Doomsayers

Faith in Atom:
As a Doomsyaer your faith in the power of radiation grants you access to powers and miracles. these come with the drawback of dealing radiation damage, most commonly to yourself but often to targets of your beneficial abilities. Obviously the intent is to deal radiation damage to targets of your attack abilities..
Radiation Damage works a little differently, it is a resource ladder you
gain, when your Radiation ladder is greater than your base Vigour boxes you roll 4dF+current radiation if that result is higher than your current Vigour you take damage/wounds equal to the difference. if it is less you suffer a mutation , if its a success with style you have a minor mutation, otherwise its a Major mutation.

Thankfully the Tolerance power can help remove your radiation. That and a nice cold can of Dr Pepper.

Doomsayer Edges and Hindrances

U - Unique ,only one, M - multiple, can be taken multiple times.

  • Child o' the Atom [M]: Add 1 box of Spirit up to a maximum of spirit 6

  • I'm a pepper [U]: You do not suffer damage from drinking Dr Pepper, it does not drain sprit but you do not lose any Radiation Damage.

  • I'm a Pepper Too! [U]: no only does Dr Pepper not harm you, it transforms your Radiation damage into spirit to use for castin' miracles.

  • Initiate [U]: you are not a full doomsayer just a starting initiate, your maximum Faith skill is +1, you only have the Tolerance power, however you do start with one less mutation.

  • Super-Mutant [U]: Your not just a regular mutie, you lucked out with the Rads. For your Mutations you can choose one and keep drawing until you get a Face Card, you still keep the first card you draw

Cult of the Atom, Followers of Joan

Beaing a user of the Faith of the Atom has many different paths, that of Doomsayer or Lector to throw around flashy atomic magic, a Vengant or Helot to use the power of mutation to boost your martial abilites.

Doomsayer - Priest of the Atom, Follower of the Cult of Doom.
Choose Either Silas or Joan to follow due to the Schism in the Church.

  • Follower of Silas - Draw Three Mutations Take any Two

    • You gain one doomsayer power of your choice.

  • Follower of Joan - Draw Three Mutations Take One, You have the Trouble Aspect "Enemy of Silas and the Cult of Doom"

    • You gain the Tolerance power

Vengant - Mutant warrior in the Army of the Cult of Doom.
Any mutant without enough Faith to become a Doomsayer but with the will to fight on behalf of the Cult and seek vengeance on those who have wronged mankind.

Chosen - Catch all term for anyone exhibiting signs of G-Ray Radiation mutation (or any kind of mutation really)

Armana and the Hekants,
Hekants are any mutant citizens of the city state of Armana.

Lector - Priest of Atum from Amarna, Tasked to go forth from Armana and banish Abominations.

  • Servant of Atum - Draw Five Mutations Take any Three, one mutation can be exchanged for the aspect "Head and Features of <Animal>" you can choose the animal.

  • As a Lector you may choose to have a Helot, if another player does not wish to play this helot create them as a Sidekick.

  • You gain the Trouble aspects "Minor Enemy of the cult of doom" and "I bear an Oath to obey the holy writs of Armana"

Helot - non-mutated contract servant to a Hekant of Armana

  • Helot - as a player character you gain the benefits of the Tolerance power within line of sight of your Lector, you gain the aspect "Paid contract to serve for five years and a day"

Doomsayer Skills (including Lectors)

The most important skill for Doomies is Faith this is the skill all their power run from, to use a Doomsayer power you spend the Spirit and make a Faith check. Faith is linked to Mien, the more force of personality you have the more you can call on the power of your atomic god.

Another useful skill for Doomies is the Tapping skill, this allows a Priest of the Atom to draw down some of the mighty power left behind int he ghost rock maelstroms around Deadlands. when using Tapping the rating of your roll over the level of the Maelstrom is how much spirit you have to spend on your next miracle. Tapping is linked to Cognition. if however you roll less than the rating of the maelstrom you take Radiation damage equal to twice the amount you failed by. if you go bust on the roll (4) then the ghostly spirits of the maelstrom come along to carry you off to eternal torment in the storm.

Doomsayers and Spirt regain: like all other characters doomsayers regain spirit fully at the end of a scene, however the nearer a Doomsayer is to a source of radiation the faster they can regain Spirit. Within 10 miles of a Ghost Rock Maelstrom doomsayers regain 1 Spirit during the scene, within 5 miles they regain 2 Spirit per scene and within the maelstrom itself gain 1 Spirit per action.

