New Powers

Because your Posse, especially the Blessed, needs more ways to kill things.

Analyze Foe
• Rank: Novice
• Power Points: 1 – 2
• Range: Smarts x 2
• Duration: 3 (1/round)
Knowledge is power. Being able to judge the strength of a foe before engaging him in combat can be highly advantageous. The character makes an arcane skill roll opposed by the target’s Spirit. On a success, he gains a +1 bonus to Trait rolls to directly affect the target, and the target suffers a –1 penalty to Trait rolls to directly affect the caster. With a raise, the effect is increased to +2 and –2 for both. In addition, for 2 Power Points, a success allows the caster to learn of a single Immunity, Invulnerability, or Weakness of the target (if one exists), and a raise allows the knowledge of two.
Trappings/Availability
Blessed: Not available.
Huckster:Not available.
Mad Scientist: A thermal scanner or tactical analyzer.
Martial Artist: Sizing up your opponent.
Shaman: Not available.
Shootist: The long, cold stare.

Bless/Curse
• Rank: Veteran
• Power Points: 4 – 6
• Range: Smarts x 2
• Duration: 3 (2/round)
This power allows a character to increase a single Trait for all characters in a Medium Burst Template by one die type with a standard success, by two with a raise. The affected Trait can exceed d12. Each step over d12 adds + 1 to the Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12 + 2 for the duration of the power. The power can also be used to lower a Trait of all targets in a Medium Burst Template as well. This is an opposed roll against the victims’ Spirit. Success lowers a single Trait of the caster’s choice one step, and a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual. Regardless of raising or lowering, this power always affects the same Trait for all targets with a single casting, though the Trait may be different for separate castings. For example, all targets have their Fighting increased or lowered with one casting and then their Strength increased or lowered with another. Additional Effects: For two more Power Points, the area is increased to a Large Burst Template.
Trappings/Availability
Blessed:Inspiring bible verses, an inspiring speech.
Huckster: Not available.
Mad Scientist: An adrenaline smoke bomb, nerve gas.
Martial Artist: Not available.
Shaman: A war dance, war paint.
Shootist: Not available.

Blind
• Rank: Novice
• Power Points: 2 – 6
• Range: 12/24/48
• Duration: Instant
This power temporarily blinds a target or targets. Those affected must make an Agility roll at –2 to avert their gaze and avoid the effect (at –4 if the caster got a raise on the attack roll). On a failure, victims are Shaken and –2 to Parry until their next action. If the target rolls a 1 on his Agility die (regardless of the Wild Die), they are Shaken and fully blind until they recover from being Shaken. If a blinded target spends a fate chip to remove the Shaken before their next action, they retain the –2 to Parry as for a normal failure. Blinded victims suffer –6 penalty to all Trait rolls that require vision and have their Parry reduced to 2. Additional Effects: For 2 Power Points, the power affects a single target. For double the Power Points, the power affects a Medium Burst Template. For triple the points, it is increased to a Large Burst Template.
Trappings/Availability-
Blessed: Divine light.
Hucksters: A burst of light flies out of the cards.
Mad Scientist: A flash grenade.
Martial Artist: Kicking dirt and dust into the targets eyes.
Shaman: A burst of light from the sun.
Shootist: A blast of light from the end of the gun.

Confusion
• Rank: Novice
• Power Points: 1 – 3
• Range: Smarts x 2
• Duration: Instant
Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4. Additional Targets: The character may affect up to 3 targets by spending a like amount of Power Points. This must be decided before the power is cast. This counts as one action with one arcane skill die per target and a single Wild Die.
Trappings/Availability
Blessed: Listing off the targets sins.
Huckster: Slight of hand, magic trick.
Mad Scientist: Confusion bomb?
Martial Artist: N/A
Shaman: Puff of peyote smoke into the targets face.
Shootist: N/A

Disguise
• Rank: Seasoned
• Power Points: 3 – 5
• Range: Touch
• Duration: 10 minutes (1/10 minutes)
Disguise allows the character to assume the appearance (but none of the abilities) of another person. The base cost is 3 Power Points, plus 1 point per level of Size difference between the character and the person she is impersonating. The character cannot emulate someone more than 2 Size levels different from themselves. It requires a Notice roll at –2 to see through disguise if someone is familiar with the specific person mimicked; the penalty increases to –4 with a raise. If unfamiliar, the penalties are –4 and –6 respectively.
Trappings/Availability
Blessed: N/A
Huckster: Called imposter
Mad Scientist: A mechanical mask.
Martial Artist: N/A
Shaman: N/A
Shootist: N/A

Farsight
• Rank: Seasoned
• Power Points: 3
• Range: Touch
• Duration: 3 (1/round)
Some arcane backgrounds enjoy the tactic of opponents being “over there and preferably dead.” This spell endows the target with the ability to make that desire more likely. With a success,
ranged penalties are halved for the subject (–1 at Medium and –2 at Long). If a raise is achieved, all range increments for the subject are doubled in addition (12/24/48 becomes 24/48/96).
Trappings/Availability
Blessed: N/A
Huckster: Called Kentucky Windage
Mad Scientist: A long range scope
Martial Artist: N/A
Shaman: N/A
Shootist: Licking of the finger to gauge the wind. Called longshot.

Sluggish Reflexes
• Rank: Seasoned
• Power Points: 4
• Range: Smarts x 2
• Duration: 3 (2/round)
Skilled fighters and monsters with fast reflexes can strike before lesser beings have time to
blink. Slowing their reflexes reduces their advantage. The caster makes an arcane skill roll opposed by the target’s Spirit. With a success, movement becomes an action, giving the target a multi-action penalty if he wants to move and act in the same round. With a raise, the target must redraw initiative cards above 10, except Jokers. A victim who usually draws multiple initiative cards discards only those with a value higher than the spell allows.
Trappings/Availability
Blessed: N/A
Huckster: Called hesitate
Mad Scientist: Sticky goo grenade.
Martial Artist: N/A
Shaman: N/A
Shootist: N/A

Warrior’s Gift
• Rank: Seasoned
• Power Points: 4
• Range: Touch
• Duration: 3 (1/round)
Even gunslingers and martial artists cannot afford to spend all their time learning new combat maneuvers and martial skills. For those who enjoy the thrill of melee or want to improve their companions’ skills, this spell provides a quick solution to a lack of training. With a successful arcane skill roll, the caster gains the benefits of a single Combat Edge chosen by the caster. The caster must be one Rank higher than the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the spell, the caster gains all the benefits of the Edge. Edges gained through this power provide no additional benefit if the character already has the Edge.
Trappings/Availability
Blessed: N/A
Huckster: N/A
Mad Scientist: N/A
Martial Artist: No visible effect.
Shaman: N/A
Shootist: Called Gunslinger’s Gift.

New Powers

The Good, the Bad and the Savage Clorp Clorp