Note that you have to earn "Blessing Points" before you can access Divine Interventions
TN: 11
Speed: 1 minute prayer
Duration: Permanent
Range: Touch
Description
One of the Holiest of Miracles is Divine Resurection which only the most devout and skilled of the Blessed may perform successfully. The Miracle is used when a comrade has died and the Blessed wishes to bring them back into the world of the living (without waiting to see if they "come back" of their own accord in the form of Harrowed!). The Miracle must be used within Faith Level minutes of the target dying. Death by poison, drowning, bullets, knives, exposure, starvation, hanging etc are all reversable with this Miracle. Only those who have died incredibly messily deaths are beyond help, it's no use bringing back to life a body torn to pieces by a Wendigo!
The Blessed places their hands on the deceased and, if successful, the target returns to life once more having had any maiming wounds healed back to critical. The only drawback is that the target's Vigor dice type drops by a step (4d8 becomes 4d6 etc). If their Vigor is already at d4's then their Wind drops by 2 points instead. Having died once already has a profound effect on ones health...
If the Blessed fails at this Intervention then the target stays dead and the Blessed will have his Vigor drop by a die type instead, so it may be worth while loading the Faith roll! No further attempts may be made to resurect a target once the Intervention has failed
TN: Opposed
Speed: 2
Duration: Instant
Range: 2 yards per Faith Level
Description
Many Preachers enjoy giving "Fire 'n' Brimstone" type sermons to their terrified flock in order to warn them of the evils of sinning and what will happen to them when their wickedness catches up with them - an eternity of burning in the fires of Hell usually. God Himself, as the Bible states, can be a Wrathful individual at times and isn't averse to handing out a little premature punishment to those exceptionally evil individuals throughout history (in the form of plagues, lightning, earthquakes, spontaneous combustion - you name it!).
In the Weird West, where every other individual is a sinner in God's eye, The Blessed need to be able to hand out these punishments themselves from time to time - for the greater good, of course.
Divine Retribution only affects thoroughly evil, human individuals, such as Satanic cultists, axe murderers, bloodthirsty outlaws and the like, and - when invoked, burns them with the cleansing fires of Heaven. The Blessed makes an opposed Faith roll against the target's Spirit, and if successful the target (so long as they have a truly evil heart) will be burned for 3d12 damage ( + an extra dice for each raise on the Faith/Spirit roll) to each location as the air around them burts into Holy White Flames, teaching the target a valuable lesson about the consequences of sinning!
Each blessing point after the first also causes an extra dice damage to each location!
If the target nets a raise on the Faith/Spirit roll then the Blessed character himself is affected by the Miracle as a corrupt force twists the Intervention's effects, he takes 3d12 damage to each location, + 1 dice for every raise over the first!
NB - This Intervention only works on evil targets, and only on those who have the intelligence to know what they are doing is wrong (ie not abominations, walkin' dead or wild creatures - only humans or the Harrowed) If the Blessed character attempts to mis-use this Intervention ("mis-use" determined by the Marshal) then the Intervention fails and the Blessed is probably guilty of a Mortal Sin, having knowingly tried to burn an innocent with the fires of Damnation!
