TEXT: Deadlands Vet's Guide 
  (A Work in Progress) 
   
   
   
   
  
  Introduction 
   
  I love Deadlands. I'm sure you do too. But if you have ever read more than just the basic books, 
  you know the Weird West gets very, VERY weird. All sorts of skills, powers, and other stuff 
  gets jumbled about through all the books. I understand this makes you wanna buy them all, but 
  flipping through them all is such a hassle. 
   
  So, I am making this little guide here. I have no issue with this because A: Information wants to 
  be free. B: Deadlands is an older game. No new content is coming out for it. Sure, there's the 
  Deadlands: Reloaded, but I haven't garnered an interest in that as much as I have the good ol 
  classic edition. C: I am not posting all of the rules of how to play the game, all of the fluff 
  (excellent writing), art, adventures or secrets. And D: I still encourage you to buy the books. 
  You can order them from Pinnacle, the authors of Deadlands. 
   
  Mostly A, though, if I'm honest. 
   
  This guide is a work in progress. The books that I have looked through, the features that I have 
  taken from them, and what I intend to work on next, are posted in the Table of Contents page. I 
  will be posting the most updated rules to the best of my ability, for consistency. I do fully intend 
  to look through ALL of the books, to ensure I do not miss anything, but I will start with the core 
  and Archetype books before checking locations and the Tombstone Epitaph. 
   
  This is a game about secrets and surprises. This rule sheet, though I do not expose the bigger 
  secrets, have many minor spoilers in it. If your a Marshal and you want to surprise heroes about 
  what Harrowed are, be careful with using this guide. I'm entertaining the idea of a 100% spoiler 
  free guide, but that is pretty unlikely. 
   
  I clarify some confusing rule kerfuffles and make recommendations in this document. I also 
  intend on adding custom content at the end of the document. An adventure, for sure, and 
  probably some extra haunts and abominations. So, yeah, keep an eye out for all of that! 
   
  Finally, one last thing. This document is free. F-R-E-E, Free. If someone charged you for this, 
  get your money back. Remember, information wants to be free! 
   
  All that being said, let's get started! 
   
   
  
  Table of Contents 
   
  Introduction
  2 
  Table of Contents
  3 
  Aptitudes
  4 
  Edges & Hindrances
  7 
  Hindrances
  8 
  Edges
  19 
  Knacks
  26 
  Gun Tricks
  33 
  Blessed
  37 
  Divine Interventions
  39 
  Gifts
  46 
  Miracles
  49 
  Martial Artists and the Enlightened
  73 
  Puglists
  74 
  Martial Artists
  75 
  Fighting Maneuvers
  76 
   
  Books 
   
  BD: Book of the Dead 
  FB: Fire and Brimstone 
  GD: Ghost Dancers 
  Ha: Hexarcana 
  HH: Hucksters & Hexes 
  LD: Law Dogs 
  LS: Lone Stars, the Texas Rangers 
  MH: Marshal's Handbook 
  PG: Player's Guide 
  QD: the Quick and the Dead 
  RVC1: Rascals, Varmints & Critters 
  RVC2: Rascals, Varmints & Critters 2: The Book of 
  Curses 
  SR: Smith and Robards 
  TA: The Agency, Men in Black Dusters 
  TC: The Collegium 
   
  Finished: Edges & Hindrances, Gunplay 
  Working on: Martial Arts 
   
   
   
  
  Aptitudes 
   
  There are a lot of Aptitudes, skills that nearly all characters can do. All the ones your character 
  will need are in PG, thankfully, but there are a few corner cases that are needed for specialty 
  builds. As such, I have listed were you can find all the Aptitudes. I have included all 
  Concentrations that Deadlands recognizes, but I did not include page numbers for each 
  individual one. 
   
  One thing to note, I posted along the lines of 'other concentration' on those which the books 
  have listed there are other concentrations (duh), but common sense will dictate that some that 
  'Other' is not listed, there are indeed others. Try not to Power-Game, and work with your 
  Marshal on determining proper concentrations. I post Other only to say precisely what the books 
  write. 
   
  Additionally, I have not posted the rules for using most Aptitudes (exceptions exist to make 
  clarifications.) That would make this document bigger than it needs to be. If you need the weird 
  Doohickey Aptitude, you probably already know what its for. 
   
  Finally, I listed Strength and Vigor, but they have no Aptitudes recognized by the books. This is 
  just for a sense of completion. Oh, and there is a last category for Special, for those weird 
  mystic Aptitudes. 
   
  Unskilled and Related Checks 
   
  A reminder, if you don't have the exact skill, but you do have a related one (Bluff and 
  Persuasion, for example), you may use the related check at a -4 penalty of the result. If you do 
  not have the skill, or any related skill, you may use it at one level, at a -8 penalty. 
   
  Similar Aptitudes 
   
  Some character and NPC abilities target Aptitudes of other characters, such as the Blessed's 
  Hinder. This makes specific Aptitudes important to differentiate. For convenience sake, I 
  recommend just writing them down under the same Aptitude if it saves space. However, this 
  isn't a challenge. If you FIND some way to tweak the rules, remember that this recommendation 
  isn't an official one, and your Marshal is welcome to take this pamphlet and whack you over the 
  head for it if you try it. 
   
  Professional vs. Trade 
   
  So...what's the difference? Professional is the Aptitude for the jobs that require a 'proper' 
  education, whereas Trade is the Aptitude for those you could conceivably get an apprenticeship 
  for hands on training. 
  
  Fightin'; Martial Arts 
   
  Normally, Concentrations wont be given page numbers, but this one is special. Ha, pg. 58. 
  Martial Arts is actually the catch-all for many different fighting styles. When buying a Martial 
  Arts, you do have to pick one, but they don't restrict your ability to use martial arts. However, 
  see my argument in Similar Aptitudes. Everybody's Kung-Fu Fightin! 
   
  Faith Vs. Professional; Theology 
   
  Another weird one. I'm gonna direct you to FB pg. 26. Up until Ha, both were used to determine 
  your starting (and gain more) Miracles, and Faith was used to get better dice. However, 
  Professional; Theology is used for a few things as well. For one, if you the player are stuck on 
  something that your hero should know, it's used to back him up and keep him from looking 
  stupid. Two, it's used to convert, preach to, and debate those of differing (or no) religion. 
  Finally, it can be very useful to learn about other religions that may crop up. 
   
  If your paying attention, you'll note I mentioned Ha. Page 9 of Ha updates the ruling, that you 
  no longer gain or lose Miracles by raising or lowering Faith. As of this writing, I believe the 
  same applies to Professional; Theology as well, but I have yet to find proper citation for it, aside 
  from the passage on pg. 9 of Ha stating the only way to gain new miracles is to pay 5 Bounty 
  Points. I said that I would post only the most updated ruling, but this is a rather confusing (and 
  almost missed) rule update, and a stubborn Marshal may stick with the previous ruling. The two 
  still determine your starting Miracles. 
   
  To put it all simply, You start with Protection, as well as a number of Miracles equal to the level 
  of either Faith or Professional; Theology, whichever is higher. Without Ha, you gain/lose 
  Miracles as you gain/lose levels. With Ha, you don't. 
   
   
   
  
  Cognition 
  Artillery (PG pg. 41) 
  Cannons​, ​Gatling Guns​, ​Rockets 
  Arts (PG pg. 41) 
  Painting​, ​Sculpting​, ​Sketching 
  Marksman (LS pg. 78) 
  Scrutinize (PG pg. 47) 
  Search (PG pg. 47) 
  Trackin' (PG pg. 50) 
   
  Deftness 
  Bow (PG pg. 42) 
  Filchin' (PG pg. 43) 
  Gunplay (LD pg. 46) 
  Lockpickin' (PG pg. 45) 
  Shootin' (PG pg. 48) 
  Automatics​, ​Flamethrower​, ​Pistol​, 
  Rifle​, ​Shotgun 
  Sleight O’ Hand (PG pg. 48) 
  Speed-Load (PG pg. 48) 
  Pistol​, ​Rifle​, ​Shotgun 
  Throwin' (PG pg. 49) 
  Balanced​, ​Unbalanced​, ​Bullet​, 
  Flying Guillotine 
   
  Knowledge 
  Academia (PG pg. 40) 
  Philosophy​, ​History​, ​Occult​, 
  Religion​, other. 
  Area Knowledge (PG pg. 
  41) 
  Towns, Counties, States, Regions 
  Demolition (PG pg. 42) 
  Disguise (PG pg. 42) 
  Language (PG pg. 44) 
  Apache​, ​French​, ​Gaelic​, ​German​, 
  Latin​, ​Indian Sign Language​, 
  Sioux​, ​Spanish​, other languages 
  Mad Science (PG pg. 45) 
  Medicine (PG pg. 45) 
  General​, ​Surgery​, ​Veterinary​, 
  Chinese Traditional 
  Professional (PG pg. 46) 
  Journalism​, ​Law​, ​Military​, 
  Photography​, ​Politics​, 
  Cryptology​, ​Theology​, other 
  careers 
  Science (PG pg. 47) 
  Biology​, ​Chemistry​, ​Engineering​, 
  Physics​, other 
  Smoke Signaling (GD pg. 
  37) 
  Trade (PG pg. 50) 
  Blacksmithin'​, ​Carpentry​, 
  Seamanship​, ​Mining​, ​Telegraphy​, 
  Undertaking​, ​Forgin'​, 
  Gunsmithin'​, Other careers 
  Tribal Customs (GD pg. 37) 
   
  Mien 
  Animal Wranglin' (PG pg. 
  40) 
  Horses​, ​Dogs​, ​Bulls​, ​Snakes​, other 
  animals 
  Leadership (PG pg. 44) 
  Overawe (PG pg. 46) 
  Performin' (PG pg. 46) 
  Actin​, ​Singin 
  Persuasion (PG pg. 46) 
  Tale-Tellin' (PG pg. 49) 
   
  Nimbleness 
  Climbin' (PG pg. 42) 
  Dodge (PG pg. 42) 
  Drivin' (PG pg. 42) 
  Steam Boat​, ​Ornithopter​, ​Steam 
  Wagon​, other Vehicles 
  Fightin' (PG pg. 43) 
  Brawlin​', ​Knife​, ​Lariat​, ​Sword​, 
  Whip​, ​Wrasslin​', ​Rifle​, ​Martial 
  Arts*​, ​Butterfly Knife​, ​Flying 
  Claw​, ​Flying Crescent​, 
  Three-Sectional Staff​, other melee 
  Horse Ridin' (PG pg. 44) 
  Sneak (PG pg. 48) 
  Swimmin' (PG pg. 49) 
  Teamster (PG pg. 49) 
   
  Quickness 
  Quick Draw (PG pg. 47) 
  Knife​, ​Pistol​, ​Rifle​, ​Shotgun​, 
  Sword​, other weapons 
   
  Smarts 
  Bluff (PG pg. 41) 
  Fastin (FB pg. 28) 
  Gamblin' (PG pg. 43) 
  Meditate (FB pg. 28) 
  Ridicule (PG pg. 47) 
  Scrougin' (PG pg. 48) 
  Streetwise (PG pg. 49) 
  Survival (PG pg. 49) 
  Desert​, ​Mountain​, other 
  wilderness 
  Tinkerin' (PG pg. 50) 
   
  Spirit 
  Ch'i (Ha pg. 60) 
  Faith (PG pg. 43) 
  Guts (PG pg. 43) 
  Meditation (Ha pg. 62) 
   
  Strength
   
  - 
   
  Vigor 
  - 
   
  Special
   
  Hexslingin' (PG pg. 44) 
  Ritual (PG pg. 47) 
  Conjurin' (Ha pg. 98) 
   
   
  
  Edges & Hindrances 
   
  You may select up to ten points worth of Hindrances, and then use the points gained to buy 
  Edges or otherwise improve your character. Some Edges and Hindrances may have variable 
  costs. Anything separated by a forward slash (1/3/5) is a choice between those numbers, were as 
  anything separated by a dash (1-5) is a range of numbers. 
   
  Undead Hindrances 
   
  The Hindrances from QD are for the Harrowed only. You also can not buy off the Harrowed 
  Hindrances like normal ones. 
   
  Indian Edges and Hindrances 
   
  So, a bit of a weird one. GD says that all the Hindrances are for Indians only, except for the Old 
  Ways vow. You'd think that would apply to the Edges as well, and all of the Edges do appear to 
  be mostly appropriate only for Indians, but there is no such restriction for the Edges. 
   
  What it DOES clarify, however, is that some of them work differently for Indians then for 
  others. I'll list the differences with the normal Edges and Hindrances. 
   
  Also, there is an update. As of GD, not all Indians have the penalties and/or bonuses of the Old 
  Ways vow. Only the ones who actually take the Vow have them. 
   
  Huckter's and Hexes Edges and Hindrances 
   
  Kinda the same story with the Indians, but in reverse. HH says the Edges are for Hucksters only, 
  and the Hindrances only really make sense for Hucksters, but there's no rule saying you can't 
  take it. Stranger still, Arcane Prodigy reverts on that, saying “This Edge is available only to 
  Hucksters. Well, actually, anyone can purchase it, but they'd be wasting Bounty Points.” 
   
  I'll be noting the ones the books say you can't buy unless your a Huckster, and not noting the 
  ones that have no such restriction, but I think that entry is further evidence of “Ask your 
  Marshal”. 
   
   
   
   
  
  Hindrances 
   
  Ailin' 1/3/5 (PG pg. 51) 
   
  You have some disease that you can't cure. 
  The Point Gain is dependent on the severity 
  of the illness. 
   
  Minor (1): A minor, but incurable ailment. 
  You cough at poor times or get the shakes 
  or otherwise have a hard time with social 
  engagements. -2 to all Persuasion and Sneak 
  rolls. 
   
  Chronic (3): You are in constant agony and 
  the illness may eventually kill you. You 
  suffer as above, and at the start of each 
  game session, you make a Fair (5) Vigor 
  roll. If you fail, -4 to all tasks you perform 
  this session. The Marshal may modify this 
  roll due to weather or your particular illness. 
   
  Fatal (5): You have a chronic illness that 
  may kill you at any time. You suffer as 
  above, and if you go bust on the Vigor roll, 
  you must make a second, Onerous (7) Vigor 
  roll. If you fail the second roll, your 
  character has died. 
   
  All-Thumbs​ 2 (PG pg. 51) 
   
  Scientific and Mechanical aptitudes cost 
  twice as much to learn or improve, and all 
  rolls made to use or repair machinery are 
  made at -2. 
   
  Angst 1-5* (QD pg. 13) 
   
  You realize the weight of the undead 
  'life'-style, and its implications are too much 
  to bare. Starting at the start of every session, 
  you have a penalty to all rolls equal to the 
  value of this Hindrance. 
   
  Every time you spend a Chip, in addition to 
  the normal benefits, you also forget some of 
  the Angst as your busy raising hell. A White 
  chip removes 1, a Red removes 2, and a 
  Blue chip removes 3 Angst. They must be 
  spent during normal play (and you get all 
  the normal benefits of using the Chip).  
   
  Between sessions, the Angst penalty re-sets 
  to it's value. 
   
  [Note: It says all rolls, but I would guess it 
  doesn't include damage from your attacks. 
  Your bullet doesn't care how sad you are. 
  However, it does say ALL rolls. Also, while 
  this is a Harrowed only Hindrance, I see 
  some Marshals modifying it to be useful on 
  the living. Depression hits everyone for all 
  sorts of reasons.] 
   
  Aura O' Death​ 1-5* (QD pg. 14) 
   
  People may not know your dead, but they 
  DO know your creepy as hell. You have a 
  penalty equal to the value of this Hindrance 
  to all Mien rolls, and all traits under Mien, 
  except for Overawe. With Overawe, you get 
  a bonus. The Marshal should also keep this 
  Hindrance in mind when you try to form 
  relationships, get information, or ask for 
  help. 
   
   
   
   
   
   
  
  Bad Ears ​3/5 (PG pg. 51) 
   
  Its harder for you to hear. 
   
  Mild (3): -2 to all Cognition tests based on 
  hearing. 
   
  Stone Deaf (5) You can't hear at all. 
   
  Bad Eyes​ 3/5 (PG pg. 52) 
   
  Its harder for you to see. The Marshal may 
  allow you to gain a bonus to your Guts 
  checks when viewing horrors. If your 
  character wears spectacles, reduce the value 
  of the Hindrance by 1. 
   
  Myopic (3): -2 to all Trait and Skill rolls 
  made to see or affect things at greater than 
  20 yards. 
   
  Near Blind (5): -4 to all Trait and Skill rolls 
  made to see or affect things at greater than 
  20 yards. 
   
  [Note: I would argue that glasses are fragile 
  enough to not warrant the change in value 
  of the hindrance, and I am unsure what 
  would occur if you would pick up glasses 
  after character creation, but I have left the 
  rule here as it is in the books.] 
   
  Bad Karma​ 5 (HH pg. 17) 
   
  When casting Hexes, you always take 
  backlash for drawing a Joker of either color. 
   
  Bad Luck​ 5 (PG pg. 52) 
   
  Whenever you Go Bust, do not roll 
  randomly to see the effects. Simply pick the 
  worst possible effect. 
   
   
   
  Big Britches​ 3 (PG pg. 52) 
   
  You are overly confident. You believe you 
  can do anything, and you never turn down a 
  challenge. 
   
  Big Mouth​ 3 (PG. pg. 52) 
   
  You can't stop talking about anything even 
  remotely interesting or important. 
   
  Big 'Un​ 1/2 (PG pg. 52) 
   
  Your unhealthily large. 
   
  Husky (1): +1 Size, reduce your Pace by 
  one step (Minimum 4), and your 
  maximum Nimbleness is d10. 
   
  Obese (2): +2 Size, reduce your Pace by two 
  steps (Minimum 4), and your maximum 
  Nimbleness is d8. 
   
  Bloodthirsty​ 2 (PG pg. 53) 
   
  You take no prisoners, and you enjoy 
  confrontations. If you MUST take prisoners, 
  they don't tend to live long when they aren't 
  useful. 
   
  Cautious​ 3 (PG pg. 53) 
   
  You prefer to plan out any and every action 
  before doing it. 
   
  The Cup Overflows​ 2 (Ha pg. 63) 
   
  You must have Martial Arts Training to take 
  this Hindrance. Your Chi is just a bit 
  overzealous. You are obvious to everyone 
  whenever you use any Martial Arts. 
   
   
   
   
  
  Curious​ 3 (PG pg. 53) 
   
  If there is a mystery, you must do 
  everything you can to solve it, no matter 
  how dangerous the situation. 
   
  Clueless​ 3 (PG pg. 53) 
   
  Things just fly over your head. -2 to all 
  Cognition checks to notice things, including 
  Surprise checks. 
   
  Death Wish​ 5 (PG pg. 53) 
   
  There is some reason you want to die, but 
  only under certain circumstances. Usually, 
  out in a heroic blaze of glory. 
   
  Degeneration​ 1-5* (QD pg. 14) 
   
  Your body decomposes. It heals just fine 
  from wounds, but your manitou either cant 
  or wont stop your carcass from rotting. You 
  can try and hide it with heavy clothing and 
  perfume or whiskey. 
   
  Normal Harrowed (0): Animals avoid you, 
  and you stink just a little, noticeable on a 
  Fair (5) Cognition roll by anyone right next 
  to you. All Horse Ridin', Animal Wranglin', 
  and Teamster rolls are at -2. 
   
  Pallid (1): You have an unhealthy gray 
  complexion, your eyes are dull, and the odor 
  is stronger, requiring a Foolproof (3) 
  Cognition roll by anyone next to you, or a 
  Hard (9) one by anyone in the same room. 
   
  Slimy (2): Your skin has a slick film, and 
  your eyes are milky. Your odor is noticeable 
  with an Onerous (7) Cognition roll by 
  anyone near you. Anyone who gets a good 
  look at you needs to make a Guts check 
  against a Terror score of 5. 
  Marshals may make the target number 
  higher dependent on the ambient fear. The 
  animal related aptitudes listed at Normal are 
  made at a -4 penalty instead. 
   
  Bloated (3): Your abdomen is distended 
  with gas and fluids. Your eyes are watery, 
  and your various orifices leak a bit. The 
  smell is automatically noticeable, and the 
  animal related aptitudes listed at Normal are 
  made at a -6 penalty instead. Finally, the 
  Terror score is 7. 
   
  Tattered (4): Your skin is falling off your 
  bones and muscles. Some bone even sticks 
  out! Your eyes are sunken. Your odor is 
  starting to lessen, and requires people to 
  make an Onerous (7) Cognition roll. 
  Animals will not have anything to do with 
  you. The Terror score for looking at you is 
  9. 
   
  Desiccated (5): Your skin is practically 
  leather, and your bones are bleached. Your 
  eyes are dry little raisins. They're so stiff, 
  you have a -4 to all Cognition rolls made to 
  notice things by site. There is little to no 
  odor, but you creak slightly when you 
  move. You can deal with Animals again, 
  though the animal retailed attributes are at a 
  -4. You take double damage from fire, and 
  your Terror score is at 9 (It didn't go up). 
   
  Disloyal​ 3* (GD pg. 40) 
   
  You have turned your back on your tribe, 
  and this has shook the tribe and others. -2 to 
  all social Aptitude rolls with Indians who 
  are aware of your status. 
   
  Doubting Thomas​ 3 (PG pg. 53) 
   
  You find the supernatural hard to believe, 
  and you always try to find a more 
  reasonable explanation. 
  
  Enemy​ 1-5 (PG pg. 53) 
   
  Someone(thing?) wants to plug you up with 
  slugs. This Hindrance dictates both the 
  threat and the frequency of the threat. 
   
  Ferner​ 3 (PG pg. 54) 
   
  You come from another culture. The 
  standard assumption is that the game will 
  take place within the White Man's cities in 
  America, but if you should move (or start) 
  elsewhere, then said cowpoke will be a 
  Ferner from that local. Any Ferner entering 
  their homeland does not suffer the 
  prejudices that normally come from this 
  Hindrance. 
   
  This Hindrance is the mark of how hard it is 
  to fit in with the new culture, and also is the 
  target for those intolerant of outsiders. 
   
  [Indian: This works pretty much the same. 
  There is a note in the books, but it's just a 
  common sense ruling.] 
   
  Focus​ 1-3 (HH pg. 17) 
   
  You have some object that you find it 
  difficult to cast Hexes without. When you 
  do not have this item, you have a -3 penalty 
  to your Attribute rolls for casting Hexes, per 
  level of Focus (-3, -6, and -9). 
   
  Geezer​ 3/5 (PG pg. 54) 
   
  You are old, and your body doesn't always 
  keep up. Some folks feel old at 40, and 
  others are still spry at 90. 
   
  3: -2 Vigor and Pace (no lower then 2), +5 
  points to buy any Knowledge-based skills 
  during character creation. 
   
   
  5: Reduce your Vigor by two steps 
  (Minimum d4) and your Pace by -4 (no 
  lower then 2), +10 to buy any 
  Knowledge-based skills. 
   
  [Note: I left the 3 variant as it is in the book, 
  but I believe your Vigor is supposed to be 
  reduced by one step.] 
   
  Greedy​ 2 (PG pg. 54) 
   
  Money and power mean everything to you. 
  You will do anything to get both. Compare 
  to Miser. 
   
