Blessed

PLAYING A BLESSED

Blessed are people who have been granted supernatural abilities by mysterious and distant powers of good. Some are priests or actual clergy while others are simply chosen for the nobility of their struggle or their soul. Though most are enlightened and good by nature they don’t have to be—sometimes the light chooses even troubled souls to carry out its will. Most folks on the frontier pay lip service to God—or Allah, or the Spirits, or whoever drives the wagon in their particular hallelujah hayride—but they don’t really stop sinning unless they’re about to meet him face to face. A few chosen souls are nobler. They live the ideals of their faith and are beacons of hope for others. These are collectively called the “blessed.” Not all blessed are preachers or nuns. The Lord truly works in mysterious ways, and sometimes the most ornery cusses seem to inherit the divine wind, so to speak, while the local padre can’t even light a candle without a match. Sometimes blessings are bestowed because the soul beneath the surface is pure, other times because a particular person just happens to fit the Almighty’s divine—though often obscure—plan.

SIN

The blessed make their lives an example to others and abstain from sinful ways. The information on what constitutes a sin to Christians—the most common religion on the frontier—is a good guide for what rules apply to other denominations.

SINNIN' TABLE

Severity Example
Minor Taking the Lord’s name in vain, getting drunk, lying, refusing aid to those in need, envying another’s possessions.
Major Theft, turning away from those in dire need, failing to take communion (for a Catholic).
Mortal Adultery, killing other than in self-defense, blasphemy (denial of faith).
   

TRAPPINGS

Blessed powers are always subtle if not outright imperceptible—usually so much so that only the effects are visible. The blessed are chosen by the divine beings of “goodness” as their champions. Yes, there are divine beings of good in Deadlands, they just have to work through humanity rather than clash with evil themselves. We don’t make the cosmic rules, amigo, we just tell you about ’em.

BLESSED EDGES

TRUE BELIEVER

REQUIREMENTS: Novice, Spirit d10+, Arcane Background (Blessed), Faith d6+   This holy roller seems to have the ear of his deity. He gets a free reroll on Faith rolls.

FLOCK

REQUIREMENTS: Veteran, Arcane Background (Blessed), Persuasion d8+   The greatest prophets and preachers are attended by followers. These men and women have found salvation of one sort or another in the blessed, and devoted their lives to his cause. Flock gives your padre five followers who serve at his side in whatever capacity you choose. They have the stats of Townsfolk (see page 151), though like any other Allies they may Advance (see Savage Worlds). They come with nothing but the clothes on their back and a few dollars, but can be armed and outfitted however the blessed sees fit. Members of the Flock who perish are slowly replaced over time (usually by giving a “revival”). The Edge may not be taken more than once until the blessed is Legendary. At that point he may take it as many times as he likes (as well as the Followers Edge, if he so chooses).

Requirements

  • Edge: Arcane Background (Blessed)
  • Requirements: Novice, Spirit d6+, Faith d4+
  • Arcane Skill: Faith (Spirit)
  • Starting Powers: 3 (holy symbol, plus two of player’s choice)
  • Power Points: 15
  • Available Powers: Arcane protection, banish, barrier, beast friend, blind, boost/lower Trait, confusion, deflection, detect arcana (not conceal), dispel, divination, elemental manipulation, empathy, environmental protection, havoc, healing, holy symbol, light (not darkness), numb, protection, relief, resurrection, sanctify, sloth/speed, smite, speak language, stun, warrior’s gift.
  • Miracles: Blessed may take Edges that require Arcane Background (Miracles).
  • Backlash: A Critical Failure on a Faith roll causes the blessed a level of Fatigue and all currently active powers are terminated.
  • Sinnin’: Blessed who violate their core beliefs (see Sin on page 56) are forsaken by whatever forces of good grant them their powers. Minor sins give the character −2 to his Faith rolls for a week. Major sins rob him of all arcane powers for a week. Mortal sins cause the character to be forsaken until the penitent hero completes some great quest or task of atonement to