Miracles #2

Holy Sight

With permission from Darrin "Cactus Jack" Fesperman

TN: Opposed Faith/Smarts
Speed: 10 seconds
Duration: Instant
Range: 5 yards per Faith level

Description
Knowing who to trust is difficult in the Weird West, especially when even your riding partners may have Manitous wriggling 'round inside them that can take control at any moment...
With this Miracle the Blessed has a chance to see the aura of living things, the colour of this aura telling the Blessed something about the target's karma and hidden secrets, such as whether she is one of the Harrowed, consorting with Manitous (in the way that Hucksters do) or whether or not she is evil and wishes the Blessed harm. This Miracle requires a Fate Chip to invoke properly and the Blessed must beat the target at an opposed Faith against the target's Smarts, quick thinkers having more of a chance of masking their inner workings.
If the Blessed wins they will see a glowing aura around the individual, varying in appearance depending upon the type of Fate Chip spent;

NB - This Miracle is based on another I saw on the 'net, with permission from it's creator - Cactus Jack. My version just goes into a little more detail. The original version of Holy Sight can be seen by clicking here...


Ray of Life

TN: 5
Speed:1 to invoke, 1 to "throw"
Duration:Permanent. Ray of Life must be "thrown" within Faith level turns
Range: +1/10 yards. Faith level*10 Yards maximum range

Description
This Miracle is primarily a weapon aginst the undead creatures of the Reckoning, such as Harrowed, Vampires, Walkin' Dead, and Wraiths. The Blessed invokes the Miracle and his hand is filled with a holy golden light, which may be hurled at an undead target (using any Throwin' aptitude to hit, normal targetting rules applying) and causing wind damage as the unliving creature is filled with the power of holy life. The target must pass a Vigor check with TN=(5 + Faith level of Blessed, +2 per raise on Faith roll) or loses the difference in wind. This wind damage can only be regained at a rate of 1 per hour. Going bust on this roll automatically incapacitates the target, and in the case of Walkin' Dead will destroy them!.
Eg Blessed character with Faith 4d12 rolls 13 to invoke Miracle, and hits his target (a Vampire) on a Throwin':Knives roll. The Vampire must make a Vigor test at TN = (5+4+2) 11, but it rolls a 4 so loses 7 wind.

A secondary use of this Miracle is for temporarily giving a person of the same Faith a boost of life's energy. If the Blessed hits a friendly target with the Ray of Life the target recovers wind equal to their own level of Faith, plus 1 point for every raise the Blessed scores invoking the Miracle.

NB - Over use of this handy Miracle will anger the Lord who grants it, every time this Miracle is failed it's TN to invoke in future will increase by 1, permanently! I.e if a Preacher fails this Miracle 3 times the TN to invoke henceforth will be 8, so use it sparingly!

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