  Grim Servant O' Death​ 5 (PG pg. 54) 
   
  Your fine, but people around you just seem 
  to die. A lot. It isn't always your fault, but 
  courts can only believe self defense so many 
  times. 
   
  Habit​ 1-3 (PG pg. 54) 
   
  There is some habit others find annoying or 
  revolting. This Hindrance gives you a 
  penalty to Persuasion rolls equal to the 
  value of the Hindrance. The value of the 
  Hindrance depends on the occurrence of the 
  frequency of the habit, as well as how gross 
  or obnoxious it is. 
   
  Half-Breed​ 2* (GD pg. 40) 
   
  You were born half-Indian and 
  half-something else. Your considered a 
  proper member of your tribe, but 
  advancement is hard to come by. Those who 
  are Intolerant against either race is, 
  naturally, intolerant of you. 
   
  Hankerin'​ 1/3 (PG pg. 55) 
   
  You are addicted to some substance. 
   
  
  Mild (1): You are addicted to some mildly 
  harmful substance (such as tobacco), or 
  slightly addicted to a more dangerous 
  substance. -2 to all Mental skills if you don't 
  get your fix for 24 hours. 
   
  Severe (3): You are addicted to a dangerous 
  drug (Such as Alcohol or Peyote). You 
  suffer the above penalty, as well as a total -4 
  penalty to Mental and Corporeal skills if 
  you don't get your fix for 48 hours. 
   
  [Indian: You can not have a Hankerin' for 
  tobacco or peyote, for differing reasons. 
  Oddly, Alcohol is listed as a Severe 
  addiction entry in both PG and GD, despite 
  GD assuming it was a Mild addiction in PG. 
  Finally, Jimson Weed is considered Severe.] 
   
  Haunted​ 1-5* (QD pg. 15) 
   
  You have a penalty to your Spirit roll when 
  checking for Dominion equal to the value of 
  this Hindrance. 
   
  Heavy Sleeper​ 1 (PG pg. 55) 
   
  -2 to Cognition rolls made to wake up. You 
  also usually oversleep. 
   
  Heroic 
  3 (PG pg. 55) 
   
  You can’t turn down a cry for help. You 
  don't have to like it or be nice, but you must 
  help those in need. 
   
  High-Falutin' 2 (PG pg. 55) 
   
  You are snobby and believe yourself of a 
  higher class. -2 to all friendly Persuasion 
  rolls towards those your hero believes to be 
  'beneath' them. 
   
   
   
  Illiterate​ 3 (PG pg. 55) 
   
  u cnt red or rite 
   
  Impulsive​ 3 (PG pg. 56) 
   
  You prefer to rush out and act, rather then 
  stall and talk. 
  Intolerance​ 1-3 (PG pg. 56) 
   
  You can't get along with a particular group 
  of people, be it a particular race, career, 
  family or faith. If you are forced to get 
  along with them, you insult and provoke 
  them whenever you get the chance. The 
  value of the Hindrance depends on the 
  frequency of the encounters with them. 
   
  Kid​ 2/4 (PG pg. 56) 
   
  Your a young kid. 
   
  2: You are between 11-15 years old. Reduce 
  your Strength and Knowledge by one step 
  (Minimum d4). 
   
  4: You are between 8-10 years old. Reduce 
  your Strength and Knowledge by two steps 
  (Minimum d4). 
   
  As your character grows up, you must buy 
  this Hindrance off with Bounty Points. Your 
  Traits will be adjusted as appropriate. 
   
  Law O' The West​ 3 (PG pg. 56) 
   
  You live by a code of honor that not 
  everyone subscribes to. You treat all women 
  with respect, including soiled doves, you 
  won't draw your weapon first (Unless you 
  are outnumbered five to one, and even then 
  you use the guns as a threat), and you never 
  shoot a man in the back or is distracted 
  (Excepting for large fire fights). 
   
  
  On the plus side, folks tend to know your a 
  good guy. You get +2 to all negotiations or 
  friendly Persuasion attempts whenever your 
  reputation is known and might make a 
  difference. 
   
  [Indian: You can't take this Hindrance.] 
   
  Lame 3/5 (PG pg. 57) 
   
  Something is wrong with your leg. 
   
  Limp (3): Your pace is reduced by 2 
  (Minimum 2), and you subtract -2 from all 
  active Dodge rolls and other tests requiring 
  mobility. 
   
  Crippled (5): One of your legs is missing or 
  otherwise disabled. Your pace is 2 with 
  crutches, 1 without, and you subtract -4 
  from all active Dodge rolls and other tests 
  requiring mobility. 
   
  Loco​ 1-5 (PG pg. 57) 
   
  You have some mental oddity, ranging from 
  being absent-minded to full on 
  schizophrenia. The cost depends on the 
  severity of the illness. 
   
  As a guideline, phobias usually inflict a -2 
  penalty to Trait and Aptitude rolls when in 
  the presence of the feared object or 
  situation, and are usually a 2-point 
  hindrance, or greater if said fear is very 
  common. Major phobias inflict a -4 penalty 
  to Trait and Aptitude rolls , and are usually 
  a 3-point hindrance, greater if said fear is 
  very common. 
   
  Loyal​ 3 (PG pg. 57) 
   
  You are extremely loyal to your friends, and 
  you willingly risk your life to defend and 
  protect them from danger. 
   
  [Indian: You are already considered Loyal 
  to your Tribe (though not necessarily your 
  fellow Tribesmen). This also includes those 
  who have Gone Native, but does not include 
  those who are Disloyal or Tribeless. Other 
  Loyalties still count, though.] 
   
  Lyin' Eyes​ 3 (PG pg. 57) 
   
  Its harder for you to lie. You have a -4 to all 
  Bluff rolls, and you can't mislead, deceive, 
  or even omit the truth from others without 
  giving yourself away. 
   
  Mark O' The Devil​ 1-5* (QD pg. 16) 
   
  Anyone with the Arcane Background Edge 
  (except for Mad Scientists), and anyone 
  with Academia: Occult 3 (including Mad 
  Scientists), has a chance to know your 
  Harrowed just by looking at you. They 
  make a Scrutinize roll verses the manitou's 
  Spirit. The witness gets a bonus to their roll 
  equal to the value of this Mark. 
   
  Mean as a Rattler​ 2 (PG pg. 57) 
   
  Your hateful and mean-spirited. You 
  subtract -2 from friendly persuasion 
  attempts. At Marshal's discretion, you may 
  add +2 to Hostile and Persuasion and 
  Overawe rolls. 
   
  Miser​ 3 (PG pg. 57) 
   
  You stretch the dollar as thin and far as it 
  can get. You must always buy the cheapest 
  goods available, and you haggle incessantly 
  over everything. You may only buy 'El 
  Cheapo' gear. 
   
   
   
   
  
  “​My Kung Fu Is Superior”​ 1-3 (Ha pg. 63) 
   
  You must have Martial Arts Training to take 
  this Hindrance. Not only do you find it hard 
  to back down from someone challenging 
  your ability to fight, you also tend to attract 
  challengers! 
   
  At level 1, you must make an Onerous (7) 
  Smarts roll to turn down a fight. At level 2, 
  it's an Incredible (11) Smarts roll. At level 
  3, you simply can't refuse a challenge. 
   
  Night Terrors​ 5 (PG pg. 58) 
   
  They aren't just dreams. They aren't even 
  nightmares. They are something else all 
  together. You don't want to sleep, and 
  usually only get about 3-4 hours of sleep 
  each night. 
   
  Immediately after you get your Fate Chips 
  at the start of the session, you make an 
  Onerous (7) Spirit check. You may spend 
  chips as normal, but not any of the ones you 
  just drew. If you fail, you lose your lowest 
  value chip, including one of the ones you 
  just drew. If you Go Bust, you instead lose 
  the highest value. 
   
  Your Night Terrors really are more than 
  dreams. Your 'dream self' is dragged into 
  the Hunting Grounds, and evil spirits 
  torment you with your worst fears. 
  Occasionally, however, you may get a clue 
  to help your current waking predicament. 
   
  If you fail your Spirit roll, the Marshal 
  should take you aside and quickly describe 
  your dream. Hidden in the symbolism and 
  pseudo-reality of the dream will be a clue 
  about the current adventure or the 
  character's background. 
   
   
  Oath​ 1-5 (PG pg. 58) 
   
  You have an oath to perform some 
  important task or react to certain conditions. 
  The value of the oath depends on how often 
  it might come into play and the risk it 
  involves. 
   
  [Indian: You already have this Hindrance if 
  you follow the Old Ways vow, as well as 
  those with your Guardian Spirits. Other 
  Oaths still count, though.] 
   
  Obligation​ 1-5 (PG pg. 58) 
   
  You have an obligation to your family, job, 
  military, town or duty of some sort. This 
  should be inconvenient, as you have to 
  report to work or go off on assignment from 
  time to time. This is not the same as Oath. 
   
  [Note: I don't see how it differs from Oath.] 
   
  Obvious​ 1-5 (HH pg. 17) 
   
  You are obvious when you cast a Hex. 
   
  [Note: There aren't any specific rules for 
  this one. The assumption is that the value of 
  this Hindrance is how obvious you are, but 
  the books don't say that.] 
   
  Old Ways Vow 
  3 (GD pg. 40) 
   
  If you are a Loyal member of a tribe that 
  follows the Old Ways movement, you 
  already have this Hindrance. You have 
  sworn to never own any of the white man's 
  modern, mass-produced, soulless goods. 
  This includes, but isn't limited to, guns, 
  wagons, and steel hatchets. 
   
   
   
  
  In return for this, you get +2 to all Ritual 
  rolls. Violating this vow, however, turns 
  that bonus into a penalty; -4. This penalty 
  remains in effect until you return to 
  following the vow. Don't try and get tricky 
  here, the spirits are observant and not fooled 
  by setting the object aside during the rituals. 
   
  One-Armed Bandit​ 3 (PG pg. 59) 
   
  You are missing an arm. -4 to all skills that 
  require two hands. 
   
  Outlaw​ 1-5 (PG pg. 58) 
   
  You have little respect for the law, and the 
  feeling is mutual. The point value depends 
  on how little respect you have for others 
  legal rights. For one point, you swipe bottles 
  of whiskey from behind the counter, and for 
  five points, your a stone cold killer. 
   
  Pacifist​ 3/5 (PG pg. 59) 
   
  You don't like killing. 
   
  3: You wont kill unless it's unavoidable (in 
  your judgment). 
   
  5: You won't kill. Ever. 
   
  [Indian: Unless your a Berdache or a 
  Shaman, you can't take this Hindrance] 
   
  Poverty​ 3 (PG pg. 59) 
   
  You have a hard time saving money, and 
  you start with only $50. 
   
  [Indian: You can only take this Hindrance if 
  your also Tribeless.] 
   
   
   
  [Indian Note: I would also assume Disloyal 
  Indians can also take this Hindrance, but 
  that is not stated in the book. Ask your 
  Marshal.] 
   
  Rage​ 1-5* (QD pg. 16) 
   
  When ever you take a Wound, or when ever 
  you get particularly upset, you must make a 
  Fair (5) Smarts check. You have a penalty 
  to this roll equal to the value of this 
  Hindrance. If you fail, you charge at the 
  poor sod who triggered the Rage and attack 
  them. 
   
  You don't care about cover or attempt to 
  protect yourself. You can use guns on the 
  way, but if you get to them, your attacking 
  with your bare hands (or Claws, if you have 
  them). 
   
  When the target is dead and bloody, you 
  make another Smarts roll, as above. If you 
  fail it, you go after the nearest ally of the 
  target. You won't hurt your own, but you 
  aren't so pleasant to be around. 
   
  Randy 3 (PG pg. 59) 
   
  You have a desire for the 'horizontal tango.' 
  Like it or not, in the setting of Deadlands, 
  this Hindrance effects men and women 
  differently. 
   
  If your a male, polite society avoids you, 
  and women think your a pig. -4 to any 
  Persuasion rolls to influence pure doves, 
  and -4 to resist the charms of the soiled 
  ones. 
   
   
   
   
   
   
  
  If your female, all other women disrespect 
  you. You suffer the same penalty to polite 
  society, but other men may treat you 
  differently, especially if your alone with 
  them. You may never gain any authority or 
  respect if it becomes known you have this 
  Hindrance. 
   
  Not fair, but it's true. However, you do get 
  +4 to any persuasion rolls made to seduce a 
  fellow. 
   
  School Rivalry​ 2 (Ha pg. 65) 
   
  You must have Martial Arts Training to take 
  this Hindrance. The school you trained in 
  has a beef with another school. You may 
  make up the school your hero studied in 
  when writing your character, or you can 
  pick an existing one described in The Great 
  Maze. If the latter, your opposition is 
  already written down. 
   
  You have a habit of coming across your 
  rivals, no matter how rare it is. And while 
  you are under no obligation to fight them, 
  they sure think they have one to fight you! 
   
  Scrawny​ 5 (PG pg. 59) 
   
  Your thin and light. -1 Size, and your 
  maximum Strength is d10. This may be a 
  blessing in disguise when you want to fit in 
  somewhere narrow. 
   
  Self-Righteous​ 3 (PG pg. 60) 
   
  Everything you do, you are convinced it is 
  for a greater purpose. You never back down 
  from your beliefs. 
   
   
   
   
   
  “​Sifu! Sifu!”​ 2-4 (Ha pg. 64) 
   
  You must have Martial Arts Training to take 
  this Hindrance. You are still in touch with 
  your Sifu, the master who trained you. 
  Whenever you see your Sifu, you must bow 
  before them and otherwise show them 
  respect. Your Sifu will, in turn, treat you 
  like you've never accomplished anything in 
  your life, but you must grin and bare it. 
   
  The Marshal is encouraged to threaten the 
  Sifu from time to time, and you are required 
  to do what you can to protect them. If you 
  fail and your Sifu should perish, you have to 
  mourn his death, and then you get two 
  options. Either buy off this Hindrance, or 
  your Sifu's Sifu comes and gives you hell 
  for letting your previous Sifu pass, and then 
  takes their stead. 
   
  The value of this Hindrance is how often 
  your Sifu shows up. At 2, he shows up 
  rarely, sometimes sending you on missions 
  via letter. At 3, he shows up every couple of 
  sessions. And at 4, he's in every adventure. 
   
  Slowpoke​ 1-5 (PG pg. 60) 
   
  Your Pace is slower by the value of this 
  Hindrance, to a minimum of 2. 
   
  Squeaky​ 2 (PG pg. 60) 
   
  You have a high-pitched voice. -2 to any 
  test of wills that you initiate that requires 
  your voice. You may defend normally. 
   
  Squeamish​ 3 (PG pg. 60) 
   
  -2 to all Guts rolls from gory scenes. 
   
   
   
   
  
  Stubborn​ 2 (PG pg. 60) 
   
  It is your way, or no way. You hold out 
  until everyone agrees with you, or some 
  major concession to your ideas have been 
  made. 
   
  Style Vulnerability​ 1-3 (Ha pg. 65) 
   
  You must have Martial Arts Training to take 
  this Hindrance. You have a vulnerability to 
  other fighting styles. You pick a style other 
  than yours for each level in this Hindrance. 
  Those who fight with that style have their 
  TN to hit you reduced by 3. 
   
  Superstitious​ 2 (PG pg. 60) 
   
  You believe. You avoid stepping on cracks, 
  and you keep a rabbit's foot with you at all 
  times. 
   
  Thin-Skinned​ 3 (PG pg. 60) 
   
  You can’t take a hit. Increase any Wound 
  penalties you have by 1. 
   
  Tinhorn​ 2 (PG pg. 60) 
   
  You use a lot of big, fancy words, and you 
  brag about your family a lot. Those who live 
  on the frontier don't take too kindly to you. 
   
  [Note: This seems similar to Ferner'. I 
  wouldn't know the difference between the 
  two, aside from the Value.] 
   
  [Indian: You can only take this flaw if your 
  Converted or if your a white guy who's 
  Gone Native.] 
   
   
   
   
   
   
  Tribeless​ 3* (GD pg. 40) 
   
  Your tribe has gone, one way or another. 
  You did not turn away from it willingly 
  (that's Disloyal). However it happened, you 
  can't learn tribal rituals, take part in any 
  large ceremonies, or request favors known 
  only to certain tribes. 
   
  Tuckered​ 1-5 (PG pg. 60) 
   
  Its harder for you to catch your breath. You 
  reduce your Wind by the value of this 
  Hindrance, to a minimum of 4. 
   
  Ugly As Sin​ 1 (PG pg. 60) 
   
  -2 to all friendly persuasion rolls made 
  whenever your looks may intervene, but +2 
  if being ugly is a plus, such as overawe or 
  hostile persuasion attempts. 
   
  Unnatural Appetite​ 1-5* (QD pg. 16) 
   
  You crave some disgusting substance. You 
  must eat the stuff once a day, or else you'll 
  lose 2 Wind. This damage cannot be healed 
  except by gorging on your craving. Every 
  day you resume eating it, you heal 1d6 
  Wind. The value of this Hindrance 
  determines how outlandish the substance is. 
   
  Vengeful​ 3 (PG pg. 61) 
   
  You must always attempt to right any 
  wrongs committed against you. Whether the 
  vengeance is violent or not depends on you. 
   
  Wanted​ 1-5 (PG pg. 61) 
   
  Your wanted by the law, for something you 
  did or did not do. The value of the 
  Hindrance depends on the nature of the 
  
  alleged crime and the jurisdiction that you 
  are wanted in. 
  Thief (1): You are wanted for a petty crime 
  in a single town or county, or for something 
  more serious in a foreign country. 
   
  Swindler (2): Your wanted for a slew of 
  crimes that could net you a few years in 
  prison. 
   
  Outlaw (3): You robbed a bank or a train, 
  and you are wanted in either the North or 
  South (not both). 
   
  Desperado (4): You've likely killed a few 
  guards, and people in both the North and 
  South have at least heard of you. 
   
  Villain (5): Everyone hates you. You've 
  killed innocents in cold blood, and your 
  wanted in the North and the South. No one 
  wants you alive. 
   
   
   
   
   
   
  Yearnin'​ 1-5 (PG pg. 61) 
   
  You have a dream or goal that you wish to 
  achieve. The value depends on how difficult 
  or dangerous the goal is. If you ever achieve 
  this goal, you may have to buy off the 
  Hindrance. 
   
  Yeller​ 5 (PG pg. 61) 
   
  You are a coward. If your male, no one will 
  respect you. If your Female, some men may 
  actually prefer that. Regardless of which, -2 
  to Guts checks and to Persuasion rolls made 
  against anyone with no respect for you. 
   
  [Indian: First, this flaw is called Berdache. 
  Men are sent to do “woman's work” and 
  made to wear women's clothes, and both 
  genders cant join any war parties. They may 
  still become powerful medicine men, but 
  you can never gain any Rank.] 
   
   
   
   
   
   
   
   
  
  Edges 
   
  Arcane Background​ 3 (PG pg. 62) 
   
  If your not a normal cowpoke, you will 
  likely need this. This is a requirement for 
  Hucksters, Shootist, Mad Scientists, the 
  Blessed, Shamans, the Enlightened, and 
  Voodoo. Each one requires its own Arcane 
  Background, but there is nothing stopping 
  you from buying more than one. Well, 
  maybe a few things. 
   
  First, some advice: It's expensive, points 
  wise. Not only do you have to buy this edge 
  for each one, each Arcane Background may 
  also have some minimum requirements, let 
  alone the stuff you would need to buy to 
  make any of the Backgrounds useful.Also, 
  save some for the other players! 
   
  If you want to be a Shaman, you must either 
  be a native, or have Gone Native. And then, 
  you cant buy any other Arcane Backgrounds 
  unless the Marshal says it's ok. 
   
  If you want to be Enlightened, you have to 
  take the Martial Arts Training Edge, and I'd 
  also recommend putting points in the Ch'i 
  Aptitude. 
   
  If you wanna cast Voodoo, you must have 
  one level in Faith: Voodoo. I also 
  recommend putting points in the Conjurin' 
  Aptitude. 
   
  If you want to be a Shootist, you can't start 
  with any Huckster Hexes, and vis versa. 
  You can learn the other one's spells during 
  play, however. 
   
   
   
  I haven't gotten anywhere close to the book 
  yet, but in the second Lost Angles location 
  book, there is a 'Blessed' faith that functions 
  more like a 'Shaman' faith. Until I get to that 
  book, just assume that there's no cross-over 
  with this guide. 
   
  [Indian: There's a note about this one. I 
  already noted it above.] 
   
  Arcane Prodigy​ 3* (HH pg. 16) 
   
  It's easier for you to learn and create Hexes. 
  To Learn a Hex, it takes half the normal 
  time, and you make an Easy (3) Academia: 
  Occult roll to speed it along. To create a 
  new Hex, the TN for all Trait rolls is Fair 
  (5). The research time and other 
  requirements remain the same. 
   
  Belongin's​ 1-5 (PG pg. 62) 
   
  You start the game with either some 
  valuable and unusual equipment, or a large 
  sum of cash. The more money your 
  belongin' is worth, the more expensive in 
  value it is. A rough estimate in cash is listed 
  below, but you are encouraged to work with 
  the Marshal to determine what it is. 
   
  Cost
  Cash 
  1
  $500 
  2
  $1,000 
  3
  $5,000 
  4
  $20,000 
  5
  $50,000 
   
   
  
  [Indian: Check with the Marshal when 
  taking a blessed or sacred object as a 
  Belongin'. There's different rules for him 
  there.] 
   
  Big Ears​ 1 (PG pg. 63) 
   
  +2 to all Cognition tests based on hearing. 
   
  Born on Horseback​ 3 (GD pg. 38) 
   
  You do not suffer the normal -2 penalty for 
  attacking while mounted. 
   
  Brave​ 2 (PG pg. 63) 
   
  +2 to Guts tests. 
   
  Brawny​ 3 (PG pg. 63) 
   
  Your muscles make you bigger. You must 
  have at least 2d8 Strength to take this Edge, 
  and you can't be a Big Un'. You add +1 to 
  your size. 
   
  Clown 3 (GD pg. 38) 
   
  Clowns, also known as Heyoka, are 
  spiritually powerful. You must act 
  contrary to the norm of any situation 
  (wearing nothing during the winter, 
  laughing when your sad, yelling when you 
  should be quiet, and so on). This increases 
  your Spirit die type by one. 
   
  If the Marshal ever feels your not acting 
  contrarily, you must make a Hard (7) Faith 
  roll. If you fail it, you lose the benefits of 
  this Edge until you act contrary again. 
   
  [Notes: Nothing rules-wise, but I find the 
  concept of the spirits laughing their asses 
  off and then rewarding you for the good 
  show, amusing.] 
   
  Converted​ 1 (GD pg. 38) 
   
  You have given up your pagan beliefs and 
  started following the path of The Lord (of 
  whichever faith it is). You can not learn 
  Rituals or Favors, and you can not have a 
  Guardian Spirit. Instead, you can be 
  Blessed, which other Native Americans 
  cannot be. 
   
  You are still counted as a member of your 
  tribe, but you have a -2 to all Social 
  Aptitude rolls when dealing with other tribe 
  members. Whites who find out your 
  Converted do not have any social penalties 
  related to you being a Ferner, and those who 
  are Intolerant towards Indians half their 
  penalties. 
   
  You may use the Protection Miracle if you 
  have one point in Faith, like any white 
  character. 
   
