a Legion's Spirit is determined randomly, representing that different manitous are taking the lead at different points. Biggest drawback is that whilst normal manitou will exercise their control subtly, Legions are batshit insane and will make an open and outright menace of themselves. ''Greater Manitous'' are some of the biggest, baddest nasties in the Hunting Grounds. Not only do they have spirits of 3d12+4, but they have their own personal goals they're out to accomplish, and can subtly nudge their host and/or fate along even when dormant. This is basically a free plot hook for the Marshal.
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