Doomsayer Miracles
Atomic Clock
TN: 5
Strain: 1
Speed: 1
Duration: 1 / 4 hours
Range: Self
Never be late for a date with a fearmonger again. By measuring the precise movement of the atom, atomic clock allows your Doomsayer to know the precise time and date, accurate to one billionth of a second (that's nanoseconds to those o' ya that are book-learned). Now you'll know how much time is left on that detonator you rigged to that load of dynamite...Conductor
TN: 5
Strain: 1/die of damage
Speed: 1
Duration: Instant
Range: Touch or length of conductor
Don't you hate it when you're using an electrical device and you forget you're knee-deep in water? Well, apparently one Doomie was smart enough to put something together after a similar experience. He knew enough to realize that a good jolt will knock you off your feet, but if ya get a big zap you're a crispy critter.
By harnessing the Glow to create electrical energy out of ambient radiation, the rad-priest can deal out 1d20 in wind damage per strain spent, up to a maximum of faith dice in damage. Not only that, but the recipient of this irradiated cattle-prod must also make a Fair (5) Vigor check, plus one more level of difficulty per raise on the caster's faith roll, or suffer the normal stun penalties. It's a good way to teach somebody a lesson without havin' to kill 'em to do it.
The really groovy thing about conductor is that the Doomsayer doesn't necessarily have to make direct contact with the person; anything that would conduct normal electricity can function as a pathway for this (hence the name o' this nifty trick!). Say some mutie-hater is standing at the top of a staircase and holding on to the metal railing while he gloats about having pushed a purple robe down the stairs. All the priest has to do to get even is grab that railing and concentrate. A few thousand volts later, the racist might see things a bit differently...
Conductor has odd effects when used on a material that has a lot of pathways to follow, such as a metal floor, or pool of water. Due to the supernatural nature of the power, it can do anything from dissipating harmlessly to to striking a nearby comrade! The results of such usage fall upon the Marshal's own judgment.Hooded Emperor
TN: 7
Strain: 2/round
Speed: 1
Duration: 1 round
Range: 3 yards/faith level
Originally a secret weapon of the Doombringers, the secrets of Hooded Emperor have made their way to fellow members of the Cult o' Doom, as well as Heretics. As with glowstick, the influence of those old Star Wars movies seems to be present. This power allows the Doomsayer to "shoot" green lightning from their hands. The resulting energy can force the target to his knees, and is often lethal.
The radioactive lightning continuously streams out from the Doomie's fingertips, firing with a range increment of 3, and doing 2d8 of massive damage per action of the Doomsayer, plus 1d8 per raise. The target must also make a Hard (9) Vigor roll when struck. Failure to make the roll results in the target being stunned, and writhing in agony under the intense pain.
The power does not come without some danger. Should the Doomsayer get knocked down, fted up, or otherwise physically moved while using this power, it turns on the user, who suffers all the usual effects of the power, but having to make an Incredible (11) Vigor check. Should he fail, the rad-priest is stunned, but can not turn "off" the power until he recovers, or runs out of strain! Death can easily result from such attacks, so great care is taken in using this power. It's a good idea not to use this power near any reactor core shafts...
Mag-Wave
TN: 5
Strain: 2
Speed: 1
Duration: 3 rounds per faith level
Range: Self
Look! Up in the sky! Its a bird! Its a plane! Its a... mutant!?!?!
In an effort to gain the upper hand on their enemies, the Chosen have created this little dandy to take their foes off guard. By blasting a green trail of radiation behind herself, a Doomsayer can temporarily defy the pull of gravity. The Doomie can ascend/descend 10 yards per round, and can move hoizontally at double her normal pace (as if she were running through the air).
This is not a very subtle power. If the Doomsayer is trying to move about stealthily with this power, anyone within 10 yards need only make a Foolproof (3) Cognition roll to notice the flying priest, plus an additional level of difficulty per every 10 yards beyond.
If a Doomsayer does not get herself back on terra firma by the end of the power's duration, she begins a hasty descent and takes falling damage as normal. If she tries to break her fall by landing on another person, then half of the damage goes to the faller, and the other half to the poor schmuck that got hit.
Skip
TN: 5
Strain: 1
Speed: 1
Duration: 5 minutes/faith level
Range: Special
Radio enthusiasts have long known about the phenomenon known as "skip," where radio signals bounce off the upper atmosphere and reflect back down to the Earth's surface. Through the use of the Glow, this natural occurence can be emulated.When a Doomsayer uses this power, it treats the card drawn by the Marshal as being one card level higher per success and raise, following the guidelines on p.101 of the Wasted West. Should jokers be drawn, double the range of the red joker, and black jokers are just as bad as they always are, no matter how good the faith roll.
Of course, radio transmissions only go so far. If you're in the blasted-out remains of Phoenix, don't expect to get a helluva lot of distance from your old CB. In that situation, you're probably better off getting range using Sibilant Speech of Silas...