  Dinero​ 1-5 (PG pg. 63) 
   
  You have a consistent source of cash. 
  Unlike Belongin's, it must be cash, but you 
  get a starting value at character creation, as 
  well as extra after some time and a reason, 
  whether it's a salary, a divined, or a wealthy 
  relative's allowance. 
   
  Cost
  Starting CashExtra Funds 
  1
  $250
  $100 
  2
  $500
  $500 
  3
  $1,000
  $2,000 
  4
  $2,000
  $5,000 
  5
  $5,000
  $10,000 
   
  [Indian: Indian nations and most tribes deal 
  mostly with barter. You can still get Union 
  and/or Confederate cash, or you can get an 
  equivalent amount of barter goods.] 
   
   
  
  Don't Get 'Im Riled!​ 2 (PG pg. 63) 
   
  You add Xd4 damage from hand-to-hand 
  combats, were X is the highest wound 
  penalty you have. This ignores Edges or 
  other Abilities that ignore penalties. 
   
  Eagle Eyes​ 1 (PG pg. 64) 
   
  +2 to all Cognition rolls made to see or 
  things at greater than 20 yards. 
   
  Familiar​ 5* (HH pg. 16) 
   
  You have an animal companion, no larger 
  than a medium-sized dog. This creature can 
  serve as a spy, a guard, or even assist you 
  when casting Hexes. First, the Animal's 
  Smarts and Knowledge traits are raised to 
  one die type below yours (if it was already 
  there or higher, then it remains as it), and it's 
  Coordination in those traits is set to 1. It 
  now thinks on a human level, and can 
  reason and learn Mental Aptitudes. It also 
  understands all languages you can, as well 
  as can speak and read them. 
   
  You can mentally communicate with your 
  Familiar when you are within 10 yards of it, 
  and you gain +1 to all Hex-casting Aptitude 
  rolls, and they can feel the general emotion 
  you have when outside of that range. 
   
  If the Familiar should die, you must make 
  an Incredible (11) Vigor roll, or be stunned 
  until you manage to make the roll. When 
  you do succeed, you have a -2 to all Trait 
  and Aptitude rolls for 1d6 days. If you 
  mistreat your Familiar, it may decide to 
  leave you on it's own accord. 
   
   
   
   
  You can bond with a new familiar after 
  character creation, but it takes time. First, 
  you must spend triple the Bounty cost for 
  this Edge, and then spend a month in study 
  and preparation. After that, you make a Fair 
  (5) Academia: Occult roll. If you succeed, 
  you get a new Familiar of the above 
  restrictions. If you fail, you can try again in 
  a week. 
   
  Favored Chual​ * (PG pg. 99) 
   
  First, to buy this edge, you must have 1 
  level in Faith (Voodoo). Arcane 
  Background (Voodoo) is not required for 
  this Edge, but it is for some of the Voodoo 
  spells. The cost of this Edge depends on 
  which rada loa you pick. I will list the loa in 
  this guide at a later date. 
   
  From time to time, you may call upon 
  aspects of the spirit to aid you. This requires 
  a Faith (Voodoo) roll, and the expenditure 
  of a Fate Chip. 
   
  Fleet-Footed​ 1-5 (PG pg. 64) 
   
  Your Pace is increased by the value of this 
  Edge. 
   
  Friends in High Places​ 1-5 (PG pg. 64) 
   
  You know someone important and 
  powerful, and they like you. The value of 
  the Friend depends on how powerful they 
  are, as well as how likely they are to show 
  up and help. 
   
  Gift of Gab​ 1 (PG pg. 64) 
   
  With a few minutes of conversation in any 
  language you do not know, you have an 
  effective oral skill of 1 in that language. 
   
   
  
   
  Gone Native​ 3 (GD pg. 38) 
   
  You were born white, but you turned to the 
  Indians and joined a tribe. You select one 
  tribe to which you now belong to. This 
  allows you to have a Guardian Spirit, you 
  may request Favors that do not cost more 
  then one Appeasement point (if you have at 
  least one level in Faith), you may participate 
  in group rituals and ceremonies, and even 
  become a Shaman, just like any other 
  Indian. You may not be Tribeless, and you 
  may not use the Protection Miracle. 
   
  You can pass as a member of white society 
  if your not obvious about having Gone 
  Native, but if it becomes known, you suffer 
  a -2 (or greater, at the Marshal's discretion) 
  penalty to all rolls made to interact with 
  those Intolerant of Indians. 
   
  Guardian Spirit​ 1-5 (GD pg. 38) 
   
  Guardian Spirits will be described in further 
  detail when I write down Shaman Favors. 
   
  Any native, including those who have Gone 
  Native, may buy a one point Guardian 
  Spirit. Only Shamans may buy a greater 
  value Guardian Spirit. In many tribes, this 
  Guardian Spirit is incredibly important in 
  your day-to-day life. 
   
  Keen​ 3 (PG pg. 64) 
   
  You notice small details better than others. 
  +2 to any Cognition, Search, Trackin' or 
  Scrutinize rolls to notice them. 
   
  Kemosabe​ 1/2 (PG pg. 64) 
   
  You have an understanding of a foreign 
  culture, and have a friend or two from that 
  culture. For a value of 1, it is a culture 
  similar, though different, from your own. 
  For a value of 2, it is of one entirely 
  different from your own. 
   
  Knack​ 1-5 (QD pg. 8) 
   
  You might not be able to buy this one. See 
  the chapter on Knacks for more details. 
   
  Law Man​ 1/3/5 (PG pg. 64) 
   
  You have the legal authority to uphold the 
  law within your jurisdiction. You should 
  also have an Obligation or an Oath to this 
  position, as well. 
   
  Deputy (1): You are deputized for a 
  specific, long-term purpose. You have 
  no official law-enforcement powers, 
  but the government will likely give you 
  authority in specific regions or situations. 
   
  Sheriff (3): You have the legal authority 
  within a County. Due to the limiting nature 
  of this edge, ask your Marshal if it's right 
  for you. 
   
  Marshal (5): Your authority stretches across 
  all of the United or Confederate States of 
  America. 
   
  [Indian: Tribes handle their own law 
  enforcement, with the village chief serving 
  as judge and jury. Some cases go to the 
  tribal council, but that's it. You can buy this 
  Edge for 1 point, and be designated as an 
  Akicita, or camp police officer. Your an 
  armed extension of the tribe council's will, 
  and you only have authority during times of 
  crisis or when many bands of the same tribe 
  are gathered for a ceremony or powwow. 
  There is no 3 or 5 variant of this Edge.] 
   
   
   
  
   
  Level-Headed 5 (PG pg. 65) 
   
  When you draw Action Cards in combat, 
  and you do not draw a Black Joker, you 
  may discard your lowest card and draw 
  another. 
   
  Light Sleeper​ 1 (PG pg. 65) 
   
  +2 to Cognition rolls to wake up quickly. 
   
  Luck O' The Irish​ 5 (PG pg. 66) 
   
  You draw an extra chip at the beginning of 
  every session. This chip may not be used for 
  Bounty points. 
   
  [Indians: This Edge is called Favored by the 
  Ancestors. Nothing else changes.] 
   
  Martial Arts Training​ 3 (Ha pg. 62) 
   
  You trained long and hard to fight hand to 
  hand, and breath slowly while you do it. To 
  take this Edge, you must have at least one 
  level in Fightin: Martial Arts. 
   
  First, when fighting with just your hands 
  and fists, the damage you deal is your 
  Strength + 1d6, and you may choose if it's 
  lethal or not. 
   
  Next, you gain a special Fighting Maneuver 
  for each level in Fightin: Martial Arts you 
  have. Fighting Maneuvers will be added to 
  this guide later. 
   
  Finally, when you buy this Edge, you may 
  also buy Arcane Background (Enlightened), 
  if you so wish. 
   
  Mechanically Inclined​ 1 (PG pg. 66) 
   
  All rolls made to use or repair machinery 
  (including Tinkering and Mad Science) are 
  made at +2. 
  Nerves O' Steel​ 1 (PG pg. 66) 
   
  Whenever you fail a Guts Check, and you 
  are forced to flee, you may stand your 
  ground instead. All other results still apply. 
   
  Old Hand​ 3* (HH pg. 17) 
   
  In addition to being a Huckster, you must 
  also have Academia: Occult 4 or greater to 
  take this Edge. 
   
  When drawing cards to cast a Hex, you may 
  draw as many or as few of the cards you 
  earned as you wish, one at a time. For 
  example, if you were entitled to 8 cards 
  from an impressive roll, but decide after 
  drawing two Aces that's all you want, you 
  can stop drawing cards. 
   
  Paleface​ 1 (GD pg. 39) 
   
  You were born of a Tribe, but your skin is 
  white as a rail baron's son. Your tribe 
  accepts you for who you are, but other tribes 
  do not, unless you have Renown or Friends 
  in High Places amongst them. 
   
  You can try to pass as white among whites, 
  but you must speak English, and either 
  Performin': Acting or Kemosabe to play it 
  up. If someone figures out who you really 
  are, whites may either think you've Gone 
  Native, or they become angry at the 
  deception. 
   
  [Note: This is not the same as Gone Native, 
  as you were born and raised with the 
  culture.] 
   
  Purty​ 1 (PG pg. 66) 
   
  
  You are beautiful. +2 to Persuasion rolls 
  and other instances were your looks matter. 
   
  Quick Thinker​ 2 (Ha pg. 63) 
   
  When rolling Cognition to see if you are 
  surprised, your TN is never higher than 5. 
  Additionally, even if you fail, you still draw 
  a single card, and you do not have to roll to 
  recover from surprise. You simply aren't 
  caught off guard during the rest of the 
  encounter. 
   
  Rank​ 1-5 (PG pg. 66) 
   
  You have an existing standing within the 
  military, either the USA or CSA. The value 
  of the Rank is dependent on how much 
  command you have. Due to the limiting 
  nature of this edge, ask your Marshal if it's 
  right for you. 
   
  Enlisted Man (1): You are a Private or 
  Corporal. 
   
  Enlisted Officer (2) You are a Sargent, and 
  command a cavalry troop of 50 men, or an 
  infantry company of 100. 
   
  Young Officer (3): You are a Lieutenant or 
  Captain, and command a troop or company. 
   
  High-Ranking Officer (4): You are a Major 
  or Colonel, and command a regiment of 8 
  troops or companies. 
   
  Commander (5): You are a General. You 
  command an entire force, usually no more 
  than a brigade, typically 2-4 regiments out 
  West. 
   
  Higher ranking generals should never be 
  player characters. 
   
   
   
   
  [Note: This is for those currently within the 
  military. If your trying to get some pull 
  from past service, that's Renown. Also, the 
  Indians bit below says Kids can have Rank. 
  There is nothing in the rulebook that says 
  White Kids can’t, but if the military finds 
  out you lied about your age, that's a 
  dishonorable discharge.] 
   
  [Indians: The Ranks work differently, but 
  cost the same. 1; Brave. 2; War Party 
  Leader. 3; Chief. There is no 4 and 5, and if 
  your a Kid, you can be a Brave, but nothing 
  greater until you grow.] 
   
  Renown​ 1/3/5 (PG pg. 67) 
   
  You are known by a lot of people, and you 
  can use that reputation to get you places. 
  People can recognize you with a Fair (5) 
  check, or a Foolproof (3) one if they have a 
  good understanding of the sort of work you 
  do (same town, service, sport, etc). 
   
  Cost
  Reputation 
  1
  Well known among a small group. 
  3
  Well known among a large group. 
  5
  Well known everywhere. 
   
  Sand​ 1-5 (PG pg. 67) 
   
  +1 to Stun and Recovery checks made 
  during combat. 
   
  Sense O' Direction​ 1 (PG pg. 67) 
   
  You know which way is which. You can 
  make a Fair (5) Cognition roll to determine 
  which way is North, and you can make a 
  Hard (9) Smarts roll to determine the time. 
   
   
   
  
   
   
  Sidekick​ 4/5 (PG pg. 67) 
   
  You have a friend in me! You get to write 
  up a background and description of your 
  friend, but the Marshal creates their 
  statistics, as well as dictates their actions. At 
  4 points, the Sidekick is with you half the 
  time. At 5, he's always by your side. 
   
  There are rules for both animal and human 
  sidekicks, so if you want Lassie to be by 
  your side, ask your Marshal. Both you and 
  your Sidekick have the Loyal Hindrance for 
  each other. 
   
  “​The Stare”​ 1 (PG pg. 68) 
   
  +2 to Overawe attacks, so long as the target 
  can see your eyes. 
   
  Stone-Faced​ 3 (GD pg. 39) 
   
  All Social skills directed against you 
  (Overawe, Persuasion, and Scrutinize) are 
  made at one die type lower. 
   
  Strong Stomach​ 1 (TA pg. 74) 
   
  When you fail any Guts check that came 
  from blood or dead bodies (not undead), 
  you can ignore any Wind loss, and you do 
  not have to run away. All other penalties 
  still apply. 
   
  Thick-Skinned​ 3 (PG pg. 68) 
   
  -1 to all Wound Penalties. 
   
  Tough as Nails​ 1-5 (PG pg. 68) 
   
  +2 Wind for each point in this Edge. 
   
   
   
   
  Two-Fisted​ 3 (PG pg. 68) 
   
  Without this Edge, you suffer a -4 penalty 
  for using your off hand. With it, you may 
  ignore that penalty. You still have a -2 
  penalty if you use a second action. 
   
  Veteran O' the Weird West​ 0 (PG pg. 69) 
   
  The man this guide is made for. You are 
  suggested to have Academia: Occult of at 
  least 1 when you take this Edge. You get an 
  additional 15 points for Edges, Aptitudes, or 
  even your Traits, at character creation. 
   
  There is a drawback, though. Marshals are 
  encouraged to check MG pg. 43. 
   
  “​The Voice”​ 1 (PG pg. 69) 
   
  There are three different voices. You may 
  buy multiple voices, at 1 point per. 
   
  Soothing: +2 to Persuasion rolls in peaceful 
  situations. 
   
  Threatening: +2 to Overawe rolls. 
   
  Grating: +2 to Ridicule rolls. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Knacks 
   
  In QD, you could buy a Knack as an Edge, in addition to possibly getting one for free at 
  character creation. Every book since then, however, has said Knacks are only gained from 
  Jokers when making a character. Ask your Marshal if you can buy one. 
   
  Some Knacks do not have an entry for Legendary Chips. I find this unfair. In QD, the same 
  Knacks listed in MH are listed without Legendary chip effects. If you want to make them all 
  equal, you could drop the Legend chip entry of all Knacks, or ask your Marshal to create 
  Legendary entries for those which don't have them. If you take that first option, just note that 
  Child of the Cat's Legend entry in MH is the Blue entry in QD. 
   
  Also, all the Knacks from GD require you to be a Native American. However, in MH, it is 
  recommended that you can buy the Knacks of those holidays that your faith does not celibate so 
  long as you assume your faith has some similar holiday. I would argue that this should apply to 
  the MH Knacks as well, but your Marshal has final say on that. 
   
  
  Bastich​ (5) MH pg. 39 
   
  Your a bastard. No, really, you were born 
  out of wedlock. Most people don't really 
  care, but some tinhorns will snub their noses 
  at you if they learn about it. It is said that 
  some Bastich can see the unseen. There is 
  some truth to that. 
   
  ●
  WHITE: You can find an inanimate 
  object that you are looking for, so long as it 
  is within 10 feet of you. 
   
  ●
  RED: You spot someone or thing 
  that is actively hiding from you using 
  natural means, for five minutes.
   
  ●
  BLUE: You spot something 
  “Invisible”, such as those who 
  supernaturally blend in with their 
  surroundings, for ten minutes. 
   
  ●
  LEGEND: Same as a Blue Chip, 
  except it will last for a full day. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Blue Veil​ (5) MH pg. 39 
   
  You were born with a “Blue Veil”, a 
  purplish bit of the womb, wrapped tight 
  around you. This is an old sign of foresight. 
   
  ●
  WHITE: You cannot be caught 
  surprised. If you are ever caught off 
  guard, toss in a white chip and retroactively 
  un-surprise your cowpoke. 
   
  ●
  RED/BLUE/LEGEND: You may 
  only spend one Red chip and one Blue chip 
  per session, though you may spend one of 
  each. The Marshal describes a vision or 
  dream of the near future. Hidden within the 
  vision is an enigmatic clue that may help 
  your hero survive. A Blue chip vision is 
  stronger than a Red chip, and a Legend chip 
  is stronger than a Blue chip. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Born on All Hallow's Eve​ (5) MH pg. 39 
   
  You were born on Halloween night. This 
  gifts you an innate “sense” of matters 
  relating to the arcane or supernatural. 
   
  ●
  WHITE: You sense magic or 
  supernatural energy within 50 feet. 
   
  ●
  RED: As above, and you can garner 
  some idea as to the purpose of the magic. 
   
  ●
  BLUE: Can only be used by 
  Hucksters or Mad Scientists. When you 
  draw a hand for casting or designing, you 
  may discard a single card and drawn another 
  to replace it. Only one Blue Chip per hand, 
  and you may not discard Jokers. 
   
  ●
  LEGEND: Can only be used by 
  Hucksters or Mad Scientists. When you 
  draw a hand for casting or designing, your 
  hand is automatically a Royal Flush. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Born on Christmas​ (5) MH pg. 40 
   
  You were born on Christmas day or night. 
  This gives you a natural “shield” from 
  matters relating to the arcane or 
  supernatural. You may use these abilities 
  even when your character is unaware of the 
  source of the magic, but she cannot use it 
  against anything that is not directly against 
  her. 
   
  ●
  WHITE: Against any type of 
  damage-causing effect, gain one point of 
  Armor. Against resisted spell effects, add 
  +2 to your roll. 
   
  ●
  RED: As before, but Two points of 
  Armor, and +4 to your roll. You cannot add 
  a White and a Red effect together. 
   
  ●
  BLUE: You force a backfire of some 
  sort on the caster. Hucksters roll on the 
  Backlash Table, Mad Scientists suffer a 
  malfunction, and Cultists suffer the wrath of 
  their dark masters. All other arcane effects 
  simply don't work with no further effects. 
   
  ●
  LEGEND: You may spend a Legend 
  chip when you are targeted by a 
  supernatural spell or power. You become 
  immune to all further supernatural abilities 
  from the caster for a scene. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Born under a Blood-Red Moon​ (5) MH pg. 
  40 
   
  You were born on a night of the Blood-Red 
  moon. Nature's feral and wild side washed 
  onto you. You 
  are unable to work 
  anything more complex than a pistol, and 
  you must buy the All-Thumbs hindrance. 
   
  Natural animals, however, are easy to sway 
  with these abilities (Roughly One Bear or 
  Wolf, Six Beavers or Small Cats, or twelve 
  Rats or Fish, per chip). Creatures may be 
  calmed with these abilities, but may become 
  aggressive again if you, or your posse, rile 
  them up afterwards. 
   
  ●
  WHITE: You can get an idea of 
  what the creature within ten feet is thinking 
  or feeling. 
   
  ●
  RED: The creature is calmed, and 
  turns neutral to you. 
   
  ●
  BLUE: You may ask the creature a 
  simple question. While it cannot speak, it 
  will attempt to answer your question. If it 
  does not know, it will simply look to you to 
  acknowledge that it heard the question. 
   
  ●
  LEGEND: An animal native to the 
  environment comes to your hero's side, and 
  becomes a companion until it's death. It will 
  be fiercely loyal to your hero, and as long as 
  your posse doesn't harm it, will remain 
  neutral to them. It understands and obeys all 
  commands given to it as if it were trained 
  from birth to do so, but it still remains of 
  animal intelligence.
   
   
   
   
   
   
   
  Breech Birth ​(5) MH pg. 41 
   
  You were born ass backwards, which 
  granted you the uncanny ability to heal 
  sprains, lumbagos, and other discomforts. 
   
  You can heal Serious and Critical wounds, 
  so long as you have the Medicine: General 
  aptitude, and so long as you are somehow 
  touching the patient. This ability costs no 
  chips. 
   
  ●
  WHITE: The Healer can remove 5 
  points of his own or a companion's 
  Wind in a single action. This requires 
  physical contact with the patient. 
   
  ●
  RED: You can speed up natural 
  healing, by making a roll succeed 
  automatically. 
   
  ●
  BLUE: Normally, healing wounds 
  less than an hour they were received 
  are healed one per area. With a Blue Chip, 
  and a Medicine roll, you heal two levels. 
   
  ●
  LEGEND: As long as you can touch 
  the body within a minute of their death, and 
  the body is reasonably intact, you may 
  revive someone from death.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Brush with Death​ (2*) GD pg. 42 
   
  You suffered a great illness or injury that 
  nearly kicked your bucket. Unlike other 
  birth-based knacks, you may have this 
  knack with any other knack, but you may 
  not have this knack if you are, in fact, dead. 
   
  ●
  WHITE: While on a vision quest or 
  in the Hunting Grounds, you may summon 
  any ancestor spirit that the hero knows by 
  name. The spirit will speak with the hero fur 
  the duration of the vision quest or visit in 
  the Hunting Grounds. 
   
  ●
  RED: You may summon any 
  ancestor spirit that the hero knows by name, 
  regardless of where you are. The spirit is 
  visible only to the character, and stays in 
  contact for a number of hours equal to your 
  Spirit die type. 
   
  ●
  BLUE: You may 'mark' another 
  person. If that person should die, you may 
  contact that person's spirit at any time by 
  spending a White chip, just like an Ancestor 
  Spirit. 
   
  Child of the Cat​ (5) MH pg. 41 
   
  A cat snuck into your crib, and stole your 
  breath. It left something in its place, though. 
  Your Wind is reduced by 4 as part of buying 
  this Knack. 
   
  ●
  WHITE: You land on your feet after 
  a fall, not falling prone. You also can safely 
  fall up to ten yards with no damage. 
   
  ●
  RED: You can see in darkness as 
  long as there is any source of light, no 
  matter how dim, as if it were a bright and 
  sunny day. Starlight counts. This lasts for 
  ten minutes. 
   
  ●
  BLUE: Your Nimbleness increases 
  by two steps for one scene, increasing your 
  die rolls and your Pace accordingly as well. 
   
  ●
  LEGEND: You have nine lives. You 
  may spend a single Legend chip to negate 
  all damage taken in a  single action segment 
  (In other words, A single card in the 
  initiative). The Marshal must come up with 
  a bizarre circumstance to explain it. You 
  may use this ability nine times in your 
  character's life, so make it count! 
   
  Child of the Raven​ (5) MH pg. 41 
   
  A Raven was in the window as you were 
  born, looking in. While it didn't say 
  “Nevermore”, it did grant you the ability to 
  look into the past. Touching any nonliving 
  thing (including corpses, but see the note 
  below) and focusing grants you a vision or 
  feeling about the thing's past. It will be 
  shrouded in symbolism or puzzles, but it 
  will be the most dramatic event that 
  occurred in the time frame imposed by the 
  chip. 
   
  ●
  WHITE: One day. 
   
  ●
  RED: One Year. 
   
  ●
  BLUE: Centuries. 
   
  ●
  LEGEND: The object's entire span 
  of existence, and the vision is perfectly 
  clear. 
   
  It's really not pleasant to experience 
  someone's death, your own or others. Using 
  this ability on any dead body, blood, or 
  murder weapon will test your heart. Make a 
  Hard (9) Vigor test. 
   