Doomsayer items and Gear

There are a lot of items out in the Wasted West that Doomies can use to bolster their not insignificant powers.

G-Lamp: a lump of irradiated Ghost Rock in a leaded lantern. "Radiation Hazard" "Sought after item" "Worth is weight in Bullets" This item can be used by a doom sayer to restore Spirit lost due to casting miracles. When opened during a scene the Doomie can regain 1 point of Spirit per Radiation level emitted
Comes in 4 Levels of Radiation: Light (1), Moderate (2) Deadly (3) and Your Growing a third Arm (4) depending on the source of the Irradiated Ghost Rock.
G-lamps are provided by Joan, Silas or Avatar and have no negative effects on their respective followers. all others take Radiation Damage Equal to the Level per action exposed.

Juice Jammer: Produced by Silas although a few have found their ways into the hands (and claws) of Joans Doomsayers. this injection of Irradiated Spook Juice Grants 6 Spirit when injected directly and 3 Spirit when drunk for the purposes of Casting Miracles. it also comes with a high risk of addiction. Check Strength vs the number of times you have used a jammer + the points of Spirit gained in the last 24 hours. Success with Style - Nothing bad this time, Success "Lingering Hangover" aspect. Failure - "Craving for another Jammer" trouble aspect

Doomsayer power examples

Im only going to document a few examples here, its really to give an idea of what possible with the powers.:
Format:
Name Spirit cost: Power description

Tolerance 1/Scene: With this power you can ignore the effects of low level radiation. You can use this power with your Faith skill to Overcome Radiation Damage or Radiation effects from higher radiation levels. This power only affect the Caster.

Touch of the Doomsayers 1+:

Atomic Blast 1/attack: Firing a deadly bolt of green energy from your hand is always good for impressing folks, plus it leaves a real nasty mark on whoever you hit with it. This power allows the Doomsayer to Attack a single target up to three zones away with a Weapon 3 attack using Faith.
Even if the Target takes no damage from the attack they gain 1 Radiation Damage

China Syndrome 2/Round: According to some of the older muties, the term “China Syndrome” had something to do with a reactor melting down and falling into the Earth’s core. That’s not exactly what this miracle does, but it’s close enough. When cast, China Syndrome superheats the Doomsayer’s body, while protecting him from that heat. This lets the Doomsayer melt his way through even the most solid materials. For dense barriers like walls or the earth itself the Doomsayer can move 1 Zone per action, Anyone (Friend or Foe) coming into contact with the Doomsayers body takes an Attack by a Weapon 12 and every round thereafter that they remain in contact. This power also makes the Doomsayer immune to Flame and Heat effects.

Control Rod 1/Zone to be cleansed: This power allows the Doomsayer to remove aspects that have the word Radiation in them. It allows an Overcome check using Faith, even if unsuccessful it reduces the amount of Radiation Damage taken by the number of rolled on the 4dF.

Ground Zero 5: Ground zero is a Doomsayer’s personal “self-destruct” button. Hey, when you’re dealin’ with the horrors of the Wasted West (not to mention Silas and his goons), you might just need one. No self-respecting Doomsayer lets himself get captured alive by his foes. This miracle boobytraps him in a big way, causing incredible destruction. The only downside is that he might not live through it. The miracle takes three actions, during which time the Doomie begins to vibrate, glow, and hum. Once successfully cast, it causes a massive micro-nuclear detonation that does an Faith Attack on the entire zone with Weapon 60, plus Weapon 6 per Success (that’s the damage of a nuke, brainer). Now as for the Doomsayer, there’s good news, and there’s bad news. The good news is he takes only a Weapon 30 attack, and can subtract 6 per success. Thus, if a Doomsayer casts this miracle and gets two raises, he takes Weapon 18 damage, while everyone around him takes Weapon 72 The bad news is that since this is a willful act of self-immolation, he cannot spend chips to reduce wounds. Yikes. This is a very dangerous miracle and should only be used in extreme situations. Ground zero also causes a 1d4 round "fritz" in all electronic devices within 30 yards.

M.I.R.V. 2:

Nuke 2:

Irridiate 1+: