Powers

Available Powers by Arcane Background

Underlined Powers come from the Fantasy Companion. Their trappings are discussed below.

Devices (Mad Scientists)

Aim, Armor, Barrier, Beast Friend, Blast, Blind, Bolt, Boost/Lower Trait, Burrow, Burst, Confusion, Darksight, Deflection, Detect/Conceal Arcana, Dispel, Elemental Manipulation, Entangle, Environmental Protection, Farsight, Fear, Fly, Greater Healing, Havoc, Healing, Intangibility, Invisibility, Jet, Legerdemain, Light, Mind Rider, Obscure, Pummel, Puppet, Quickness, Smite, Sluggish Reflexes, Slumber, Speak Language, Speed, Stun, Succor, Telekinesis, Teleport, Wall Walker, Wilderness Walk, Windstorm, Zombie

Thaumaturgical Diffusion Hexes

The following may be taken as Hexes by Thaumaturgical Diffusionists.

Blast, Bolt, Boost/Lower Trait, Confusion, Damage Field, Dampen Backlash, Entangle, Hunch, Legerdemain, Teleport, Trinket

Dampen Backlash: This Power is new to this work. See below for its details. (Actually, it comes from the Fantasy Worldbuilders Toolkit, but since it’s the only Power I’m using unique to that source I’m not making you get it.)

New Trappings for old Powers are here. Trappings for some of the new Powers may be found below.

Blast: This Power only works on metal. It superheats that metal, and any metal object in that area could get melted. If anybody is in contact with that metal, or comes into contact in the next 2D6 rounds, they take the damage for each round of physical contact. This normally has no effect on ghost steel – it won’t even get warm. For simplicity’s sake, assume all Infernal Devices have just enough ghost steel to resist this Hex. Called blast furnace.

Bolt: This is cast on a normal gunshot. By firing a single enchanted shot, the bullet will bounce around and strike multiple foes. The range is computed from target to target. Thus, even if both your foes are 6” away on opposite sides of you, the second foe will be at a range of 18” (6” to get to the first enemy, and 12” to get to the second). However, you may fire up to six bolts with this Power. Called magic bullet.

Entangle: This conjures a bunch of razor wire to ensnare a foe. Anybody who fails a roll to break free suffers 2d4 damage.

Teleport: This may only be used on a rail line, and allows the user to disappear into the rails and travel down them to their destination (which must also be on the line, though it can be on a spur).

Disciplines (Chi Masters)

Note that Powers that were previously available to Martial Artists have been replaced by revised Powers from Fantasy Craft.

Aim, Analyze Foe, Armor, Beast Friend, Blind, Bolt, Boost/Lower Trait, Burrow, Curse, Damage Field, Darksight, Deflection, Draining Touch, Elemental Manipulation, Entangle, Environmental Protection, Farsight, Fly, Gambler, Healing, Legerdemain, Pummel, Quickness, Smite, Sluggish Reflexes, Speed, Wall Walker, Warrior’s Gift, Wilderness Walk

Hexes (Hucksters)

Note that Powers that were previously available to Hucksters have been replaced by revised Powers from Fantasy Craft.

Aim, Armor, Beast Friend, Blast, Blind, Bolt, Boost/Lower Trait, Burst, Confusion, Damage Field, Darksight, Deflection, Detect/Conceal Arcana, Disguise, Dispel, Divination, Draining Touch, Elemental Manipulation, Entangle, Environmental Protection, Fear, Gambler, Havoc, Hunch, Intangibility, Invisibility, Legerdemain, Light, Mind Rider, Obscure, Pummel, Puppet, Quickness, Sluggish Reflexes, Slumber, Speak Language, Speed, Stun, Succor, Summon Ally, Telekinesis, Teleport, Trinkets, Wall Walker, Warrior’s Gift, Wilderness Walk, Windstorm

Succor: This Power is available to Hucksters to represent a collection of tricks they can pull. This includes dusting of clothes and cleaning their faces, enchanting cups of coffee, etc. These take a few minutes to perform, and cannot be done in combat.

Miracles (Blessed)

Powers in bold are generally only available to Voodooists.

Aim, Armor, Barrier, Beast Friend, Bless/Curse, Blind, Boost/Lower Trait, Confusion, Curse, Darksight, Deflection, Dispel, Divination, Elemental Manipulation, Environmental Protection, Exorcism, Fear, Gambler, Greater Healing, Healing, Inspiration, Light, Mind Rider, Protection, Puppet, Quickness, Sanctify, Sluggish Reflexes, Slumber, Smite, Speak Language, Stun, Summon Ally, Succor, Vision Quest, Warrior’s Gift, Windstorm, Zombie

Note: Depending on your faith, some of these Powers may be unavailable. Others may be added.

Rites (Shamans)

Aim, Armor, Beast Friend, Bless/Curse, Blind, Boost/Lower Trait, Burrow, Confusion, Darksight, Deflection, Detect/Conceal Arcana, Dispel, Divination, Elemental Manipulation, Entangle, Environmental Protection, Exorcism, Farsight, Fear, Greater Healing, Growth/Shrink, Healing, Intangibility, Legerdemain, Mind Rider, Protection, Quickness, Sanctify, Shape Change, Sluggish Reflexes, Smite, Slumber, Speak Language, Speed, Succor, Summon Ally, Teleport, Vision Quest, Wall Walker, Warrior’s Gift, Wilderness Walk, Windstorm

Trappings for Powers from Fantasy Craft

Analyze Foe

Martial Artist: No visible effect.