   
  
  Failing this still grants you the vision, but 
  you take 3d6 Wind, your Vigor is 
  permanently reduced by one step, and you 
  make a second Hard (9) Vigor test. Failing 
  this second test will kill you in 2d6 rounds, 
  unless someone makes an Incredible (11) 
  Medicine roll during your heart attack. 
   
  Difficult Labor​ (5*) GD pg. 42 
   
  You were slow to come to the world, 
  and the medicine men gave you and 
  your mother extra protection as a result. 
  This knack functions just like Born on 
  Christmas. 
   
  Dream Birth​ (5*) GD pg. 42 
   
  Your character's mother was visited by her 
  guardian spirit shortly before your hero was 
  born. That is when the hero met their 
  guardian spirit (Which means you must buy 
  the Guardian Spirit edge as well), as well as 
  all the other spirits who promised to protect 
  you after your birth. This knack functions 
  just like Born on All Hallow's Eve, except 
  for the Blue Chip. 
   
  ●
  BLUE: You may spend a Blue Chip 
  to change your character's Guardian Spirit. 
  The new spirit is the same size as the old 
  one, and has as many appeasement points 
  stored within it as before. The favored 
  medicine, special abilities, and restrictions 
  all change to the new Guardian Spirit's. You 
  may not store any additional Appeasement 
  points in the new spirit, and the next time 
  you use this ability, you must revert back to 
  the original Guardian Spirit.  
   
  Earth Bond​ (3) MH pg. 42 
   
  You have a mystical bond with Mother 
  Nature, and understand the way of the wild, 
  and can sometimes use it's secrets as well. 
   
  These gifts do not function in towns, cities, 
  trains, and other 'developed' areas, and 
  should you fail to protect nature or thank it 
  for the game that you hunt and consume, 
  your Knack is revoked until you fulfill a 
  quest chosen by the spirits, told to you in a 
  dream. 
   
  ●
  WHITE: You may add +2 to your 
  Climbin', Survival and Trackin' rolls, and +4 
  to your Sneak rolls. One chip per roll. 
   
  ●
  RED: You can find, within a few 
  hours and a few acres of wilderness, enough 
  herbs and roots to make magical poultices 
  that allow characters with Medicine: 
  General to heal wounds requiring Medicine: 
  Surgery. 
   
  ●
  BLUE: You can completely vanish 
  in the wilderness, and If you are still and 
  silent, you are invisible to all but magical 
  means. You also leave no tracks in natural 
  surfaces, including mud, snow, wet steps on 
  dry land, and sand. 
   
  ●
  LEGEND: You call upon the spirits 
  of nature to return to an area flooded with 
  fear. This returns plants to life, encourages 
  birds to sing, and the sun or moon shines 
  just a little brighter. You make a Spirit roll. 
  The Fear Level is 0 for one hour per success 
  and raise you make. (If you don't know what 
  the Fear Level is, don't worry, your Marshal 
  does. It's a good thing for it to be as low as 
  possible.) This negates Guts penalties as 
  well as certain special powers gained by the 
  forces of ambient fear. 
   
  [Note: for the Blue Chip I presume the TN 
  is tied to the area’s Fear Level, but this is 
  never stated.] 
   
   
  
   
  Nightmare Birth​ (5*) GD pg. 43 
   
  Your birth wasn't just difficult. Your mother 
  was visited by manitous in the Hunting 
  Grounds before you were born, and she was 
  exposed to the horrors of the Deadlands for 
  a brief moment. It seems you were also 
  exposed to the evil medicines as well, and 
  evil spirits have watched over you from the 
  Hunting Grounds. And even if you ignored 
  that, the Raven Cult has probably tracked 
  you down. How you react to that could 
  determine the length of the rest of your life. 
   
  ●
  WHITE: Spend as many 
  Appeasement points as another Indian is 
  spending to cancel the spending. 
   
  ●
  RED: Spend a Red chip to 
  temporarily increase the Fear Level of the 
  area by one for an hour. (If you don't know 
  what the Fear Level is, don't worry, your 
  Chief does.) 
   
  ●
  BLUE: Physically enter the 
  Deadlands of the Hunting Grounds. This is 
  a soul-searching event, and requires an 
  Incredible (11) faith roll. If you fail, you 
  lose one point from your Spirit 
  Coordination, or a die type if the 
  Coordination is already as low as it can get. 
  On a success, however, you may speak 
  freely with any dark spirit in the Deadlands, 
  without fighting them as normal. 
   
  Tempest​ (5) HH pg. 18 
   
  There is a strange wind about you. You may 
  not buy this Knack if you are a Huckster. 
  Chose any Hex. You may use that Hex, 
  spending a Chip to get the appropriate hand. 
  You then draw a card, regardless of 
  whichever Chip is spent. If you draw a 
  Joker, you lost control of the Hex. 
   
  This is not necessarily a Backlash effect, but 
  the Marshal has final judgment on what 
  happens. 
   
  Additionally, whenever you are surprised or 
  otherwise in duress, you reflexively cast the 
  Hex as if you had spent your lowest chip (If 
  you have no chips, as if you had spent a 
  white chip). When you cast from a surprise, 
  no chip is spent and no card is drawn. Any 
  effects, like Range or Duration, that are 
  based on Hexslingin’ level use the 
  Coordination in the Trait associated with the 
  Hex. 
   
  ●
  WHITE: The Hex works as if you 
  had drawn a Pair. 
   
  ●
  RED: The Hex works as if you had 
  drawn a Pair of Jacks. 
   
  ●
  BLUE: The Hex works as if you had 
  drawn Two Pairs. 
   
  ●
  LEGEND: Marshal's Call. 
   
  Seventh Son/Daughter​ (5) MH pg. 42 
   
  You are fated for greatness. Your legend 
  will loom large in the Weird West! You can 
  control, or at least stabilize, fate itself! 
  Whenever anyone spends a Fate Chip 
  within your hero's presence, you may spend 
  a like-colored or greater chip to stop the 
  effects! 
   
  Additionally, you can spend a Legend Chip 
  for the following ability 
   
  ●
  LEGEND: If your character dies, 
  and there is enough of their body left, he 
  automatically comes back 
  Harrowed. 
   
  
   
   
  
  Gun Tricks 
   
  This isn't really character creation, but it's the nifty things people may try to do with their guns. 
  The most updated rules are in LD, but I will also reference PG and QD if the rule was not 
  updated. 
   
  A Quick Word On Quick Drawin' And Holsters 
   
  Standard Quick Draw holsters are awesome! +2 to your Quick Draw rolls, right? Well, that 
  depends on how you use it. The standard way to holster it allows you to do a fast draw (aka the 
  side draw), and has the butt of the gun facing backwards and the hammer facing forwards. The 
  catch is, this is harder to do when your riding a horse, a -1 to the Quick Draw roll. 
   
  There is a variant of the fast draw known as the twist draw (aka the underhand draw). The gun 
  faces the opposite way in the holster, and when you draw your gun, your wrist twists to push the 
  hammer down with your thumb, then you draw the gun. I see no rules that differentiate it from 
  the standard fast draw, so I assume it has the same horseback penalty. 
   
  The way around the horseback penalty is what is known as the cross draw (aka the border draw, 
  the plains draw, the reverse draw). This requires a special cross draw holster that holds the gun 
  similar to the twist draw (the butt of the gun facing forward). To cross draw, you reach across 
  your body, so that the right hand grabs the gun on your left holster. There is a catch, though. 
  You have -1 on all Quick Draw rolls not made on horseback, so you have the reverse issue. 
   
  To get around all of those issues, there are special pivoting holsters. The gun is held in it, like a 
  standard fast draw (the butt facing backwards). Rather then pull the gun out of the holster, you 
  simply turn the gun and the holster to face your target, literally shooting from your hip. This 
  gives you a +3 to your Quick Draw roll. But if you go bust, well, you shoot your leg or foot. 
   
  The last holster that affects Quick Draw rolls is the springsleeve holster. The gun hides in your 
  sleeve until you twist your hand in a particular way, which then triggers a spring to slide up your 
  sleeve and into your hand. This adds a +1 to your Quick Draw roll, but if you go bust, the gun 
  flies past your hand and lands across the room. Also, the gun has to be fairly small, with a 
  Concealment of 1. 
   
  Finally, there are other tricks aside from holsters and fancy drawing that let you get your gun 
  out quick. You can either apply grease or wax in the holster, or file the sight of your gun down 
  so it won't snag on anything. Either of these can add +1 to your Quick Draw rolls, but they don't 
  add together. If you have a waxy holster and a filed sight, you still only get +1 for using those 
  tricks together. 
   
   
   
  
   
  Quick Drawin' Two Guns 
   
  You may try and draw and fire two pistols, all as a single action. First, it's an Onerous (7) Quick 
  Draw roll, -2 for using your off hand, and you must have a success and a raise on the Quick 
  Draw. If you get only a Success, you fire the gun in your main hand only, but you drew both 
  guns fine. The raise is what lets you fire the second gun. With no successes, you drew the guns, 
  but you can't fire either one. On a Bust, you either drop both guns, or one or both of them 
  misfire. 
   
  Fast-draw holsters help you duel draw only if both guns are each in a Fast-draw holster. At the 
  Marshal's option, if you don't have Two-Gun Kid, you can eliminate the -2 penalty to your 
  Quick Draw Roll by making a Fair (5) Gunplay roll first. 
   
  The Border Shift 
   
  You switch two guns, one in each hand, to the opposing hands. This is a single action, and 
  requires a Fair (5) Gunplay roll. If you miss, the guns remain in their starting hands. If you go 
  Bust, you drop both guns. There is no penalty for using your off hand with this roll. 
   
  Buffaloin' 
   
  You can use your gun as a melee weapon, hitting the opponent with the butt of the weapon. This 
  is a standard Fightin' (Brawlin') roll, but if you don't have this Attribute, then as well as taking 
  the penalties for using untrained skills, you might break the gun. Treat it as a gizmo with 
  Reliability 19. If you fail that roll, the gun is damaged and cannot shoot until you repair it. 
   
  When used as clubs, Pistols do Strength + 1d4 damage, and Rifles and Shotguns do Strength + 
  1d6 damage. Derringers and Bows cannot be used to Buffalo. The extra damage only applies if 
  you make a called shot at the head, but if you make it, you may decide if you do Wind or Lethal 
  damage. 
   
  Fightin (Rifle) 
   
  LS has a special Attribute that has different rules for Buffaloin. It's used with rifles, fixed 
  bayonets, and both together. It makes no mention of the risk the weapon breaks, but I will 
  assume it won't break if you have this Attribute. What's more, because your swinging from both 
  the left AND the right, the opponent has a -2 penalty to both their Defensive Bonus and their 
  Dodge roll. Rifles still do Strength + 1d6 damage, and Bayonets do Strength + 2d6 damage. 
   
  Disarming Shots 
   
  There's two ways you can do this. Either you can shoot the bastard in the hand, or you can shoot 
  the weapon itself. Shooting the hand has the standard -6 Called Shot penalty to hit it, but if 
  someone gets hurt on their hand, they must make a Vigor roll against the standard Wound 
  
  Difficulty. If they fail the Vigor roll, they drop their weapon, and if the hand is suffering a 
  Serious or greater wound, it's too badly damaged to do anything. 
   
  If you don't want to hurt the poor sod, you fire with a Called Shot to the weapon, which varies 
  depending on what it is. You still roll the damage, but it doesn't hurt the fellow holding the 
  weapon. They must make a Strength roll, the damage you rolled being their Target Number. If 
  they fail the roll, the weapon is knocked 1d6 yards away from them. If they went bust, the 
  weapon is knocked away and broken! 
   
  Fanning the Hammer 
   
  You hold the trigger of a single-action revolver, and slap the hammer repeatedly with the palm 
  of your other hand. This results in a lot of shots, even if they are inaccurate. To do this, you 
  must have a single-action revolver in one hand, and nothing in the other. 
   
  Then, you have to pick your target, and then make a Shootin' (Pistol) roll, with a -2. (This is in 
  addition to other modifiers, such as shooting from the hip.) On a success, you hit the initial 
  target. Every raise, up to a maximum of 6 per action, you hit either the same target, or someone 
  within 2 yards of the last one you hit. (You can chain hits together, effectively firing a circle 
  around you, on a good roll.) 
   
  You can't draw a bead, but you can make a called shot for the first bullet, if you don't mind 
  making things harder on yourself. 
   
  The Road Agent's Spin 
   
  You 'offer' your guns to an opponent in a show of surrender, but at the last moment, you spin the 
  guns around your fingers and fire at the target. 
   
  First, a note. While not everyone knows about this trick, you do have to slip your fingers in the 
  trigger guards, and anyone who is aware of it might notice it. Bluff is your friend, in those cases. 
   
  You may do this one or two handed, but using your off hand incurs the standard penalty. It's an 
  Onerous (7) Gunplay roll, regardless. If you fail the roll, the guns are tangled in your fingers and 
  the maneuver fails. Going bust means you dropped the guns you tried to spin. 
   
  Shooting Reflections 
   
  You can try and fire using the reflection from a mirror as your vision. Such shots are made at a 
  -8, but if you take an action before to adjust yourself, you can make a Fair (5) Gunplay roll to 
  reduce the penalty to -4. 
   
   
   
   
  
   
   
  General Shot Modifiers 
   
  Your walking
  -2 
  Your mounted
  -2 
  Target is moving Pace 20+
  -4 
  Target totally concealed
  -4 
  Torchlight, Twilight
  -4 
  Moonlight
  -6 
  Your running
  -6 
  Blind, Total Darkness
  -8 
  Your Wounded
  Varies 
  Size
  Varies 
   
   
  Called Shot Modifiers 
   
  Guts
  -2 
  Arms
  -4 
  Gizzards(general area)-4 
  Legs
  -4 
   
  Rifle
  -5 
  Shotgun
  -5 
   
  Elbow
  -6 
  Foot
  -6 
  Groin
  -6 
  Hand
  -6 
  Head
  -6 
  Knee
  -6 
  Pistol
  -6 
   
  Knife
  -7 
   
  Bow
  -8 
  Whip
  -8 
  Lariat
  -8 
   
  Derringer
  -9 
   
  Belt Buckle
  -10 
  Eye
  -10 
  Finger
  -10 
  Hat
  -10 
  Heart
  -10 
  Holster
  -10 
   
   
   
  
  Blessed 
   
  When creating a Blessed, you start with as many Miracles and Gifts as your levels in Faith and 
  Professional; Theology. You also start with the Miracle Protection for free! 
   
  Faiths 
   
  While there are many more religions than the books cover, and you will have to work with your 
  Marshal with those ones, the following Faiths have been listed to forbade the corresponding 
  Miracles and Gifts. Lenient Marshals may consider ignoring this list entirely. 
   
  Christian Faiths forbid Dervish, Enigma, Mysterious Ways, Two Places, and Self-Discipline. 
   
  Orthodox and Reform Judaism forbid Exorcism and Mysterious Ways. Cabbalists forbid Battle 
  Hymn and Inspiration. All Jewish faiths forbid Dervish, Self-Discipline, and Two Places. 
   
  Sunni and Shi'ite Islam forbids Burnt Offerin', Mysterious Ways, Snake Handlin', Two Places, 
  Walk on Water, or Self-Discipline. Sufi Islam forbids Battle Hymn, Chastise, Feast, Mighty 
  Fortress, Sanctify, or Smite. 
   
  Zen Buddhism forbids Burnt Offerin, Consecrate Armament, Consecrate Item, Exorcism, Feast, 
  Protection, Mighty Fortress, Sanctify, and Snake Handlin'. As Protection is normally given to all 
  Blessed, Zen Buddhists get to take a Gift in its place. Tibetan Buddhism forbids Babble On, 
  Burnt offerin, Feast, Mighty Fortress, and Snake Handlin'. 
   
  Taoists who worship the Celestial Hierarchy are forbidden from taking, Battle Hymn, Dervish, 
  Retribution, Smite, and Two Places. They also do not gain Protection for free, though they may 
  take it as a standard option. They are given the gift Longevity in its place. Taoist Philosophers 
  are forbidden from taking Burnt Offerin', Consecrate Armament, Consecrate item, Exorcism, 
  Protection, Mighty Fortress, Sanctify, and Snake Handling. They may take any Gift in place of 
  Protection. 
   
  Blessings & Divine Interventions 
   
  You gain a Blessing any time you lower the Fear Level by defeating some horrid fear-monger 
  and succeeding in the Tale-Tellin' of it to the local folk. You may gain and save up Blessings, 
  but you may not use them until your level in Faith is 6. 
   
  You may use a Blessing in one of two ways. Either you gain a one time use of a Miracle (Not 
  Gift) that you do not currently know, or you may request a Divine Intervention. Divine 
  Interventions are similar to Miracles, but are much more powerful, and much harder to invoke 
  
  with a Faith Roll. When you use a Blessing in either instance, you spend it. If you go Bust 
  invoking a Divine Intervention, you lose an additional Blessing if you have one. 
   
  As far as I understand, your character does not need to 'Know' the Divine Interventions. The 
  almighty is lending it to them. In essence, you already 'know' these Divine Interventions. You 
  just spend the Blessing and attempt the Faith Roll. You also don't need to pick the Divine 
  Intervention (or Miracle) when you pick up the Blessing, only when you use it. 
   
   
   
  
  Divine Interventions 
  Ascension​ (FB pg. 85) 
  TN: 11 
  Speed: 1 
  Duration: Concentration 
  Range: 5 yards 
   
  You and a number of other targets equal to 
  your Faith level gain a limited ability to fly. 
  All who wish to fly must remain within 
  Range of you (5 Yards), and must 
  concentrate on their movement. They  gain 
  a horizontal Pace of 6, and a Vertical Pace 
  of 1. 
   
  Atone​ (FB pg. 85) 
  TN: 11 
  Speed: 1 hour 
  Duration: Permanent 
  Range: Touch 
   
  You help a Harrowed character regain lost 
  Dominion Points (If you don't know what 
  that is, trust me, that's a good thing). The 
  character must be willing to Atone. If this 
  Intervention is cast successfully, the 
  Harrowed makes an immediate Dominion 
  Test against their manitou, adding the Total 
  of your Faith roll to their roll, along with 
  any other bonuses they might already have. 
   
  If the character wins, they gain total 
  Dominion. If the manitou wins the test, they 
  do not gain any Dominion. There is simply 
  no effect. A Harrowed Blessed may invoke 
  this Intervention on themselves. 
   
   
   
   
   
   
   
  Communion​ (FB pg. 85) 
  TN: 13 
  Speed: 1 minute 
  Duration: 1 Round/2 Faith levels 
  Range: Special 
  You may ask any question, and the almighty 
  will answer you. If the question can be 
  answered simply as a Yes or No, then you 
  will receive that as an answer. If the 
  question is more complex, then you will 
  receive a vision. This Intervention is still 
  more powerful than the gift Prophecy, as 
  you can ask for specific information, rather 
  than hope for a general answer. 
   
  Companion​ (FB pg. 86) 
  TN: 13 
  Speed: 1 Hour 
  Duration: Permanent 
  Range: Touch 
   
  You gain an animal companion. You first 
  must find an animal to become your 
  companion. You then spend the hour with 
  the animal as you invoke the Intervention. If 
  you are disturbed in any way (such as the 
  animal attacking you), the TN is raised to 
  15. 
   
  During the invocation, the animal is still an 
  animal, and is not obligated to remain 
  peaceful with you, or simply to remain with 
  you. You may bond with any natural animal 
  (Supernatural critters are right out), and 
  only with one animal at a time. This bond 
  lasts until the death of either you or the 
  creature. 
   
   
   
   
   
  
   
  You may speak with the companion, and it 
  will understand. It will follow your 
  instructions to the best of it's ability, and is 
  fiercely loyal to you, willing to fight on 
  your behalf, even to the death. In fact, it 
  never has to make any Guts checks, as long 
  as you make yours. 
   
  Crusade​ (FB pg. 86) 
  TN: 11 
  Speed: 1 day 
  Duration: 1 day/Faith level 
  Range: 5 yards/Faith level 
   
  You grant followers of your faith the 
  strength and courage to defend themselves. 
  You affect 10 characters for each level of 
  Faith you have, as long as they are within 
  range for the last hour of the invocation 
  (they may move about freely before and 
  afterwards). You must also be able to talk to 
  the soon-to-be heroes to encourage them. 
  Finally, you must have a tangible goal for 
  the group to accomplish, such as defeating a 
  powerful foe, or building defenses against a 
  great and powerful twister. 
   
  For the duration of the Crusade, those 
  affected receive +2 to all Trait and 
  Aptitudes while pursuing the goal of the 
  intervention. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Deluge​ (FB pg. 87) 
  TN: 13 
  Speed: 1 hour 
  Duration: 1 hour/Faith level 
  Range: Self 
   
  You create a storm of biblical proportions. 
  It centers on you, and has a diameter equal 
  to half a mile per level of Faith. Rain, wind, 
  and occasional lightning bolts will ensue, 
  with one inch of precipitation for each level 
  of faith every hour. This will cause rising 
  waters and flooding in low areas. 
   
  The wind will blow at 20 mph, plus 5 mph 
  per level of faith. This makes it almost 
  impossible for flying creatures to take flight, 
  and is rough on structures, ripping up tents 
  at 40 mph, and wooden buildings at 70 mph. 
  At 100 mph, wooden buildings are simply 
  gone. Stone buildings are unaffected. 
   
  Characters exposed to winds over 75 mph 
  take 1d4 damage each minute from the 
  debris, plus 1d4 for every additional 5 mph 
  above that. Roll for random hit locations. 
  For every 10 minutes people spend outside, 
  they must make a Spirit test. There is no 
  TN, but if they go bust, they are struck in 
  the guts by lightning for 3d10 damage. 
   
  Remember, you are at the center of the 
  storm at all times! 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Deny​ (FB pg. 88) 
  TN: 11 
  Speed: 1 
  Duration: 1 hour 
  Range: 5 yards/Faith level 
   
  You may deny someone the use of an 
  Aptitude. You chose a target, and an 
  Aptitude. That hero can not use that 
  Aptitude, or any of it's concentrations. They 
  may still use the Trait it's tied to, as if they 
  were not trained in the Aptitude, with the 
  usual penalty. 
   
  Divine Wrath​ (FB pg. 88) 
  TN: 7 
  Speed: 1 
  Duration: Instant 
  Range: 10 yards/Faith level 
   
  You knock the holy wind out of a target. 
  The target loses the result of your Faith 
  Roll's worth of wind. If this brings them to 0 
  Wind, they are knocked out. The target, if 
  they are still up, is then stunned, losing all 
  actions and cards up their sleeve for the 
  round. The next round, they may attempt to 
  recover from the stun by rolling Vigor 
  against a Hard (9) TN. 
   
  After they recover from the stun, their Trait 
  and Aptitude rolls are at -2 for one round 
  per level of Faith. 
   
   
  Dust To Rust (Ha pg. 19) 
  TN: Special 
  Speed: 3 
  Duration: Instant 
  Range: 5 yards 
   
  You turn a Mad Scientist's Gizmo into a 
  useless pile of rusted junk. The TN of this 
  Intervention is the Construction TN of the 
  Gizmo. 
   
  Empower​ (FB pg. 88) 
  TN: 13 
  Speed: 1 month 
  Duration: Permanent 
  Range: Touch 
   
  You create a minor but permanent holy 
  item. You create it from any object, but if 
  the item is appropriate to your faith, you get 
  a +2 to your Faith Roll to invoke this 
  Intervention. 
   