TN: 9
Speed: 1 minute prayer
Duration: Until task is completed or 1 hour
Range: 10 yards
Description
Occasionally the Lord will lend a hand to his burdened followers in the form of a little Divine Assistance, He sends down one of his minor Angels to directly help a Blessed character in need and carries out a single task for them, whether it be to break open a locked door, smite the Wendigo which is catching up with the posse, or to scare off the mad cultists who intend to sacrifice the posse to Mulah Mulah - the Horned Snail
The Angel appears in the form of a humanoid with a pair of white wings, a featureless face, and holding - if the situation requires it - a golden sword with which to smite the enemy. The angel has the following game statistics;
DEFTNESS 2d6, NIMBLENESS 3d12+2, QUICKNESS 3d12+2, STRENGTH 5d10, VIGOR 4d10
Fightin':Sword 5, Dodge 3
COGNITION 2d6, KNOWLEDGE 2d6, SMARTS 2d6, MIEN 3d12, SPIRIT 5d12+6
search 2, Scrutinize 8, Medicine:Holy 5, Overawe 6, Guts 5, Faith 10
Wind=24, Size=7, Terror (affects ungodly creatures)=7, Pace=24 running, 48 flying, Sword=STR+2d10
Quick Description
The Angel is actually just a vessel of God's power and doesn't really have a mind of it's own. It is naked, powerfully built and has no facial features - although it can hear and see perfectly well. The Angel also has an Armour value of 1 due to it's holy golden aura. The Angel has a certain amount of healing power too, represented by it's Medicine:Holy aptitude - it may carry out, as it's given task, healing on a certain individual, touching the wounded person and passing a Medicine test with TN equal to the targets highest wound level (3 for wind, 13 for maimed etc) to heal all the target's wounds (although the angel cannot bring the dead back to life
The Angel will vanish after it's task is complete
TN: 9
Speed: 1
Duration: 1 minute per Faith Level
Range: Self
Description
This Intervention is dead simple and straight forward to use. When invoked the Blessed character becomes surrounded by a holy, golden aura of protection which gives the character 1 point of armour per success and raise on her Faith roll, protecting her against all attacks and damage, both magical and physical. Also the holy aura is harmful to supernaturally evil creatures (those usually affected by the protection miracle) if they attack the blessed in hand to hand combat. If an abomination touches (or hits) the Blessed then they take her Faith dice in damage (roll her Faith aptitude and add the dice together), having all wounds applied to random locations. In practice this aura provides the Blessed with a potent weapon against the forces of evil as well as protecting themselves from harm
TN: 9
Speed: 1 minute prayer before sleep
Duration: 6 hours
Range: Self
Description
When the Blessed face a problem with seemingly no answer they often ask the Lord for guidance, if the servant is obedient enough the good Lord may send one of his Angels to visit His loyal follower in their sleep. The Blessed must invoke this Intervention just before he sleeps and then must have 6 hours of undisturbed sleep so he can receive God's messenger. The Angel will give guidance to the preacher and helps him out with a problem he is having, such as the location of an outlaw he is following, how to destroy a creature tracking the posse, or the best way to milk a cow. The Angel will not tell the Blessed exactly how to solve his dilema but will certainly give him some good advice (but only concerning one dilema per blessing point spent).
One more thing, the preacher must pass a Foolproof(3)Smarts test to recall the dream once he has awoken, else he has forgotten his dream completely, the bafoon!
TN: 9
Speed: 1 minute prayer
Duration:1 day per success and raise
Range: Self
Description
Railworkers the world over often exclaim that you need the right tools for the right job. This is true also for the Blessed, many a time a preacher has found himself in need of the Exorcism Miracle to rid his neighbour's mind of evil demons only to find that he hasn't got it. Divine Favour goes someway to curing this. The Blessed invokes the Intervention (by way of prayer) and, if successful, the Marshal lets him have access to an additional Miracle for 1 day per success and raise on his Faith roll. Obviously the Blessed will be unfamiliar with his newly aquired Miracle so the TN to activate the new Miracle is upped by +2.
TN: 16 (see below)
Speed: 1 minute prayer
Duration: 1 hour per Faith level
Range: Touch
Description
Having a little help in the way of Divine backup goes along way to extending the life expectancy of a preacher "in the field of duty", this powerful Intervention bestows the powers of the Blessed onto another faithfull individual. The recipient must be of the same basic Faith as the Blessed, and must have at least 1 point in the Faith aptitude. The Blessed makes his Faith roll, recording the result. The recipient must also make a Faith roll and then the two results are added together and must reach a TN of 16 (this is roughly equivelent to the Blessed having to roll an 11 and the target a 5). If successful the target becomes "Blessed" herself for the duration, being able to perform all of the Invoker's Miracles as if Blessed themselves. However, the newly Blessed must use her own Faith aptitude to invoke them. After the Intervention wears off the character reverts back to normal.
NB - Evil or UnGodly individuals may not be Blessed by this Intervention, for obvious reasons!