Reverend Cheval

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d10, Guts d8, Knowledge (Occult) d8, Notice d6, Persuasion d8, Spellcasting
Charisma: +2; Pace: 6; Parry: 7; Toughness: 6
Hindrances: Delusion (Major), Overconfident
Arcane Background (Magic)
Command +1 to allies Spirit to recover from Shaken in 5"
Fervor +1 damage to allies in 5"
Improved Arcane Resistance Acts as if he had 4 points of armor when hit by damage causing arcane powers and +2 to trait rolls when resisting opposed powers.

Snakeoil Salesman The character gains a +2 bonus to Persuasion and Streetwise rolls. He can also use his forked tongue to initiate a Persuasion Test of Will, opposed by the target’s Smarts.

Gear: Unhallowed Blade (d8+d4, Soaking
wounds caused by this blade suffer a –2 penalty),
Book of the New Covenant.
Powers: 20 PP

Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: A mystical glow, hardened skin, ethereal armor, a mass of insects or worms.
Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor.
A raise grants 4 points of Armor. Whether the armor is visible or not depends largely on the

Rank: Novice
Power Points: 1 per missile
Range: 12/24/48
Duration: Instant
Trappings: Fire, ice, light, darkness, colored bolts, insects. Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and
other ranged attacks. The damage of the bolt is 2d6. ►►Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the fullauto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
►►Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.

Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: Instant
Trappings: Waving hands, whispered words. Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action
as usual. In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).

environmental protection

Rank: Novice
Power Points: 2
Range: Smarts x 2
Duration: Instant
Trappings: Gestures, eldritch energy, cold chills. This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.

Rank: Veteran
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
Trappings: Glowing eyes, trance-like state, a swinging pocket watch, voodoo dolls.
Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind control, others do it by manufacturing visual and auditory illusions. Puppet is an
opposed roll of the character’s arcane skill versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends
and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.

Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: A colored glow, runes, sigils, crackling energy, barbs grow from the blade.
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have
to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.

Special Abilities

  • Ahpuch Blessing: Cheval has an inexhaustible number of Power Points within 3 inches of the altar.
  • Hardy: A second Shaken result does not cause a wound to Cheval
  • Manitou ridden: Cheval ignores wound penalties.

Reverend Cheval

Deadlands richvalle