  You may select any Miracle or Gift, and this 
  item grants the bearer the use of that power. 
  If you do not know the Miracle or Gift you 
  wish to impose on the object, you have a -2 
  to your Faith roll to invoke this 
  Intervention. 
   
  You may apply multiple Miracles and Gifts 
  to the same object with a single casting of 
  this Intervention, simply by spending an 
  additional Blessing. If you wish to add an 
  additional Miracle or Gift to the same object 
  at a later date, you must re-invoke this 
  Intervention. 
   
  If a Miracle is chosen, the user must still 
  make a Faith roll, and spend all other 
  additional costs or fulfill all other 
  requirements. If a Gift is chosen, the 
  character with the object in their possession 
  simply has that Gift. 
   
  To make the object usable by the 
  non-blessed, the invocation roll has a -2 
  penalty. To allow those not of your faith to 
  use it, you must spend an additional 
  Blessing. 
   
   
   
   
   
   
  
  Excommunicate​ (FB pg. 89) 
  TN: 9 
  Speed: 1 
  Duration: Permanent 
  Range: Touch 
   
  You mark a target's aura, and average folk 
  get a sense that they are dangerous. The 
  bystander will not know why, but they will 
  feel uneasy around the target. Animals also 
  act hostile or shy away from the target, and 
  young children will usually react like they 
  just met the boogeyman. 
   
  Additionally, the target receives a -2 to all 
  persuasion rolls with people for each raise 
  you got on the Invocation. The only way to 
  lift the mark is for the target to convince 
  you (or someone of the same faith) that they 
  truly repent. You may lift an 
  Excommunication at no cost at that point. 
   
  Fiery Furnace​ (Ha pg. 19)
   
  TN: 13 
  Speed: 1 (Vamoose) 
  Duration: Concentration 
  Range: 5 yards 
   
  You protect yourself and a number of 
  characters equal to your Faith level from 
  death from natural or environmental 
  hazards. This includes fires, avalanches, 
  mine collapses, or being swallowed by large 
  marine life. 
   
  All you may do is pray and attempt to move 
  away from the area. If you are stuck, you're 
  stuck with praying as you await rescue. 
  Others protected by you must remain within 
  5 yards of you. 
   
  This Intervention has no effect against 
  direct attacks such as artillery fire, black 
  magic, or an abomination's attack. 
   
  Healing Touch ​(FB pg. 90)
   
  TN: 11 
  Speed: 30 minutes 
  Duration: 5 minutes/Faith level 
  Range: Touch 
   
  You heal wounds with but a touch and a 
  prayer. After invoking this Intervention, 
  healing all wound levels on a single person 
  takes a minute. This also heals all normal 
  diseases and poisons. This has no effect on 
  diseases and poisons of a supernatural 
  origin, nor does it effect spells or curses. 
   
  Hellfire​ (FB pg. 90) 
  TN: 11 
  Speed: 2 rounds 
  Duration: Instant 
  Range: 100 yards 
   
  You call forth a holy, cleansing fire to roast 
  any creature unfortunate to be in the area of 
  one yard for every level of Faith you have. 
  If Hellfire erupts in an enclosed area, or 
  even underwater, it burns just fine. It 
  requires no oxygen or fuel to burn. You can 
  even dictate the shape of the fire, be it a 
  cross, a straight line, or even remaining on 
  the branches of a tree and not spilling off. 
   
  Those in the fire suffer 1d12 damage to all 
  of it's hit locations for every 3 levels of 
  Faith. Armor does not defend against it. 
  Fires sparked by Hellfire will burn 
  normally. 
   
   
   
   
   
   
   
   
   
   
  
  Intervene​ (FB pg. 90) 
  TN: 9 
  Speed: 1 
  Duration: Special 
  Range: Self 
   
  You shield someone from harm. No damage 
  or wind loss can be inflicted upon whoever 
  is protected for three rounds, no matter the 
  source. They are also protected from other 
  harmful spells. It's the Marshal's call, but 
  anything that immobilizes, weakens, or 
  warps the subject's will is generally 
  considered harmful. 
   
  At the end of the three rounds, the hero may 
  make a Fair (5) Faith roll. If they succeed, 
  they are protected for another 3 rounds, and 
  the TN to further extend it next time is 
  increased by 2. When the Intervention 
  finally ends, any effects which inflict 
  continuing damage are still nullified by 
  Intervene and deal no damage to the subject. 
   
  [Note: I believe it is intended that the 
  protection from continuous damage effects 
  is to those that originated during the 
  duration of the Intervention, but the strict 
  wording does say that the target is simply 
  immune to all such effects.] 
   
  Part Water ​(FB pg. 91) 
  TN: 9 
  Speed: 10 minutes 
  Duration: 20 minutes/Faith level 
  Range: 20 yards/Faith level 
   
  You divide stretches of water to create a 
  path. You may split bodies of water up to 10 
  yards across per level of Faith. The Depth 
  may not exceed the Width. The invocation 
  takes 10 minutes, but the water will take 5 
  minutes per 10 yards to part.  
   
  The water parts from your side towards the 
  opposite side, and the ground exposed will 
  be dry and firm enough to support the 
  weight of fully loaded wagons, though large 
  rocks and uneven ground may still impose 
  an obstacle. 
   
  You may end the parting at any time, and 
  when you do, or when the duration ends, 
  water will flow back into the part, starting at 
  the same end that the part started at a rate of 
  10 yards every 30 seconds. 
   
  Peacemaker​ (FB pg. 91) 
  TN: 11 
  Speed: 2 
  Duration: Concentration 
  Range: Self 
   
  You cause a sudden outbreak of peace, 
  whether people like it or not. All hostilities 
  become nearly impossible within a range of 
  10 yards per Faith level. First, all characters 
  gain 5 levels of Armor. Second, anyone 
  attempts a hostile action of any sort, they 
  must make a Spirit roll against your 
  invocation of this Intervention. If they fail, 
  they are unable to act out their aggression. 
   
  Knowingly maneuvering to gain a better 
  position or moving out of range of this 
  miracle counts as an aggressive action. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Plague​ (FB pg. 92) 
  TN: 13 
  Speed: 1 day 
  Duration: 1 day/Faith level 
  Range: Special 
   
  You call upon the lord to send a plague of 
  biblical proportions upon a city. You affect 
  an area up to 1 mile across per level of 
  Faith. You may chose to reduce the area to 
  focus the retribution only on those 
  deserving, and even select areas to remain 
  untouched, but this must be picked during 
  the Invocation. A common way of doing 
  this is to tell those to be protected to mark 
  their homes with some sign. 
   
  You must spend the invocation at the center 
  of the region you wish to plague, preaching 
  against the wickedness and immorality of 
  the local and warning the inhabitants of the 
  consequences. At the end of that period, the 
  plague begins unless the guilty repent, or 
  the blessed chooses not to call for the 
  intervention. Once it starts, it either lasts for 
  it's full duration, or until the Blessed ends 
  it. 
   
  While there are many forms of plagues, and 
  there are examples listed below, feel free to 
  create your own to fit the situation. The 
  effects are severe and not to be lightly 
  imposed upon an area or its inhabitants. 
   
  Darkness: The sunlight is dimmed for the 
  duration, so that even at midday, the area is 
  no brighter than dusk. Non-residents must 
  make a Fair (5) Guts roll to enter the area. 
   
   
   
   
   
   
  Vermin: The area is overrun with flocks of 
  crows, toads, rats, nonpoisonous snakes, or 
  toads. The vermin invade buildings, find 
  their way to food and water, and even 
  invade unattended clothing. 10% of all the 
  food in the area spoils for every day the 
  plague persists, and frighten livestock and 
  potential visitors. 
   
  Locusts: Insects swarm the local farmland, 
  and devour 5% of the harvest every day the 
  Plague persists. 
   
  Pestilence: The livestock are inflicted with a 
  disease. It has no effect on humans, but 5% 
  of the animals will die each day of the 
  plague. The surviving animals are left with 
  sores. No one from outside the area will buy 
  the animals. The disease is not contagious 
  outside of the area. 
   
  Water to Blood: All drinking water turns 
  into thick blood. Rivers flowing in turn foul, 
  and flowing out turn clean again. Water can 
  be brought in from the outside area, but will 
  remain water only for a single day before 
  becoming undrinkable. 
   
  Resurrection​ (FB pg. 93) 
  TN: 13 
  Speed: 3 hours 
  Duration: Permanent 
  Range: Touch 
   
  You bring someone back from the dead. 
  Their wounds and Wind are healed entirely. 
  The formerly deceased will forever bear a 
  scar of whatever killed them. They must 
  have been dead for less than a number of 
  Days equal to your Faith level. 
   
  You do not gain the normal bonus for 
  casting this Intervention upon those of your 
  faith, but you still incur a penalty for those 
  who follow another faith. 
  
  This Intervention has no effect on zombies, 
  as their soul is long gone, but it can be used 
  on the Harrowed. The manitou will be 
  banished,and the Harrowed will truly 
  become alive again. 
   
  [Note: Due to the time it takes to become a 
  Harrowed being a minimum of 12 days, I 
  believe this Intervention may ignore the 
  death grace period of normal bodies for the 
  Harrowed.] 
   
  Second Chance​ (FB pg. 94) 
  TN: 11 
  Speed: 1 
  Duration: Special 
  Range: Self 
   
  You can rewind time, and try something 
  again. Time is rewound one round, plus an 
  additional round for each Blessing spent for 
  this purpose. The intervention effects 
  everyone, enemies included. All actions and 
  effects from the previous rounds are erased, 
  Wounds are removed, and death is undone. 
   
  One person per level of Faith remembers 
  what happened before the Intervention, and 
  are able to change their course of action. It 
  is possible for you to not remember your 
  own intervention. 
   
  [Note: Dispute it rewinding everything, I 
  would say that yes, the Blessing is still 
  spent, even though you went back in time to 
  before you spent the Blessing.] 
   
   
   
   
   
   
   
   
   
  Walls O' Jericho​ (FB pg. 94) 
  TN: 13 
  Speed: 1 hour 
  Duration: Instant 
  Range: 100 yards 
   
  You target a single inanimate object with a 
  base no larger than 10 square feet per level 
  of Faith. This can be a wall, building, ship, 
  train, steam wagon, or even flying gizmos 
  and other vehicles, though this Intervention 
  is best suited for buildings and walls. 
   
  You deal 2d20 damage to walls and 
  buildings per level of Faith. You can lower 
  the Armor level of the building by -1 for 
  each additional Blessing spent. Against 
  other objects, it is only 1d12 damage, but 
  you may still lower the Armor. 
   
  This Miracle has no effect on animate 
  beings. 
   
  Wither Limb​ (FB pg. 95) 
  TN: 11 
  Speed: 2 
  Duration: 1 month/Faith level 
  Range: 1 yard/Faith level 
   
  This Intervention only affects humans (and 
  Harrowed). You maim an arm or leg of the 
  target. The limb immediately takes enough 
  Wound Levels to become Maimed. These 
  wound levels cannot be prevented by 
  spending Fate Chips. The target suffers no 
  Wind loss, nor do they bleed, but they do 
  have to roll to resist being stunned. 
   
  The target may spend a Blue Fate Chip to 
  resist this Intervention, making a Vigor roll 
  against your Faith. If they win, they resist 
  the effects, but lose all actions for the round. 
   
   
  
  This Intervention lasts for a month per level 
  of Faith, or when you chose to end it. If the 
  target should kill you, then the effects last 
  until another Blessed of the same faith uses 
  Lay on Hands. All blessed recognize this 
  Intervention and its effects for what it is. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Gifts 
   
  Beast Friend​ (FB pg. 70) 
   
  +2 to all Mien based Aptitudes when 
  dealing with animals, and to Horse Ridin', 
  Teamster, and Medicine: Veterinary. 
   
  Charismatic​ (FB pg. 70) 
   
  +2 to all Mien Aptitudes when dealing with 
  people and certain human-like 
  abominations, such as the Harrowed and 
  Nosferatu. 
   
  Clarity of Thought​ (Ha pg. 18) 
   
  When you only draw a single Action Card 
  for a round, unless it's a Joker, you may 
  discard it and draw another. This effect is 
  cumulative with Level-Headed. 
   
  Comforted​ (FB pg. 70) 
   
  You do not suffer from temperatures until 
  they drop below 32ºF or above 110ºF. 
  Outside of that range, you must make a Fair 
  (5) survival roll for the proper surrounding 
  environment. The TN is +1 for every 5ºs 
  more. Failure inflicts 1d4 Wind damage for 
  every number you missed the TN by. If you 
  go bust on this roll, you must make a Vigor 
  roll like every other character, but the Vigor 
  roll TN is only Fair (5). 
   
  Divine Providence​ (FB pg. 70) 
   
  You can spend Chips, even if you Go Bust, 
  on a roll. This can help you improve your 
  roll to avoid going bust. 
   
   
   
  Favored​ (FB pg. 70) 
   
  You gain a bonus White Chip every 
  session. It must be used by the end of the 
  session, and can not be used for Bounty 
  Points. It can be used for all other uses a 
  normal White Chip could be used for. 
   
  Favored of Heaven​ (Ha pg. 18) 
   
  If you should die from any means that 
  would bring you back to life as an unholy 
  undead, you simply remain dead. If you 
  should die for any other reason, draw a 
  number of cards equal to your Faith. A Red 
  Joker means you do not die. You still suffer 
  a Critical Wound, but you are somehow still 
  alive. If you draw a Black Joker, you come 
  back as Harrowed, but you have a bonus to 
  your first Dominion Roll equal to your 
  Faith. 
   
  Good Karma​ (Ha pg. 18) 
   
  Whenever you spend a Red Chip to add a 
  die to a Trait or Aptitude roll, or whenever 
  you draw a Black Joker from the Action 
  Deck, the Marshal doesn't get a free draw 
  from the Fate Pot. 
   
  Gumption​ (Ha pg. 18) 
   
  Once per session, you may re-roll a single 
  Trait or Aptitude check. 
   
  Guardian Angel ​(FB pg. 71) 
   
  All Shootin' attacks against you have a -2 
  penalty, in addition to any others they may 
  have. This includes point blank ranged with 
  you immobilized and the gun to your head. 
   
  
  The attacker must roll to shoot with the -2 
  penalty, and if they miss, it is due to some 
  freak accident. 
   
  Hardy​ (FB pg. 71) 
   
  You can ignore two levels of Wound 
  Modifiers. This is cumulative with 
  other abilities that ignore Wound Modifiers. 
   
  Humility​ (FB pg. 71) 
   
  You are immune to all attempts to Overawe, 
  Ridicule, and Bluff you, and you can not 
  attempt to use any of those, or the miracle 
  Chastise. All attempts to use those skills 
  against you end with a tie. 
   
  Insight​ (FB pg. 71) 
   
  You have +2 to all Cognition checks, and all 
  Aptitudes tied to Cognition. This is 
  cumulative with all other bonuses you may 
  have. 
   
  Lion-Hearted​ (FB pg. 72) 
   
  You have a +2 to all Guts checks, and the 
  Marshal applies a -5 penalty to the Scart 
  table for effects on you. The minimum of 
  the Scart table roll is 1. 
   
  Longevity​ (FB pg. 72) 
   
  You age only half as quick as normal. This 
  applies to supernatural forms of aging as 
  well, reducing the effects of any by half. 
   
   
   
   
   
   
   
   
  Magic Resistant​ (FB pg. 72) 
   
  Black magic spells cast against you are 
  given a -4 penalty. Hexes cast against you 
  are given a -2 penalty. This applies to 
  harmful and beneficial spells and hexes 
  alike, but has no effect on those not cast 
  directly at you. 
   
  Manna​ (FB pg. 73) 
   
  You are always provided food in the 
  wilderness. 
   
  Pious​ (FB pg. 73) 
   
  The Fear level in the area around you is 
  reduced by 2. The area is 1 yard per Faith 
  level. The minimum Fear level is 0, but you 
  can not reduce it if it is at 1. This does not 
  apply to Tale-Tellin' rolls (the Fear Level is 
  normal for that regard), but you have a +2 
  bonus to your roll. If you do not know what 
  the Fear Level is, just know it's bad and you 
  want it low. 
   
  Portents​ (FB pg. 73) 
   
  Whenever you are about to take a dangerous 
  course of action, the Marshal will have you 
  make an Onerous (7) Spirit test. If you 
  succeed, you sense the danger. The Marshal 
  is encouraged to call for bogus rolls, so that 
  you don't instantly know when there is 
  danger. 
   
  Prophecy​ (FB pg. 73) 
   
  You may pray for a prophetic vision once 
  per adventure. It requires no roll, but takes 
  1d8 hours of prayer and meditation. The 
  vision will be cryptic, but will always reveal 
  a future threat and how to defeat it. 
   
   
  
  Refuge O' Faith​ (FB pg. 73) 
   
  You may use your Faith instead of 
  Fightin' or Dodge when defending yourself. 
   
  Restoration​ (FB pg. 74) 
   
  You make a healing roll once every three 
  days instead of once a week, and you gain 
  +2 to natural healing rolls. 
   
  Saint Patrick's Boon​ (Ha pg. 18) 
   
  You are completely immune to all natural 
  animal venom, and you have a +4 bonus on 
  all Vigor rolls to resist the venom of 
  Abominations, academical toxins, or 
  poisons created through black magic. 
   
  Self-Discipline​ (FB pg. 74) 
   
  You may go without food or water for a 
  number of days equal to your Faith level. 
  You also take only half the amount of Wind 
  damage from suffocation. Finally, you can 
  stop your heart for a number of 1 minute 
  equal to your Faith. Anyone examining you 
  must make an opposed Medicine: Any roll 
  against your Faith. 
   
  Spiritual Giant ​(FB pg. 74) 
   
  Your Size is +1 for determining damage 
  against you. 
   
  Strong-Willed ​(FB pg. 74) 
   
  You have +2 to all rolls to resist Overawe, 
  Persuasion, Bluff and Ridicule checks, and 
  all magical attempts to influence your will 
  or actions receive -2 to the roll. 
   
   
   
   
  Tongues​ (FB pg. 75) 
   
  You can convey and understand simple 
  messages from other languages. To say 
  something simple, you make an Onerous (7) 
  Mien roll. To hear a simple message being 
  told to you, you make an Onerous (7) 
  Smarts roll. In both instances, complex 
  ideas are simply lost, but the general idea is 
  translated. 
   
  Vitality​ (FB pg. 75) 
   
  You gain +5 to all Traits and Aptitudes to 
  resist and heal from normal diseases, as well 
  as supernatural ones that grant you a roll to 
  resist them. You can also get a roll against 
  ones that don't normally allow a roll with a 
  Hard (9) Vigor Roll, without the bonus. 
   
  Wisdom​ (FB pg. 75) 
   
  You have +2 to all Smarts and Knowledge 
  rolls, and to Aptitudes tied to Smarts and 
  Knowledge. 
   
  Zeal​ (FB pg. 75) 
   
  At the start of each session, you may choose 
  a single Aptitude, except Faith. You gain a 
  +2 to all rolls with that Aptitude for the 
  duration of the session. 
   
   
  
  Miracles 
   
  Anoint​ (Ha pg. 10) 
  TN: 5 
  Speed: 2 
  Duration: 1 minute/Faith level 
  Range: Touch 
   
  You target someone of the same faith as 
  you, other than yourself. You grant them a 
  bonus to all of their Mien based rolls (Trait 
  or Aptitude), equal to your Faith level. 
   
  Anxious Seat​ (Ha pg. 10) 
  TN: 7 
  Speed: 1 
  Duration: 1 round/Faith level 
  Range: 5 yards 
   
  You lend spiritual aid to someone (never 
  yourself), provided they are patient. Once 
  invoked, the target may spend Action Cards 
  preparing for a single Trait or Aptitude roll. 
  As each Action Card comes up in the round, 
  the target announces they are in the Anxious 
  Seat and discards the card. They may 
  discard a number of Action Cards equal to 
  your Faith. 
   
  On their next action, they gain a bonus to 
  the Trait or Aptitude roll they have been 
  preparing for, equal to the number of cards 
  discarded. This bonus lasts until the action 
  or one round per your Faith, whichever 
  comes first. 
   
   
   
   
   
   
   
   
   
  Armor O' Righteousness​ (FB pg. 37) 
  TN: 5 
  Speed: 1 
  Duration: 1 Round 
  Range: Self 
   
  You receive protection from wounds. The 
  result of the roll is subtracted from any 
  damage rolls taken during the round, before 
  Wound levels are calculated. If the attack 
  requires at least a single Wound level to be 
  inflicted for any other effect, the secondary 
  effect only applies if the damage can beat 
  the Miracle. If no Wound, no Secondary 
  effect. 
   
  Wind damage taken from the reduced 
  damage is calculated at the reduced damage 
  rate. Attacks that only deal wind are 
  reduced by this Miracle as well. 
   
  Ashes to Ashes​ (Ha pg. 11) 
  TN: Opposed (Faith vs. Spirit) 
  Speed: 1 
  Duration: Instant 
  Range: Touch 
   
  You put down a Walkin' Dead or other 
  reanimated corpse like Zombies or 
  Skeletons. This Miracle has no effect on 
  more dedicated undead, such as Harrowed, 
  Vampires and Ghosts. 
   
  You touch the target's head with your bare 
  hand. The target is likely unwilling, and this 
  will require a Fightin': Brawlin' attack to the 
  head, Either with a called shot to the head 
  (taking the normal -6 penalty) or swinging 
  wildly hoping they are lucky. 
   
   
  
   
  Once the target's head is hit, you may 
  choose to deal no damage and instead cast 
  this Miracle immediately. This is considered 
  the same action as the strike. You make an 
  opposed Faith roll against the target's Spirit. 
  If you win, the target drops (un-)lifeless to 
  the ground. If they win, there is no effect. 
   
  Babble On​ (FB pg. 37) 
  TN: 5 
  Speed: 1 
  Duration: 5 Rounds/Faith Level 
  Range: 10 yards/Faith Level 
   
  All spoken word in the area is distorted and 
  reduced to gibberish. This also applies to 
  those within the area listening to words 
  from outside, as well as those outside trying 
  to listen in. This has no effect on spells or 
  abilities require a vocal component, but a 
  mystic command is garbled. Simply, this 
  miracle affects attempts to convey 
  information. It does not affect written 
  words, or any form of sign language. The 
  clever Blessed also takes the Parley Miracle 
  with Babble On. 
   
  Battle Hymn​ (FB pg. 37) 
  TN: 5 
  Speed: 1 
  Duration: Special 
  Range: Earshot 
   
  You build courage in those who can hear 
  the Battle Hymn. Every success on the roll 
  allows you to choose an effect below. Each 
  effect may be chosen only once. 
   
  First, grant +2 to all Guts checks. 
   
  Second, grant +2 to all Fightin' Rolls. 
   
   
   
  And Third, ignore one level of Wound 
  penalties, just as if you had the 
  Thick-Skinned Edge. This is not cumulative 
  with other such abilities and effects. 
   
  The miracle affects you, plus one other hero 
  of your choice per level of Faith that can 
  hear you (folks who are Hard of Hearing 
  must make an Easy (3) Cognition roll to 
  gain the benefits, those who are deaf are 
  ineligible, but language barriers do not 
  apply. They need to hear you, not 
  understand you). 
   