Bless/Curse

Blessed: A blessing to a crowd, or a dolorous word to a gaggle of foes.

Shaman: A dance of appeasement to the spirits, or a song to rile them against the enemies.

Blind

Blessed: Summoning Divine light that shines into the foe’s eyes.

Huckster: No visible effect (and no pun intended).

Mad Scientist: Strobe device, glass powder projector.

Martial Artist: This Power cannot be used at a range by Martial Artists. The Chi Master touches critical points in the face or neck of the foe, causing their vision to go out.

Shaman: Ritually striking an image meant to represent the target.

Confusion

Blessed: The character throws a gris-gris full of pungent herbs at the foe. Voodooists only.

Huckster: No visible effect.

Mad Scientist: The target gains a taste of the Scientist’s Madness. Thaumaturgical Diffusionists only.

Shaman: No visible effect.

Damage Field

Huckster: The Huckster summons a circle of fire about him. Called ring of fire.

Mad Scientist: The Scientist holds a piece of metal, which shreads and dancing around the Scientist, creating an area of slice and dice. Thaumaturgical Diffusionists only.

Martial Artist: The Martial Artist explodes into a flurry of fists and feet, striking anybody nearby repeatedly.

Darksight

Blessed: No visible effect.

Huckster: If a light is shone into the Huckster’s eyes while this Power is active, they will reflect the light as would an animal.

Mad Scientist: Ghost rock infused quartzite lens, paraspectral goggles and lantern.

Martial Artist: The Martial Artist may only use this Power on himself.

Shaman: No visible effect.

Disguise

Huckster: The Huckster “morphs” into the new appearance.

Divination

Blessed: No visible effect.

Huckster: The Huckster takes a real deck of cards and deals them out in a special way to read the future.

Shaman: The Shaman speaks to and receives advise from the spirits.

Draining Touch

Huckster: No visible effect.

Martial Artist: Through a touch technique, the Martial Artist drains the foe’s chi into his own.

Farsight

Martial Artist: The Martial Artist may only use this Power on himself. No visible effect.

Mad Scientist: Occular stimulation, paralens binoculars.

Shaman: No visible effect. Called eagle eye.

Growth/Shrink

Shaman: The Shaman and everything he can carry suddenly grows or shrinks.

Havoc

Huckster: Etherial force batters the area.

Mad Scientist: Force blast, vortex generator.

Intangibility

Huckster: The Huckster fades away slightly, taking everything he’s carrying.

Mad Scientist: Quantic phase generator.

Shaman: The Shaman steps partway into the Hunting Ground.

Jet

Mad Scientist: Lightning generator, heat ray.

Legerdemain

Huckster: No visible effect.

Mad Scientist: Remote kinetic manipulator, micro tractor/pressor, remote brace bar

Martial Artist: No visible effect.

Shaman: The Shaman summons a spirit to perform some minor service.

Pummel

Huckster: The Huckster summons a storm of wraiths to press against foes.

Martial Artist: The Martial Artist kicks at the ground with great fury, showering those in the area with pebbles and other debris.

Mad Scientist: Aircannon.

Sluggish Reflexes

Blessed: The character throws a gris-gris full of punget herbs at the foe. Voodooists only.

Huckster: No visible effect.

Mad Scientist: Cerebrostimulating oscillator, mind-numbing poison.

Martial Artist: The Martial Artist moves in an hypnotic pattern. The target must be able to see the Martial Artist.

Shaman: No visible effect.

Slumber

Blessed: The character speaks soothingly to the targets.

Huckster: No visible effect.

Mad Scientist: Cognitive dissuader, sleep gas.

Shaman: No visible effect.

Summon Ally

Blessed: A creature or person native to the area and benevolent to the faith appears and assists the Blessed for the duration, then departs.

Huckster: The Huckster summons a bodyguard, sentinel, mirror self, or supernatural creature to his aid.

Shaman: The Shaman summons a natural animal, bodyguard, or sentinel to his aid.

Wall Walker

Huckster: No visible effect.

Martial Artist: The Martial Artist can run up walls, perform complex wall leaps, and otherwise use walls something like they were flat ground.

Mad Scientist: Van der Waals device, adhesive gel.

Shaman: No visible effect.

Warrior’s Gift

Blessed: Prayer for strength.

Huckster: No visible effect.

Martial Artist: No visible effect.

Shaman: Summoning ancestor spirits.

New Powers

Dampen Backlash

Rank: Seasoned

Power Points: 2

Range: Touch

Duration: 3 (1/round)

Even the most gifted scientists can suffer from catastrophic failures with Infernal Devices. This simple Hex was created to prevent the Diffusionist suffering mishaps when using Infernal Devices or Elixirs, such as when in combat. This Power is cast upon an Infernal Device or an Elixir (before the Elixir gets consumed). Devices or Elixirs operating under the effects of this spell do not suffer from malfunctions.

Mad Scientist: No visible effect. Thaumaturgical Diffusionists only.

Powers

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