  The effects of the Hymn last for as long as 
  you continue to sing it. If the Blessed is 
  silenced, or speaks anything else, the effects 
  end. You can maintain the miracle for 5 
  minutes without any difficulty, but every 5 
  minutes after require a Vigor Roll. It starts 
  at Easy (3), and increases by a level for each 
  roll made. 
   
  Failing the roll means your voice falters, 
  and the miracle ends. You cannot invoke 
  any other miracles while this miracle is 
  active. Folks can only be affected by one 
  Battle Hymn at a time. 
   
  Bear the Cross​ (Ha pg. 11) 
  TN: 7 
  Speed: 1 
  Duration: 1 round/Faith level 
  Range: 5 yards/Faith level 
   
  You accept the Wound Penalties for another 
  character for a short time. This Miracle does 
  not transfer any wounds, only the pain. The 
  target has no Wound penalties while this 
  Miracle is active. The Blessed receives the 
  penalty for the wound penalty, in addition to 
  any Wound penalty you may already have. 
  It is possible to have wound penalties 
  greater than the normal -5 maximum in this 
  way. 
  
   
  Should the target be Thick-Skinned or 
  otherwise suffer less than the full penalty 
  for their wounds, this immunity does NOT 
  transfer to you. If you have any such 
  abilities, it applies to the combined total, not 
  each set of modifiers. 
   
  Benediction​ (FB pg. 38) 
  TN: 7 
  Speed: 1 Minute 
  Duration: Until the next sunset 
  Range: 10 yards. 
   
  You cast this miracle on one character that 
  follows your faith for every level of Faith 
  you possess. All those affected gain +1 to 
  all Guts checks, and the first Wound level 
  done to them is negated (Just like a white 
  chip had been spent to negate it). A 
  character can only be affected by a single 
  Benediction at a time. 
   
  Bless Crops​ (FB pg. 38) 
  TN: 5 
  Speed: 1 minute 
  Duration: Special 
  Range: 10 square acres/Faith level 
   
  You invoke this miracle on a single field of 
  crops at any season, and the harvest will be 
  increased by 10% per level of Faith. If the 
  same field is Blessed again, only the more 
  powerful of the miracles takes effect. 
   
   
   
   
   
   
   
   
   
   
   
   
  Burnt Offerin'​ (FB pg. 39) 
  TN: 7 
  Speed: 2 
  Duration: Instant 
  Range: Touch 
   
  You cause an object, no larger than one 
  square foot per Faith, to burst into flame. 
  The object must be readily flammable. If 
  you get a raise, the object will burst into 
  flame even if it is water-soaked or otherwise 
  treated (even chemically) to prevent it from 
  burning. The fire is not in any way mystical, 
  and once it burns, it is under the control of 
  the Marshal. 
   
  Calm​ (FB pg. 39) 
  TN: 5 
  Speed: 1 minute 
  Duration: Permanent 
  Range: 1 mile/Faith level 
   
  You can influence the weather. Following 
  the table below, you can lessen the severity 
  of conditions by a single step for each 
  success, or increase them for every two 
  success. You can only raise it up to a 
  Downpour, but you may lower it down from 
  worse conditions. This miracle is very 
  taxing, and every casting of this miracle in a 
  single day is made at a cumulative -2 
  penalty. 
   
  Tempest 
  Thunderstorm 
  Rainstorm 
  Downpour 
  Rain 
  Drizzle 
  Partly Cloudy 
  Clear 
   
   
   
  
   
  Censure​ (FB pg. 39) 
  TN: Special 
  Speed: 1 (Vamoose) 
  Duration: Instant 
  Range: 5 yards/Faith level 
   
  This miracle is a direct counter to 
  Hucksters. You can make it harder for them 
  to cast 'Hexes', but you must be aware of it 
  being cast. You must make a Vamoose, 
  discarding your highest Action Card (cards 
  up your sleeve are the highest) when the 
  Huckster is casting the hex. If you have no 
  further actions this turn, you cannot use this 
  Miracle. 
   
  If the miracle is successfully invoked, it 
  lowers the effect level of the hand the 
  Huckster draws by one step for each 
  Success the Blessed gains. This is generally 
  done on a Hex-by-hex basis. If there is no 
  table listed under the Hex's description, use 
  the standard Poker Hands table instead. If 
  the Blessed goes bust on the roll to invoke 
  censure, the Huckster's hand is instead 
  increased by a level. 
   
  This miracle cannot end a Hex once it is 
  already slung. That's Dispell. The TN for 
  this miracle is dependent on the following 
  table. 
   
  Huckster's Hex Level
  TN 
  2 or less
  7 
  3
  9 
  4
  11 
  5
  13 
  6 or more
  15 
   
   
   
   
   
   
   
  Chastise ​(FB pg. 41) 
  TN: Opposed (Faith vs. Guts) 
  Speed: 1 
  Duration: Instant 
  Range: Self 
   
  You may use your Faith instead of Overawe 
  in a Test of Wills. Any modifiers that would 
  normally go to your Overawe apply to your 
  Faith as well. 
  [Note: This seems more like a Gift than a 
  Miracle, as it could be considered to be 
  'always on'. It is listed as a a Miracle, 
  however, and thus I place it here. If I find 
  any reason this is not a Gift listed in the 
  books, I will write it here.] 
   
  Cloak​ (FB pg. 41) 
  TN: 7 
  Speed: 1 
  Duration: Concentration 
  Range: 1 Yard/Faith level 
   
  To use this miracle, you and those affected 
  by it must actually attempt to hide. You may 
  cloak yourself or another person in range for 
  each success you gain. Any character or 
  creature of hostile intent must make an 
  opposed Cognition roll vs the blessed's 
  Faith to sense anyone under the Cloak. If 
  the Blessed had spare successes from the 
  casting of this Miracle, each one grants him 
  a +2 to this roll. If the hostile fails their roll, 
  they cannot detect those under the cloak for 
  as long as they remain hidden. If the 
  protected leave their hiding spot, make 
  noise, or attack, the cloak is lifted. 
   
  [Note: The strict wording of the Miracle 
  says the cloak is lifted from all those 
  protected by it, but some forgiving Marshals 
  may say it is lifted only for the one 
  individual.] 
   
  
   
  Confession ​(FB pg. 41) 
  TN: 5 
  Speed: 1 round 
  Duration: 1 minute/Faith level 
  Range: 10 feet 
   
  When casting this miracle, you must choose 
  a target. If the miracle is cast successfully, 
  the target must make an opposed Spirit roll 
  against your Faith. You get a +2 to this roll 
  for each raise you had casting the miracle. If 
  the target loses, he cannot lie directly, 
  though they may play around with words 
  and omit the truth. If the target botches the 
  roll, they blurt out the full truth, and nothing 
  but. 
   
  Consecrate Armament​ (BD pg. 72, FB pg. 
  41) 
  TN: 7 
  Speed: 1 minute 
  Duration: Until the next sunset 
  Range: Touch 
   
  You spend a minute in silent prayer with a 
  weapon, then spend a Chip (the color 
  determining the power of the 
  concentration). The Chip spent here does 
  not affect the Faith Roll, but you may still 
  spend other Chips as per normal. Failing the 
  roll still spends the chip without blessing the 
  weapon. 
   
  In the case of firearms, you must Consecrate 
  each individual bullet. You may not 
  Consecrate natural body weaponry (Claws, 
  hands, teeth...). If you like, you may 
  consecrate multiple weapons at a time, so 
  long as they are all similar types (All 
  knives, all bullets, all shells...). Each 
  additional weapon to be Consecrated raises 
  the TN by +2. If the roll is failed, none of 
  the weapons are Consecrated. You may 
  have as many Consecrated weapons equal to 
  your Faith at any single time. 
   
  For the duration of the Miracle, the blessed 
  weapon can damage creatures of evil that 
  are usually immune to normal damage. 
  (Examples include Walkin' Dead, Hangin' 
  Judges, Werewolves, and Harrowed.) 
  Additionally, if the faithful are the ones 
  using the weapon, they may add the result 
  of a Faith check to the damage roll against 
  such creatures! 
   
  WHITE: The weapon is consecrated to 
  work against one specific individual. 
  RED: The weapon is consecrated to work 
  against one specific class of creature or 
  individuals in a specific location. (“The 
  Mojave rattlers terrorizing the town”, “The 
  vampires in the crypt under the graveyard.”) 
  BLUE: The weapon is consecrated to work 
  against an entire class of creatures (“Walkin' 
  Dead”, “Members of the Cult of Worms”.) 
   
  Consecrate Item ​(FB pg. 43) 
  TN: 7 
  Speed: 1 minute 
  Duration: Until the next sunset. 
  Range: Touch 
   
  You bless an item important to your faith. 
  First, any Consecrated item provides a +2 to 
  any rolls to invoke the following miracles: 
  Bless Crops, Consecrate Weapons, 
  Exorcism, protection, and Sanctify. You can 
  only gain this benefit from a single 
  Consecrated Item. 
   
  Second, the servants of darkness find this 
  item distasteful, and will avoid it. If they 
  should directly touch this item, they will 
  lose 1d6 Wind per round. (Holy water and 
  oil will cause Wind loss for two rounds.) 
   
   
  
   
  This miracle is similar to Consecrate 
  Weapons, but does not require a Chip to be 
  spent. 
   
  Console​ (Ha pg. 12) 
  TN: Special 
  Speed: 1 
  Duration: Instant 
  Range: 5 yards/Faith level 
   
  You calm those whose Guts have been 
  shaken. The TN is the same as the Guts 
  Check the target had failed, but the Fear 
  Level does not impose a penalty to you for 
  this roll; You roll against the original 
  number. 
   
  Any ongoing effects of the failed Guts 
  check end, but any Wind or Faith loss, or 
  any Aging, is not reversed. Any Phobias 
  caused by the failed check are only cured if 
  Reassurance is cast within the same round 
  of the Guts check. In the case of a Heart 
  attack, you cannot restore Vigor lost, but 
  you can prevent further effects. You cannot 
  cast this miracle on yourself. 
   
  [Note: This Miracle is similar to, but a 
  direct upgrade from, Reassurance.] 
   
  Dervish​ (FB pg. 43) 
  TN: 7 
  Speed: 1 
  Duration: 1 round/Faith level 
  Range: Self 
   
  You gain an extra Fightin' attack per success 
  and raise on each action while you are in 
  melee combat. There is no penalty to these 
  bonus actions. While under the effects of 
  this miracle, you must make every effort to 
  engage your foes in hand-to-hand combat. 
  You may not choose non-combat options, 
  such as invoking miracles or using ranged 
  weapons. 
   
  If there is no one within reach of your melee 
  attacks, you must advance towards the 
  nearest target. You may make use of cover 
  while on the move, but every action must be 
  used to reach the target, until they are within 
  melee range. 
   
  You may not voluntarily end this miracle, 
  but you are not obligated to attack those 
  who surrender. The miracle ends when all 
  foes have been defeated or surrendered. 
   
  Devil's Plaything ​(FB pg. 43) 
  TN: 7 
  Speed: 2 
  Duration: Concentration 
  Range: Self 
   
  This miracle is a direct counter to Mad 
  Scientists. Any gizmo created by a Mad 
  Scientist does not work against you. 
  Flamethrowers refuse to spray, Gatling 
  Pistols don't fire, and Owl Vision Goggles 
  do not detect you. The device still functions 
  normally against other targets, and the user 
  of the device must roll reliability regardless. 
  The Reliability roll is made at a +2 for every 
  raise the Blessed got to invoke this miracle. 
   
  This Miracle has no effect on 'mundane' 
  objects, like pistols or trains. 
   
  Dispell​ (FB pg. 44) 
  TN: Special 
  Speed: 1 Round 
  Duration: Instant 
  Range: 10 yards 
   
  This miracle affects both Hexes and Black 
  Magic spells with a duration. Instant and 
  Permanent spells are not effected. If there is 
  any confusion, ask the Marshal. He has final 
  
  say. If the miracle is cast successfully, the 
  effects of the spell end immediately. 
   
  This Miracle cannot prevent a spell from 
  being slung in the first place. That's 
  Censure. The TN for this miracle is 
  dependent on the following table. 
   
  Caster's Spell Level TN 
  1
  5 
  2
  7 
  3
  9 
  4
  11 
  5 or more
  13 
   
  Empathy (FB pg. 44) 
  TN: 7 
  Speed: 2 
  Duration: Concentration 
  Range: 5 yards/Faith level 
   
  While not true mind-reading, you can get a 
  sense of the target's emotions. With a raise, 
  you can also have some idea of the target's 
  intentions for the immediate future (1 round 
  per Faith). The information gained is vague. 
  A growling wolf may feel angry and intend 
  to attack, for example. 
   
  Endure​ (FB pg. 44) 
  TN: 5 
  Speed: 1 
  Duration: 2 Rounds/Faith level 
  Range: Self 
   
  This spell prevents you from losing Wind 
  from wounds. It does not prevent damage 
  that causes only Wind damage, or prevent 
  any modifiers. 
   
   
   
   
   
   
   
   
  Enigma​ (FB pg. 45) 
  TN: Opposed (Faith vs. Smarts) 
  Speed: 1 round 
  Duration: 1 round/Faith level 
  Range: 5 yards. 
   
  You ask your target a spiritual riddle, such 
  as “What is the sound of one hand 
  clapping?” The target must be able to hear 
  and understand the riddle, and casting this 
  miracle during combat is difficult, if not 
  downright impossible. If successful, the 
  target is aware of you, and that you have 
  asked him the question, but he is totally 
  absorbed by the puzzle. He ignores his 
  surroundings, and only an actual attack can 
  break this concentration. Once the miracle 
  ends, he acts normally and can remember 
  things that happened meanwhile. 
   
  [Note: It is unclear if shoving or pushing the 
  target is considered an attack. I will post it 
  here if I find out.] 
   
  Exorcism​ (PG pg. 177, FB pg. 46) 
  TN: Contested (Faith vs. Spirit) 
  Speed: 8 Hours 
  Duration: Permanent 
  Range: 1 yard. 
   
  You cast out an evil spirit from a mortal 
  host. While it is tiring to you, it is painful to 
  the spirit, and it will express this by 
  speaking in tongues, vomiting all sorts of 
  foulness, and curses the mother of the 
  Blessed (the normal kind, not an 
  enchantment). 
   
   
   
   
   
  
  If the target is a manitou, it's Spirit is 
  determined randomly, as normal. If the 
  Blessed is successful, the manitou is 
  banished and leaves the body, killing the 
  Harrowed. If the manitou is successful, it 
  gains a +2 to resist further Exorcism 
  attempts by the same Blessed. 
   
  Expose​ (FB pg. 45) 
  TN: 5 
  Speed: 1 
  Duration: 10 rounds/Faith level 
  Range: Self 
   
  When cast, this miracle grants you a +5 
  bonus to Cognition to detect any disguised 
  or hidden person. This bonus applies even 
  when magic is involved in hiding. Every 
  raise in the casting of this miracle also 
  grants an additional +2. You gain a similar 
  bonus when looking for hidden or disguised 
  abominations and Harrowed. You need only 
  a single success of the appropriate opposed 
  Trait or Aptitude roll to clearly see through 
  a disguise or detect a hidden creature. 
   
  Falter​ (FB pg. 46) 
  TN: 5 
  Speed: 1 
  Duration: 1 round 
  Range: 5 yards 
   
  You stun someone for an action for each 
  success and raise of this miracle. If the 
  target has no further actions this round, the 
  extra raises have no effect. Casting this 
  Miracle on the same target on the same day 
  is harder, garnering you a -5 penalty on the 
  invocation roll. This Miracle can only be 
  used on those who understand your intent. 
   
   
   
   
   
  Fast​ (Ha pg. 12) 
  TN: 5 
  Speed: 1 Minute 
  Duration: 1 day/Faith level 
  Range: Self 
   
  You may survive a number of days without 
  food. You still require water, and at the end 
  of the Miracle, you must eat real food for at 
  least a day before you may cast this Miracle 
  again. You cannot benefit from this miracle 
  at the same time your using the Fastin' 
  Aptitude. 
   
  Feast​ (FB pg. 46) 
  TN: 5 
  Speed: 1 minute 
  Duration: Permanent 
  Range: Touch 
   
  To cast this Miracle, you must have at least 
  enough food to feed a single person for a 
  single meal. Every success and raise you get 
  doubles the amount of food. The food 
  created in this way will spoil by the next 
  sunrise. A blessed with the gift Manna can 
  use the food made that way with this 
  miracle. 
   
  Grace​ (FB pg. 46) 
  TN: 5 
  Speed: 1 
  Duration: Permanent 
  Range: Touch 
   
  You cleanse any uneaten food and 
  unimbibed drink of impurities, such as 
  poisons, rot, diseases, and unnatural threats 
  such as tummy twisters. Stagnant water and 
  Spoiled food is also made drinkable/edible. 
  You purify one person's portion per level of 
  Faith. You may also purify animal feed, one 
  animal's daily feed per Faith. 
   
  
  Each Raise also grants you one of the 
  following effects. Each effect can only be 
  chosen once. 
   
  First, each person or animal eating the 
  purified food gains +2 Vigor for four hours. 
   
  Second, Each person or animal eating the 
  purified food gains +1d6 Wind that lasts for 
  four hours. Any Wind loss is subtracted 
  from this bonus first. 
   
  Guide​ (FB pg. 47) 
  TN: 5 
  Speed: 10 minutes 
  Duration: Special 
  Range: Special 
   
  This Miracle can either find lost or hidden 
  items, or it can show the way to a distant 
  location. 
   
  When locating an item, the miracle has a 
  duration of 1 minute per faith, and a range 
  of 10 yards per faith. You must have a clear 
  mental picture of the item. If you have never 
  seen it before, but you have had it described 
  to you, you may cast this miracle at a -5 
  penalty. The item must be a specifically 
  named object. You will 'feel' the way to the 
  object, being lead around any obstacles such 
  as walls or chasms, provided the route exists 
  within the range. 
   
  When used for a location, you will be lead 
  to any known location. When used this way, 
  the range is virtually unlimited, and has a 
  duration of 1 day. The only restriction to the 
  range, is that it must be located somewhere 
  on Earth. You must know of this location, 
  but you do not have to of been there 
  yourself. It could be a map, hearsay, or any 
  number of other means. The location itself 
  must also cover an area of at least 100 
  square yards. 
  It must be a genuine geographic feature, 
  such as a town or the falls of Wichita. God 
  knows the difference between that and “The 
  hiding place of Blackbeard's treasure”, and 
  will nix the miracle if you try and pull that. 
  Similar to looking for an object, you 'Feel' 
  the way rather than know it. 
   
  Going bust on the invocation means you can 
  never use this miracle on the item or 
  location ever again. 
   
  Hinder​ (FB pg. 48) 
  TN: 3 
  Speed: 1 
  Duration: 3 rounds 
  Range: 5 yards/Faith level 
   
  Chose a target's Aptitude. If the Aptitude 
  has any concentrations, this miracle applies 
  to all such concentrations. For every success 
  you get on your Faith roll, the target loses 
  one level of the chosen Aptitude for the 
  duration of the miracle. The target can only 
  be under the effects of a single Hinder at a 
  time. 
   
  Holy Roller​ (PG pg. 177, FB pg. 48) 
  TN: 5 
  Speed: 1 
  Duration: Permanent 
  Range: Self 
   
  The lord helps those who help themselves. 
  But some simply need help! On a success, 
  you gain a White Chip for your next action. 
  On a raise, you gain a Red chip, and on two 
  raises, a Blue chip. A failure, however, 
  takes your highest chip and puts it back in 
  the pot. 
   
  The Chip gained may only be used for Trait 
  or Aptitude checks, or to avoid damage. It 
  may be given to another player with the 
  
  Sacrifice miracle, but they may only use it 
  for the same purposes. 
  Holy Vestments​ (FB pg. 48) 
  TN: 5 
  Speed: 2 
  Duration: 10 minutes/Faith level 
  Range: Touch 
   
  You are protected from extreme 
  temperatures, such as hot and cold. You are 
  not protected from any secondary effects 
  (Such as smoke inhalation). Against any 
  supernatural heat and chill, you are granted 
  1 level of Armor from damaging effects. If 
  the damage caused is only Wind, it is 
  ignored entirely. You may affect one 
  character for each success you receive on 
  the roll to invoke this miracle. 
   
  Illuminate​ (FB pg. 49) 
  TN: 5 
  Speed: 1 
  Duration: Concentration 
  Range: Self 
   
  You brighten an area ten feet across, 
  centered on you, as if it were in sunlight. No 
  shadows are created from this light, though 
  it seems to radiate from above. Any search 
  rolls made in the light are made at +2, and 
  all Sneak rolls are made at -5. Additionally, 
  all supernaturally evil beings suffer a -2 to 
  all Trait and Aptitude rolls made in the 
  Light. Any attacks from outside the light 
  that affect those within it are given a -1 
  penalty. 
   
   
   
   
   
   
   
   
   
   
   
  Inspiration​ (PG pg. 177, FB pg. 49) 
  TN: 5 
  Speed: 1-minute sermon 
  Duration: Special 
  Range: Special 
   
  Fear is a nasty thing in the world. With this 
  miracle, you can fight the effects fear has on 
  it. If you don't know how Fear works, just 
  know that this miracle is best used after 
  defeating a major villainous presence to 
  relay the inspiring story of your posse's 
  accomplishment to the desperate and 
  bedeviled masses! 
   
  Each success and raise of the Miracle adds 
  +2 to the Blessed's Tale-tellin' roll to reduce 
  the Fear Level. The miracle is cast before 
  you use the Tale-tellin' roll, and you then 
  share with the witnesses the heroics you 
  witnessed and (ideally) enacted. The Bonus 
  must be used immediately, and cannot be 
  saved for later occasions. 
   
  Intercession​ (FB pg. 50) 
  TN: 7 
  Speed: 1 
  Duration: 1 round 
  Range: 10 yards/Faith level 
   
  You may swap the value of a single Trait 
  with another character. This applies to both 
  level and coordination. This swap applies to 
  all Aptitudes related to the Trait. Your die 
  type must be greater than or equal to the 
  other character's before the swap, and any 
  modifiers are not transferred (except from a 
  supernatural Trait). 
   
   
   
   
   
  
   
   
  Interpret Vision​ (FB pg. 50) 
  TN: 5 
  Speed: 1 
  Duration: Instant 
  Range: Self 
   
  You may not use this Miracle on visions 
  you are given, but you may cast it for 
  visions others describe to you. This Miracle 
  will not grant you the exact answer, but it 
  will translate any symbols to the real world 
  counterpart. Every success translates one 
  symbol. 
   
  You may hear someone's retelling of 
  someone's vision, but this garners a -2 
  penalty to the roll. If this vision is from 
  legend or hearsay, the penalty is at a -5. The 
  miracle can only be attempted once on any 
  single vision. Finally, the miracle informs 
  you if the vision is genuine, or if someone is 
  telling you stories, unless you go bust on the 
  roll. 
   
  Marshals are encouraged to check MH pg. 
  105. 
   
  Jawbone of an Ass​ (Ha pg. 12) 
  TN: 5 
  Speed: 1 
  Duration: 1 round/Faith level 
  Range: Touch 
   
  You turn any vaguely club-like item into a 
  holy weapon. The item must be rigid, 
  roughly cylindrical in shape, and at least a 
  foot and a half long. The weapon deals your 
  character's Strength damage, plus 1d6 per 
  success and raise on the Faith roll. It also 
  has a DB of +1 for each success and Raise. 
  This weapon may be used to deal Lethal or 
  Non-lethal damage, at your choice. 
   
   
   
  Judgment of the Unrighteous​ (Ha pg. 12) 
  TN: Special 
  Speed: 1 
  Duration: 1 round/Faith level 
  Range: 10 yards/Faith level 
   
  Before you may use this Miracle against 
  someone, they must have dealt at least a 
  single Wound to you, and they must be of 
  Human intelligence. This Miracle converts 
  any wound level penalties caused by the 
  target who wounded you into bonuses, so 
  long as it is used to attack that target! 
  Wound penalties from Wounds caused by 
  other sources are still penalties. 
   
  This Miracle ignores Thick-Skinned, and 
  you have the bonus equal to the penalty you 
  would have had without it. This Miracle 
  cannot be used with Bear the Cross, but it 
  can be used with Martyrdom. 
   
  Last Rites​ (FB pg. 50) 
  TN: 5 
  Speed: 1 minute 
  Duration: Permanent 
  Range: 1 yard. 
   
  This miracle must be cast either over the 
  body of the recently deceased, or over a 
  fresh grave site, and must be performed 
  within 12 hours of the deceased's death. 
  This prevents them from coming back as 
  any type of zombie, vampire, ghost, 
  Harrowed, or other form of undead. 
   
  You may also cast this miracle on any 
  reanimated corpse or walking dead, but it is 
  much harder. First, the creature must lay 
  still for the minute necessary to invoke the 
  miracle! Second, against the Harrowed, it 
  only instills a -2 penalty to all Trait and 
  Aptitude rolls for 1 minute per Faith. 
  
   
   
  Lay on Hands​ (PG pg. 178, FB pg. 51) 
  TN: Special 
  Duration: Permanently 
  Range: Touch 
   
  The blessed can heal the wounds of others 
  (but not themselves). Be warned, as you will 
  feel the same pain as the patient! When 
  casting this Miracle, you subtract the 
  patient's total wound modifiers from your 
  faith roll. You also add the Faith level of the 
  patient to yours for this roll if you share the 
  same faith, or subtract it if you do not. If 
  you succeed, the patient is cured, though the 
  phantom pain will still cause a penalty for 
  one more hour. If you fail, the patient is not 
  cured, and you take on the same maladies as 
  the patient, taking any wounds to the 
  Blessed's Guts. 
   
  You cannot revive the dead (or undead), and 
  you cannot cure Maimed Gizzards and 
  Noggins with this Miracle. 
   
  Wound Level
  TN 
  Wind
  3 
  Light
  5 
  Heavy
  7 
  Serious
  9 
  Critical
  11 
  Maimed/
   
  Diseases
  13 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Lion's Den ​(FB pg. 51) 
  TN: 5 
  Speed: 1 
  Duration: Concentration 
  Range: Sight 
   
  You may pick a single type of animal, and 
  you tame one animal of that type per Faith. 
  Any animals affected will stop all attacks, 
  and attempt to lay peacefully aside and 
  watch over you. If you got a raise, the 
  affected animals perform a simple, 
  non-aggressive favor for you, such as 
  fetching a small object or offering it's paw 
  to your hand. On two raises, you are granted 
  a limited ability to communicate with the 
  animals. They perform any task requested, 
  to the best of their abilities, including 
  attacking a foe. They must make a Guts 
  check to attack a supernatural creature, but 
  they gain +2 to the roll. 
   
  The animals must be natural animals, but 
  they can be those that were summoned or 
  are controlled by others via any means. 
   
  Martyrdom​ (FB pg. 52) 
  TN: 5 
  Speed: 1 (Vamoose) 
  Duration: Permanent 
  Range: Sight 
   
  You take the wound from someone else's 
  attack. You must make a Vamoose, 
  discarding your highest Action Card (cards 
  up your sleeve are the highest) when the 
  poor sap is injured. You can take multiple 
  wounds this way only if the wounds are 
  delivered from the same action (like an 
  explosion). 
   
   
   
  
   
  When you take wounds, they appear in the 
  same place on your body as the original 
  target's, but use your size to calculate the 
  wound level. All mundane effects, such as 
  damage, wind loss and stun checks, are 
  transferred to you. If there are any 
  supernatural effects (vampirism, hex 
  effects...) cause an Onerous (7) Faith roll. If 
  you succeed, the juju is negated. If you fail, 
  it applies to you. 
   
  If you go bust invoking this miracle, both 
  you and the original target suffer the wound. 
   
  Mediate​ (FB pg. 52) 
  TN: Opposed (Faith vs. Spirit) 
  Speed: 1 
  Duration: 1 round 
  Range: 10 feet/Faith level 
   
  You can calm a situation before things get 
  violent. You do not have to roll to invoke 
  this miracle, merely declare it and spend the 
  action calling for all parties to calm 
  themselves. Anyone who wishes to take any 
  hostile action must roll their Spirit against 
  your Faith. If they succeed, they may do as 
  they wish. If they fail, they may not take 
  any hostile action until the next round. 
   
  This miracle applies to all humans and 
  Harrowed within the range of it, friend, foe, 
  or the blessed themselves. It does not apply 
  to other undead, any abominations, or a 
  manitou in control of a Harrowed. 
   
  [Note: The strict wording of the Miracle 
  dictates that it does not work on normal 
  animals either. If little bunny Fufu wants to 
  attack you, you're outta luck.] 
   
   
   
   
   
  Mercy​ (FB pg. 53) 
  TN: 5 
  Speed: 1 
  Duration: 5 rounds/Faith level 
  Range: Self 
   
  You may convert any lethal damage you 
  deal to nonlethal damage. Every wound 
  level you would deal to the target, you 
  inflict 3 Wind instead. Every 2 full wounds 
  inflicted this way causes a real wound. This 
  miracle works with all weapons and means 
  of attack, except gizmos made from Mad 
  Science. 
   
  Mighty Fortress​ (FB pg. 53) 
  TN: 7 
  Speed: 1 minute 
  Duration: 1 hour/Faith level 
  Range: Touch 
   
  You temporally strengthen the fortification 
  of a building. Every success grants the 
  Durability of the structure +10, and it's 
  Armor +1. You may also use this miracle on 
  vehicles, including Gizmos, but it only 
  gains +5 Durability, and no Armor. Any 
  loss of Durability is lost from the bonus 
  first, and after the miracle ends, any 
  renaming bonus Durability and Armor is 
  loss. This miracle does not repair damage to 
  structures or vehicles in any way. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Mysterious Ways ​(FB pg. 53) 
  TN: 7 
  Speed: 1 round 
  Duration: 1 round 
  Range: Self 
   
  You may walk through solid objects. You 
  must focus on the area you wish to pass 
  through. A single success allows you to 
  walk through wooden walls or structures. 
  With a raise, you may walk through stone, 
  and with 2 raises, you may walk through 
  metal. This miracle can be used to free 
  yourself from shackles or bonds, but it 
  cannot be used to avoid any attacks (they 
  affect you normally). If the miracle ends 
  while you are in solid matter, you become a 
  permanent fixture. 
   
  [Note: If your face is still in solid matter 
  when the miracle ends, there is no air. Time 
  to look up suffocation rules.] 
   
  Opportunity's Knock​ (Ha pg. 14) 
  TN: 5 
  Speed: 1 
  Duration: 1 round 
  Range: Self 
   
  You turn one of your Action Cards into a 
  Red Joker. This does not get a draw from 
  the Fate pot, but otherwise follows all the 
  rules of a Red Joker. You cannot cast this 
  Miracle on a Card up your sleeve, and you 
  may not put the Card you cast this miracle 
  up your sleeve. 
   
   
   
   
   
   
   
   
   
  Ordain​ (FB pg. 53) 
  TN: 7 
  Speed: 1 hour 
  Duration: Special 
  Range: Special 
   
  You may recruit allies to your faith, either 
  for the short or long term. 
   
  For the short term, you can bestow a 
  Miracle you have to someone else who 
  follows your faith (and has one level in 
  Faith). The chosen patronage may use this 
  Miracle, successful or not, once for every 
  success you gained in the invoking of 
  Ordain. They use the miracle granted to 
  them using their own Faith. A single 
  non-Blessed can only be ordained once, but 
  you may ordain as many characters as you 
  wish. However, you have a cumulative -2 
  penalty to Faith rolls to invoke any miracle 
  granted to someone else, until Ordain ends. 
   
  In the long term, you help the recipient 
  become properly Blessed. The character 
  gains +1 to all Faith and Spirit rolls for the 
  duration of their holy quest. The Marshal 
  has notes in MH pg. 103. 
   
  [Note: Regarding the Range, I believe it is 
  intended that you be able to speak with the 
  initiate, but the wording isn't clear. As for 
  the duration, I believe the duration for the 
  short term use is unlimited, up until you 
  wish to reclaim the Miracle, and for the long 
  term, it's Permanent.] 
   
   
   
   
   
   
   
   
  
   
  Pancea​ (FB pg. 54) 
  TN: Special 
  Speed: 1 minute 
  Duration: Permanent 
  Range: Touch 
   
  This miracle cures any sort of disease or 
  poison, regardless of source, though 
  supernatural illnesses are harder to cure. 
  There are some spells that resemble diseases 
  that aren't, and sadly, this Miracle does not 
  affect them. This miracle only works on 
  living creatures. Characters with the Ailin' 
  Hindrance must spend the required Bounty 
  points to buy it off if they are cured of the 
  Ailin'. 
   
  Unlike with Lay on Hands, you do not feel 
  the pain, and unless you go bust, you do not 
  gain the illness on failure. This Miracle has 
  no effect on Harrowed, though it may kill 
  illnesses harbored with the Sicken power. 
   
  The TN for this miracle is dependent on the 
  following table. 
   
  Malady
  TN 
  Normal Disease
  5 
  Infection
  7 
  Poison
  9 
  Parasite or Supernatural 
  Disease
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Parley​ (FB pg. 54) 
  TN 7 
  Speed: 1 
  Duration: 1 minute/Faith level 
  Range: Self 
   
  You, and all those who are within speaking 
  range, instantly understand each other's 
  spoken words, regardless of any language 
  barriers. This only effects you and those 
  who speak to you and hear your words: 
  Others still must deal with the language 
  barrier, if there is any. 
   
  This only applies to actual languages, and is 
  not a way to speak with animals or other 
  non-speaking abominations. The clever 
  Blessed take Babble on with Parley. 
   
  Perseverance​ (Ha pg. 14) 
  TN: 7 
  Speed: 1 
  Duration: 1 round/Faith level 
  Range: Self 
   
  You choose a single Trait or Aptitude roll, 
  as well as an action you are attempting. For 
  the duration of the Miracle, you gain a +1 
  bonus to the next attempt to the same task 
  with the same roll. This modifier is 
  cumulative until you succeed, and then the 
  modifier vanishes. If you try any other 
  action or method, the bonus vanishes as 
  well, but if the duration allows, you may 
  start over. 
   
   
   
   
   
   
   
   
   
  
   
   
  Prayers of the Faithful​ (Ha pg. 14) 
  TN: 7 
  Speed: 2 
  Duration: 1 round/Faith level 
  Range: 10 yards/Faith level 
   
  When you cast this miracle, all others with 
  the same faith may make a Vamoose action 
  to say a small prayer. They discard their 
  highest card (if they have a card up their 
  sleeve, that is the highest card). Each 
  character may do this once, and you may 
  not do so yourself. For each Action Card 
  discarded in this way, you gain a +1 to your 
  next Trait or Aptitude roll, which you must 
  specifically state when casting the miracle. 
   
  The maximum bonus you may gain in this 
  way is +5, except for your own natural 
  healing rolls. Even though such healing 
  normally takes longer then the Duration 
  allows, Heaven cuts you a little slack and 
  allows it. You may only benefit from 
  prayers of the Faithful once at a time. 
   
  Protection​ (PG pg. 178, FB pg. 55) 
  TN: Opposed (Faith vs. Spirit) 
  Speed: 1 
  Duration: 1 round 
  Range: Self 
   
  This Miracle is the reliance of the great 
  above to protect you from supernatural evil. 
  In fact, any character with at least one level 
  in Faith, except for those who follow the 
  Indian spirits, may attempt to call upon this 
  Miracle, by presenting their holy symbol or 
  otherwise declaring the power of their deity. 
  This requires no roll. 
   
   
   
   
   
  The Supernatural Evil must make a Spirit 
  roll vs. the Character's Faith. Should the 
  Supernatural Evil lose, it cannot touch or 
  otherwise cause the character direct harm 
  (casting hexes, firing weapons, using special 
  abilities), but it may cause indirect harm 
  (casting an area of effect, pushing a 
  bookcase over, saying really mean things). 
   
  This only protects the character. 
  Companions are not protected. However, 
  you can stand in between an attacker and 
  attacked to ward off the Supernatural Evil, 
  and if you succeed on the roll, you force the 
  being to either find another way around or 
  simply back off. 
   
  Quench​ (Ha pg. 15) 
  TN: Special 
  Speed: 2 
  Duration: Special 
  Range: 10 yards/Faith 
   
  You can extinguish fires of both earthly and 
  unearthly origin. Once extinguished, no fire 
  can be restarted for one round for each level 
  of Faith you have, after which requires an 
  outside source to re-ignite it as per normal. 
  Ghost Rock fires will reignite themselves, 
  however. 
   
  Flame
  TN 
  Lantern, Torch
  3 
  Campfire
  5 
  Bonfire
  7 
  Small Burning Building
  9 
  Large Burning Building
  11 
  Magical Fire, Ghostrock
  13 
   
   
   
   
   
   
  
   
  Reassurance​ (FB pg. 55) 
  TN: Special 
  Speed: 1 
  Duration: Permanent 
  Range: Touch 
   
  You calm those whose Guts have been 
  shaken. You must touch the poor fellow 
  when you make your Faith roll. The TN is 
  the same as the Guts Check the target had 
  failed. 
   
  Any ongoing effects of the failed Guts 
  check end, but any Wind or Faith loss, or 
  any Aging, is not reversed. Any Phobias 
  caused by the failed check are only cured if 
  Reassurance is cast within the same round 
  of the Guts check. In the case of a Heart 
  attack, you cannot restore Vigor lost, but 
  you can prevent further effects. 
  You cannot cast this miracle on yourself. 
   
  [Note: This Miracle is similar to, but is 
  inferior to. Calm.] 
   
  Retribution​ (FB pg. 56, *Ha pg. 10) 
  TN: Special 
  Speed: 1 (Vamoose) 
  Duration: Permanent 
  Range: Sight 
   
  You inflict a wound upon someone who has 
  just wounded you. The Wound level given 
  is identical to that which was received. It 
  must be exacted from the last wound 
  received, and to the same target that gave it 
  to you. If multiple wounds were received 
  from a single attack, you inflict all of the 
  wounds. 
   
  This Miracle must be cast after the wound 
  was received, and while the Blessed is still 
  alive. You must make a Vamoose, 
  discarding your highest Action Card (cards 
  up your sleeve are the highest). 
  If you reduced the wounds by any means 
  (such as with Fate Chips), the Wounds dealt 
  is the reduced amount. Size plays no role in 
  this, as you do not calculate the damage. 
  You simply inflict the Wound upon the 
  transgressor. This miracle may only be cast 
  once per wound. 
   
  [Note: The TN, due to a printing error, is 
  not in FB. Ha states that it mirrors the 
  standard healing TN for wounds inflicted, 
  PG pg. 141. This is still incorrect, as it is on 
  page 140. It is printed below, as well.] 
   
  Wound Level TN 
  Wind
  3 
  Light
  5 
  Heavy
  7 
  Serious
  9 
  Critical
  11 
  Maimed
  13 
   
  Sacrifice​ (PG pg. 179, FB pg. 56) 
  TN: 5 
  Speed: 1 
  Duration: Permanent 
  Range: Sight 
   
  An important central belief in most 
  religions. With the successful calling upon 
  of this Miracle, you may give one of your 
  chips to another character that you can see, 
  without spending the usual “equal cost” of 
  trading chips. You may give chips to non 
  believers as well as members of your flock, 
  but never to those whose religion run 
  counter to your own. 
   
   
   
   
   
   
  
   
   
  Safekeepin'​ (FB pg. 56) 
  TN: 7 
  Speed: 10 minutes 
  Duration: 1 hour/Faith level 
  Range: Touch 
   
  You temporally ward an area from 
  Supernaturally evil creatures. While not as 
  effective as Sanctify, and not permanent, it 
  is much quicker to cast. You protect an area 
  15 feet in diameter. Any supernatural 
  creature attempting to enter the area is 
  stopped for one round. Creatures summoned 
  or created by magical means are also 
  affected by the miracle. You are 
  immediately awakened and aware of the 
  nature of the threat, no surprise or Cognition 
  roll required. 
   
  After the first round, the intruding creature 
  may attempt to force its way through the 
  Safekeepin' by making a Hard (9) Spirit roll. 
  Once the breach is broken by anyone, the 
  miracle ends. This Miracle does not protect 
  against mundane threats, such as angry 
  people, grizzly bears, or even black-hearted 
  cultists. 
   
  Sanctify​ (PG pg. 179, FB pg. 57) 
  TN: 11 
  Speed: 1 week 
  Duration: Permanent 
  Range: Touch 
   
  You call upon your deity to consecrate 
  hallowed ground, making it painful for evil 
  creatures to walk upon it. To work this 
  miracle, you must remain in the place to be 
  sanctified for an entire week. Once the ritual 
  is completed, a circle with a radius of 10 
  feet times the Blessed's Faith is hallowed. 
   
   
   
   
  When an evil creature steps upon sanctified 
  ground, it must make an Incredible (11) 
  Spirit roll every round. If it fails, it begins to 
  smoke and steam as if burning, and takes 
  the difference in wind. This damage is 
  spiritual, and so will affect Undead as well 
  as other abominations. Sanctify only effects 
  Harrowed if the manitou is control. 
  Otherwise, while the Harrowed may be evil, 
  she's only humanly so. 
   
  Sentinel​ (FB pg. 57) 
  TN: 5 
  Speed: 1 minute 
  Duration: Concentration 
  Range: Self 
   
  You stay vigilant over others as they rest. 
  When you cast this miracle, you designate a 
  person or place to watch over. You may not 
  designate yourself, but you may watch over 
  your campsite or your church. 
   
  This miracle has two possible effects. You 
  may choose one for each success gained on 
  the Faith roll. First, you gain a +5 bonus on 
  Cognition rolls to avoid surprise. Second, 
  you do not need to sleep during the Sentinel, 
  but each hour you stay awake in this 
  manner, or does not receive at least four 
  hours of rest, grants a -1 penalty to all Trait 
  and Aptitude rolls, until you receive a full 8 
  hours of sleep. 
   
  Smite​ (PG pg. 179, FB pg. 57) 
  TN: 5 
  Speed: 1 
  Duration: 12 Rounds 
  Range: Touch 
   
  You call upon the strength of the holy to 
  smite the evils of the Reckoning. When 
  invoked, your deity fills the Blessed with 
  
  holy power, raising your Strength by one 
  step for every success and raise. 
  Snake Handlin'​ (FB pg. 57) 
  TN: 7 
  Speed: 1 
  Duration: 5 rounds/Faith levels 
  Range: Touch 
   
  You must have a fairly stout stick of at least 
  the length of an ax handle to invoke this 
  miracle. You throw the stick to the ground, 
  and the miracle turns the wood into a living 
  snake for the duration of the miracle. You 
  may also end the miracle at any time by 
  picking up the serpent. 
   
  With a single success, the snake is a 
  non-poisonous snake with no special 
  abilities. With a raise, the snake is a 
  poisonous snake, usually a rattler (though 
  any kind is possible, it retains the stats of a 
  rattler). 
   
  Regardless, the snake will obey all 
  commands you give it, to the best of it's 
  ability. The commands need not be spoken 
  aloud, as the serpent can sense your intent, 
  but it still has no real intelligence, and so 
  the commands must be simple. Unlike many 
  summoned animals (and animals, in 
  general), the snake created by this miracle 
  does not have to make a Guts check to 
  attack supernatural creatures. 
   
  Non-Poisonous Snake 
  Corporeal: D:1d4, N:2d8, Q:2d8, S:2d8, 
  V:2d4 
  Fightin': Wrasslin' 3d8 
  Mental: C:2d6, K:1d4, M:1d6, Sm:1d4, Sp: 
  1d4 
  Size: 3
  Pace: 8
  Wind: 8 
  Special Abilities: 
  Squeeze: If the snake gets a hit to 
  the head or Guts on a man-sized or smaller 
  target, it causes the victim to lose 1d4 wind 
  at the start of each round. 
  The target may break free by winning an 
  opposed Strength roll. 
   
  Poisonous Snake 
  Corporeal: D:1d4, N:1d6, Q:4d12+2, S:1d4, 
  V:2d4 
  Fightin': Brawling 4d6 
  Mental: C:2d10, K:1d4, M:1d6, Sm:1d4, 
  Sp: 1d4 
  Overawe 2d6 
  Size: 2
  Pace: 12
  Wind: 8 
  Terror: 3 
  Special Abilities: 
  Bite: STR 
  Poison: If the snake bite causes a 
  wound, the fangs poison the victim. The 
  victim must make a Fair (5) Vigor roll. If 
  the roll is successful, the area of the bite 
  swells painfully and (if it is a limb) cannot 
  be used for 1d6 days. If the victim fails, 
  they die in 1d6 hours unless someone treats 
  the wound with a Hard (6) Medicine: Any. 
   
  Solace​ (FB pg. 59) 
  TN: Special 
  Speed: 1 Week 
  Duration: Permanent 
  Range: Touch 
   
  You can cure the insanity of another person. 
  This Miracle can cure Dementia from 
  another person, including those bought as a 
  Starting Hindrance, though the player must 
  pay the Bounty Point cost to remove the 
  Dementia. This also works on Harrowed 
  Hindrances of mental natures, also requiring 
  the expenditure of Bounty Points. 
   
  Only one dementia at a time can be healed 
  with this Miracle, and only on any 
  individual person once a month. The base 
  TN to heal a character's Dementia is shown 
  on the table below. The difficulty is based 
  
  on the relative severity of the dementia, as 
  determined by the Marshal. 
   
  Examples have been given. Harrowed 
  Hindrances are harder to cure, and only one 
  point of a Harrowed Hindrance is removed 
  for every successful casting of Solace. 
   
  Dementia
  TN 
  1-Point Hindrances; 
  Mumbling, Eccentricities, 
  Mild Delusions
  5 
  2-point Hindrances; 
  Absent-minded, Minor 
  phobias
  7 
  3-point Hindrances; 
  Paranoia, more serious 
  delusions
  9 
  4-point Hindrances; 
  Major phobias, 
  Manic-depressive
  11 
  5-point Hindrances; 
  Schizophrenia, very serious 
  delusions, evil deeds, any 
  Harrowed Hindrance
  13 
   
  Solomon's Advice​ (FB pg. 59) 
  TN: 7 
  Speed: 1 minute 
  Duration: Instant 
  Range: Sight 
   
  When you are faced with difficult choices, 
  this miracle can help narrow down options. 
  You must be faced with a dilemma with no 
  more options then your levels in Faith. For 
  each success gained on the Faith roll, the 
  Marshal eliminates an incorrect solution or 
  choice. If you have only two possible 
  solutions, then Solomon's Advice informs 
  you which one is correct. 
   
  You must clearly understand the problem 
  and your choices, and the correct solution 
  must be among the options. This miracle 
  can only be used once per adventure. 
   
  Soothe​ (FB pg. 59) 
  TN: 5 
  Speed: 1 
  Duration: 5 rounds/Faith level 
  Range: Touch 
   
  You help ease the pain of another character. 
  Like Lay on Hands, you cannot use this 
  Miracle on yourself. You remove all wound 
  modifiers from the target character. They 
  still retain all Wounds, but they ignore any 
  pain it causes. This Miracle also prevents 
  wound modifiers from new wounds gained 
  while the Miracle is active. After the 
  miracle ends, the target suffers the normal 
  Wound modifier from their highest current 
  wound level. 
   
  Sparrow's Fall ​(Ha pg. 15) 
  TN: 5 
  Speed: 2 
  Duration: 1 day/Faith level 
  Range: 1 mile/Faith level 
   
  You cast this Miracle on a willing target 
  that you know the name of, and you become 
  constantly aware of the state of the subject's 
  well-being. In game terms, you know their 
  Wound Levels and current Wind. With a 
  raise on the Faith roll, you also know the 
  rough direction and distance of the target. 
   
  You may give Fate Chips to the target to 
  prevent Wounds or Wind loss for the 
  duration of the miracle without having to 
  sacrifice one of equal value, regardless of 
  the distance, but you must be conscious to 
  do so. You may only cast one Sparrow's Fall 
  at a time. 
   
   
   
  
   
   
   
  Spiritual Backhand​ (FB pg. 60) 
  TN: 7 
  Speed: 1 
  Duration: Instant 
  Range: 5 feet/Faith level 
   
  You strike the target with an invisible force. 
  The force cannot be seen, but the effects are 
  obvious. Every success on the Faith Roll 
  causes 1d4 Wind. Once a target is reduced 
  to 0 Wind, this Miracle has no further 
  effect. This Miracle has no effect to 
  creatures immune to normal Wind Loss. 
   
  Strength of Fellowship​ (Ha pg. 16) 
  TN: 7 
  Speed: 1 (Vamoose) 
  Duration: Instant 
  Range: 5 yards/Faith level 
   
  You provide a bonus to Guts rolls of all 
  characters within range who share your 
  Faith (and have at least 1 level in the same 
  Faith aptitude). This bonus is equal to the 
  total of characters with the same Faith 
  within range. Those who do not have the 
  same Faith do not gain or contribute to the 
  bonus. There is no upper limit to this 
  modifier, but it may only apply to a single 
  Guts check made in the same round the 
  Miracle is invoked. 
   
  This Miracle is cast as a Vamoose. To 
  invoke it, you must discard the highest Card 
  you have (If you have a Card up your 
  sleeve, that is the highest Card). If you are 
  Surprised, you may still cast this Miracle by 
  spending a White Chip or greater. 
   
  Unlike most other Miracles, you gain the 
  benefit (and contribute to it) of this Miracle. 
  Characters may only benefit from a single 
  Strength of Fellowship at a time. 
   
   
  Strike Blind​ (FB pg. 60) 
  TN: Opposed (Special) 
  Speed: 1 
  Duration: 1 Round/2 levels of Faith 
  Range: 10 yards 
   
  This miracle blinds an opponent! While 
  blind, the target is at a -6 to any Trait or 
  Aptitude roll that relies on sight. Ranged 
  attacks, like Shootin' or Throwin, take an 
  additional -4 (total of -10). This miracle is 
  ineffective against creatures that don't use 
  sight as their primary sense. 
   
  The Target rolls a Vigor check when you 
  cast this Miracle. Their TN is based on your 
  Invocation roll. If they pass it, the Miracle 
  doesn't work on them. 
   
  Invocation
  Vigor TN 
  5
  3 
  7
  4 
  9
  7 
  11
  9 
  13+
  11 
   
  Succor​ (PG pg. 179, FB pg. 61) 
  TN: 5 
  Speed: 1 
  Duration: Permanent 
  Range: Touch 
   
  The quick and dirty version of Lay on 
  Hands. When invoked, the recipient heals 
  1d6 (reroll Aces) Wind per success and 
  raise. You cannot grant this miracle on 
  yourself or to Harrowed. 
   
   
   
   
  
   
   
   
   
  Temperance​ (FB pg. 61) 
  TN: Opposed (Faith vs. Spirit) 
  Speed: 1 minute 
  Duration: 5 minutes/Faith level 
  Range: 5 feet 
   
  To cast this miracle, you must be able to 
  speak to the target calmly and rationally. 
  You then make an opposed Faith roll 
  against the subject's Spirit. If successful, 
  they ignore any behavior effects of a single 
  mental Hindrance for the duration of the 
  Miracle (the Stubborn listen to reason, the 
  Vengeful set aside their vendetta, the Randy 
  think above their waistline, and the Yeller 
  grow a backbone). 
  This does not affect other parts of the 
  Hindrance (such as their reputation). This 
  miracle has no effects on the tenets of a 
  character's religion, but it can temporarily 
  affect Dementia. 
   
  Test O' Faith​ (FB pg. 61) 
  TN: 9 
  Speed: 1 
  Duration: 1 round 
  Range: Self 
   
  You can use your Spirit Trait in place of any 
  other Trait for the purposes of a single Trait 
  or Aptitude roll during the same round. 
   
  The Lord Provides​ (Ha pg. 16) 
  TN: 7 
  Speed: 1 minute 
  Duration: 1 hour/Faith level 
  Range: Self 
   
  You gain a +5 bonus to Scroungin' Rolls, 
  plus an additional +2 for every Raise. You 
  may not find exactly what you want, but 
  you will find what you need. 
   
   
  In the wilderness, you have a similar bonus 
  to the appropriate Survival rolls to find food 
  and water. There, it's more clear cut. Each 
  success and raise grants you food and water 
  to feed a single person for one day. 
   
  Two Places​ (FB pg. 61) 
  TN: Automatic 
  Duration: 1 round/Faith level 
  Range: 100 yards/Faith level 
   
  You create a spiritual double of yourself 
  anywhere within range of the miracle, 
  outside of eye-sight of you (and you of it). 
  The obstruction of sight can be as thick as a 
  mountain or as thin as a door. The moment 
  either you/it sees it/you, the miracle ends. 
   
  The double created looks exactly like you. 
  You can see, hear, and speak through the 
  image. It is otherwise intangible and unable 
  to affect the physical world. If you get at 
  least a Raise on the roll to cast this miracle, 
  you can invoke the following miracles 
  through the double: Falter, Martyrdom, 
  protection, Sacrifice, and Succor. 
   
  You have a -2 penalty to any Trait or 
  Aptitude rolls during this Miracle. If the 
  game has moved to Rounds, you roll a 
  single imitative for yourself and your 
  Double. On each card, you must choose 
  who acts: You or the Double. It cannot be 
  both. 
   
  The double is immune to all forms of 
  physical attacks, even against other 
  insubstantial beings. The only magical 
  effects that can affect you through the 
  Double are your own Martyrdom, and spells 
  that influence or target the mind. 
  
   
   
   
   
   
  Unfetter​ (FB pg. 62) 
  TN: 5 
  Speed: 1 round 
  Duration: Instant 
  Range: Touch 
   
  This miracle unties bonds, unlocks shackles, 
  and opens doors holding you and your 
  companions captive. Every success springs 
  one such device holding the hero. 
   
  The purpose of Unfetter is to free you from 
  captivity. It can open other doors or locks, 
  but that is harder. The Faith roll is at a -6 for 
  any such device, and you may only try this 
  miracle once per day on each such device. 
   
  Walk on Water​ (FB pg. 62) 
  TN: 5 
  Speed: 1 
  Duration: Concentration 
  Range: Special 
   
  You may walk on water, just as if it were 
  solid ground, regardless of if it is a still 
  pond or a storm-tossed sea. You may also 
  enable others of their faith to do the same. 
  Each character must make an Onerous (7) 
  Faith roll on their own to do so. You may 
  allow one other character to follow you per 
  level of your Faith, and you must be able to 
  see the character at the time of the miracle. 
   
  Water of Life​ (Ha pg. 16) 
  TN: 7 
  Speed: 1 
  Duration: Instant 
  Range: 10 yards/Faith level 
   
  You clean any liquid of any harmful 
  impurities and turn it to a revitalizing tonic. 
  You make any liquid, no matter how foul, 
  caustic, or flat-out dangerous or disgusting, 
  into pure, clean, drinkable water. 
  You may change a gallon of liquid per level 
  of Faith to water. You don't have to see it, 
  but you must know it is there. 
   
  Additionally, the water has healing 
  properties. Anyone who drinks it regains 
  1d6 Wind for each success and raise the 
  Blessed revived when invoking this miracle. 
  After a minute, the healing effect vanishes, 
  but it remains water. 
   
  Water to Wine​ (Ha pg. 17) 
  TN: 7 
  Speed: 2 
  Duration: 1 hour/Faith level 
  Range: Touch 
   
  You turn one gallon per level of Faith of 
  non-alchemical beverage into a pleasant, but 
  powerfully intoxicating, drink. A single sip 
  of the liquid is enough to cause it's effects. 
  Anyone who drinks it must make a Fair (5) 
  Vigor roll. Every raise you had on your 
  Faith roll, the TN of the Vigor roll is 
  increased by +2. Failing the Vigor roll 
  causes the drinker to settle down for a nice, 
  relaxing nap. Those who succeed suffer a -1 
  penalty per Success and Raise of the Faith 
  roll, to all Trait and Aptitude rolls for the 
  duration of the Miracle. 
   
  Wellspring​ (FB pg. 62) 
  TN: 5 
  Speed: 1 
  Duration: 1 minute/Faith Level 
  Range: Touch 
   
  You bring forth water from the ground. The 
  water can come from the dry sands of the 
  Mojave or a rock shelf in the Sierra 
  
  Nevadas, and the water is pure, fresh, clean, 
  drinkable, and even refreshing. The water 
  comes forth from the ground at ten gallons a 
  minute. 
   
  If the surrounding terrain permits, the water 
  pools up and remains until it is removed or 
  evaporated. The water can become 
  contaminated from other sources (such as 
  the ground), so it is recommended to get the 
  water quickly. 
   
  Wings O' Angels​ (FB pg. 63) 
  TN: 5 
  Speed: 1 
  Duration: Concentration 
  Range: 10 yards/Faith level 
   
  This Miracle does not let you fly. It lets you 
  fall with style. When falling, you descend at 
  a Pace of 10. This allows a safe landing 
  with no damage when you touch the ground. 
   
  Word O' Honor​ (FB pg. 63) 
  TN: Opposed (Faith vs. Spirit) 
  Speed: 1 Minute 
  Duration: 1 day/Faith level 
  Range: 10 yards 
   
  You make the target keep their word. You 
  must speak with the target. This must be a 
  two-way conversation, not a lecture or a 
  sermon. At some point in the conversation, 
  the target must make a promise with you. 
  The promise must be something that they 
  can reasonably do, and must not be 
  something morally objectionable, such as “I 
  promise I will quit swearing” or “My gun is 
  at your side”. 
   
  When the promise is made of the target's 
  own free will, the blessed rolls to invoke the 
  miracle, against the target's Spirit. If he is 
  successful, the target has to do their best to 
  live up to the intent of the promise. No 
  fancy word games. This miracle still 
  functions if the promise was given as a lie. 
   
   
  The duration lists Day, which in this 
  instance means until the following dawn. 
   
   
   
   
  Wrath​ (FB pg. 64) 
  TN: 5 
  Speed: 1 
  Duration: 1 round/Faith level 
  Range: Self 
   
  You add holy damage to your next attack. 
  When casting this miracle, you must also 
  spend a chip, which determines the 
  additional damage your attack deals. This 
  effect lasts for the duration of the miracle, 
  or until you actually hit a target, whichever 
  comes first. Unsuccessful attacks do not 
  cause this Miracle to end. 
   
   
  
  Martial Artists and the Enlightened 
   
  First, it should be stated that, as of writing this Guide, I have access to The Great Maze book, 
  but not any of the supplements therein. Therefor, all of what I have to write here is from Ha. It 
  appears to be the most updated rules anyway, but there may be powers and such that I have no 
  access to. 
   
  Now, in truth, there are many different kinds of Martial Arts. Hell, Boxing is a martial art! 
  There are a few options for you. 
   
  You can make a pugilist. If pile-drivers are more your thing, this is just as simple as buying the 
  particular move (or trying to do it and hope your Marshal lets you). 
   
  You can make a Martial Artist. This requires you to buy the Martial Arts Training Edge, which 
  requires that you have a level in Fightin' (Martial Arts). Don't forget to pick your Fighting Style. 
  This grants you the ability to buy the Edges and Hindrances, Aptitudes, and Fightin' Maneuvers, 
  listed below. 
   
  Finally, you can be a true-blue crouching-tiger-hidden-dragon, flying through the air, and 
  grabbing bullets from the air Enlightened. That requires the Martial Arts Training Edge, the 
  Arcane Background (Enlightened) Edge, a level in Fightin' (Martial Arts), and a level in Ch'i. 
  This allows you the above listed, as well as the ability to buy Ch'i powers. 
   
  It should be noted that Ha may have had an error in it. It simultaneously says that you can, and 
  that you can't, buy Ch'i powers with just the Martial Arts Training Edge. I'm writing this guide 
  with the assumption that if you want Ch'i powers, you must be Enlightened. 
   
   
   
  
  Puglists 
   
  This is a placeholder. I know there are abilities in the book, but I have yet to cite them. I will 
  include basic punching and standard brawling here as well. 
   
   
   
  
  Martial Artists 
   
  First, you gotta pick a style. For simplicity, I've been writing the Fightin' (Martial Arts) Aptitude 
  as the end-all-be-all, but really, there's nine different forms of it. You can see the description of 
  them in Ha pg. 59, and they do not have game applications (well, technically, there's a 
  Hindrance related to them, and the Marshal may have some ideas), but they are listed (in name 
  only) here: 
   
  Drunken Style, Eagle Claw, Mantis, Monkey, Shaolin Temple, Shuai Chiao, Tai Chi, Tan Tui, 
  and Wing Chum. 
   
  Being a Martial Artist has its perks. Check everything you get in the Edge, but here's a few 
  extras. 
   
  You can damage someone or something through armor. Normally, Armor prevents Fightin' 
  damage all together, but you can punch through all the padding enough to hurt. You still turn 
  down the die type by the Armor Value, like other normal damage. Also, normal folks punching 
  something especially well armored may hurt themselves. You don't have to worry about that. 
   
  The Martial Arts Training Edge lets you choose between Lethal and Non-lethal damage. When 
  you deal Lethal damage, you will also get bonus dice for attacking the noggins or gizzards. 
   
  Finally, you learn a fighting maneuver for each level you have in Fighting (Martial Arts). You 
  can't buy them separately, so the only way to learn a new maneuver is to better your Fighting 
  (Martial Arts) Aptitude. 
   
   
   
  
  Fighting Maneuvers 
   
   
  Disarm (Ha pg. 66) 
   
  This requires a Vamoosing action as 
  someone armed is attacking you. You roll 
  Fightin' (Martial Arts), based on your 
  Nimbleness rather then your Deftness, 
  against the opponent's attack roll. If their 
  roll is higher, their attack is successful, but 
  if you rolled higher, the attack not only 
  misses, but the opponent must roll a 
  Strength roll against an Easy (5) check. The 
  TN is raised 2 higher for every raise you 
  had on the Fightin' (Martial Arts) roll. If 
  they fail, they drop their weapon. 
   
  Eye Gouge​ (Ha pg. 66) 
   
  You must make an opposed Fightin’: 
  Martial Arts with two raises to use this 
  maneuver. If you do, you roll your Strength 
  against the target’s Vigor, and if you 
  succeed that, they take 1d6 Wind damage 
  and suffer a -4 to all rolls for the next hour. 
  If they go bust on the Vigor roll, the target 
  is permanently blinded in one eye. 
   
  Flying Kick​ (Ha pg. 66) 
   
  You launch yourself into the air, towards 
  your opponent, moving your Pace towards 
  them. You can leap over tables, other 
  opponents, and other obstacles with this 
  move. You must make an opposed Fightin’: 
  Martial Arts roll with a -4 penalty to hit 
  your target, but you deal an extra 1d6 
  damage, and add +2 to the Hit Location (on 
  top of the standard +2 for Fightin’, making a 
  total of +4). If you miss, make a Fair (5) 
  Nimbleness roll to avoid falling down and 
  taking 1d6 Wind damage. 
  Get Up​ (Ha pg. 66) 
   
  You can stand up from the ground and take 
  an additional action all at once. This 
  requires a Fair (5) Fightin’: Martial Arts 
  roll. The Marshal may adjust the TN for 
  difficult conditions. 
   
  Ground Fighting​ (Ha pg. 66) 
   
  This is less of a maneuver and more of a 
  method of fighting. With Ground Fighting, 
  opponents do not get the usual +2 to hit 
  your character when your on the ground. 
  You also do not suffer the full -4 penalty for 
  fighting on the ground: it is lessened to -2. 
  You still subtract -4 from the Hit Location 
  roll. 
   
  Head But​ (Ha pg. 66) 
   
  You must get a raise on your Fightin’: 
  Martial Arts roll to hit the opponent. If you 
  do, roll your Strength against their Vigor. 
  Do not add the normal 1d6 bonus for 
  Martial Arts to this roll. If you win, your 
  opponent takes the difference in Wind 
  damage, and must make a Hard (9) Vigor 
  roll to avoid being stunned. No matter the 
  outcome, you take 1d4 Wind damage 
  yourself. 
   
   
   
   
   
   
   
   
   
  
  Lock ​(Ha pg. 67) 
   
  You grab your opponent in a painful and 
  restrictive hold. First, you must win a 
  contest of your Fightin’: Martial Arts verses 
  your target’s Fightin’ skill with at least a 
  raise. If you succeed, the target must then 
  roll Vigor against your Fightin’: Martial 
  Arts. If they lose, they suffer a minus to any 
  action they take equal to the difference, 
  until they break the hold. You may only 
  take simple actions without releasing your 
  target. The target may spend an action to try 
  and break the lock by winning an opposed 
  Fightin’ verses your Fightin’: Martial Arts. 
   
  This maneuver only works on normal - and 
  living - human opponents. 
   
  Spin Kick​ (Ha pg. 67) 
   
  You must make an opposed Fightin’: 
  Martial Arts roll with a -2 penalty to hit, but 
  deals an additional 1d4 damage. 
   
  Sweep​ (Ha pg. 67) 
   
  You must make an opposed Fightin’: 
  Martial Arts roll with a +4 to hit. This attack 
  does no damage, but if successful, your 
  opponent is knocked prone and must spend 
  an action to get back up. This maneuver 
  only works on roughly man-sized and 
  two-legged (or fewer) opponents. 
   
   
   
   
   
   
   
   
   
   
   
  Throwin’ (People)​ (Ha ph. 67) 
   
  You may use this maneuver as either an 
  attack or as an active defence, provided you 
  have an unused action card for a Vamoose. 
  Either way, you must make an opposed 
  Fightin’: Martial Arts against your 
  opponent’s Fightin’ roll. If you beat your 
  opponent, you may chuck them to the 
  ground anywhere within six feet of you (two 
  yards). 
   
  Your opponent must then make an Easy (3) 
  Vigor roll to avoid being stunned by the 
  impact of the ground. This TN is raised by 2 
  for every raise you got on your Fightin’: 
  Martial Arts roll. Even if they are not 
  stunned, the opponent must spend an action 
  to get back up. 
   
  This maneuver only works on roughly 
  man-sized and shaped opponents. 
   
   
  
  Enlightened Ch’i Powers 
   
  You start off knowing as many powers as you have levels in Ch’i. You may use Ch’i powers 
  until your Strain is equal to your Vigor die type. You may reduce your Strain with rest and 
  meditation (no mental or physical exertion). One hour removes one Stress. 
   
  When you use a power, you roll Ch’i against the TN. If you succeed, you gain Strain, but if you 
  fail, you don’t. If you would gain enough Strain to push you above your breaking point, the 
  power fails and no Strain is gained. If you go Bust on your Ch’i roll, Marshals should check Ha 
  pg. 126 to see what happens. (I will post that page to the Guide at a later date.) 
   
  Finally, the TN for all the Ch’i powers are at minimum, 5. Even if it says Opposed, you require 
  at least 5 on the roll to succeed, even if your opponent went Bust. 
   
   
  
  Abundance of Pecking Birds​ (Ha pg. 69) 
  TN: 7 
  Strain: 1/arrow 
  Speed: 1 
  Duration: Instant 
   
  You can string and fire multiple arrows 
  simultaneously. You may aim at a single or 
  multiple targets, all within your normal arc 
  of fire and range. You may fire up to five 
  arrows, but you have a -1 modifier to the 
  attack roll for each target after the first. You 
  make a single Bow roll for all the targets. 
   
  Blood of Gold​ (Ha pg. 70) 
  TN: Special 
  Strain: Special 
  Speed: Special 
  Duration: Permanent 
   
  You speed up your natural healing. You 
  pick a wound location on yourself, make the 
  Ch’i roll, and pay the appropriate Strain. 
  Every success and raise against the TN for 
  the wounded location heals one wound 
  level. Blood of Gold only heals a single 
  location at a time, but you may use multiple 
  times simultaneously for different locations. 
   
  You can not use Blood of Gold to cure 
  Maimed wounds. You can recover Wind, 
  but Closing the Gate is a much quicker way 
  to do that. 
   
  Wound
  TN
  Strain Time 
  Wind
  3
  1
  1 minute 
  Light
  5
  2
  5 minutes 
  Heavy
  7
  3
  15 minutes 
  Serious
  9
  4
  20 minutes 
  Critical
  11
  5
  1 hour 
   
   
   
   
   
  Cobra Strike​ (Ha pg. 70) 
  TN: 5 
  Strain: 1 + 1/Action Card Held 
  Speed: 1 
  Duration: Instant 
   
  When using Cobra Strike, you must declare 
  how many actions you will spend, not 
  counting the first one to start the power. At 
  that point you make the Ch’i roll and spend 
  only the first Strain. You may not perform 
  any actions aside from simple ones, or move 
  more then half pace, until you release the 
  strike. When your action cards come up, set 
  them aside. 
   
  If you draw the black Joker, discard your 
  set-aside cards. You can build them back up 
  again without paying another Strain or 
  making another Ch’i roll. You also must 
  discard the set-aside cards if you perform 
  any complex actions, move more then 
  half-pace, or take a vamoose action. 
   
  You may unleash the strike on any new 
  Action cards. You pay one additional Strain 
  for every set-aside action card. If you can’t 
  pay it, the Cobra Strike fails. You lash out 
  with a hand-to-hand attack with +2 to hit 
  and damage for each card you set aside. 
   
  Closing the Gate​ (Ha pg. 70) 
  TN: 5 
  Strain: 1 
  Speed: 1 
  Duration: Permanent 
   
  You recover wind very quickly. You heal 
  1d6 Wind for every success and raise you 
  received on the Ch’i roll. Don’t forget to 
  re-roll aces. You may not gain more than 
  your maximum. 
   
  blabla 
  
SOURCE: textdata/thevault/Deadlands [multi]/Deadlands, classic/3rd party/Deadlands - Vets Guide (WiP).pdf