Julien Dupuis

Agility d6 Smarts d8 Spirit d8 Strength d4 Vigor d6

Secondary Attributes
Pace 6 Charisma 0 Toughness 5 Parry 2

Healing d8
Intimiation d4
Knowledge (Occult) d8
Notice d4
Persuasion d6
Shooting d6
Voodoo d8

Arcane Background (Voodoo)
Veteran of the Concrete Jungle
Gris-Gris Crafter
Power Points

Enemy (Major)
Smart Mouth (minor)
Impulsive (minor)
Ailin’ (Major) Supernatural

Detect/Conceal Arcana

Mauser M1896 + 50 ammo + Shoulder Holster 2d6 dmg
Doctors Bag
Carbide Lamp
Pack Of Cigarettes + Zippo and Cigarette case

Advancement points: 5

Spell Details

Detect/Conceal Arcana
Power Points: 15/15
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings: Waving hands, whispered words.
Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on. The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer — 1 hour with a maintenance
cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled
anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.

Power Points: 3
Range: Spirit
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).

Power Points: 2
Range: Spirit 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.

Power Points: 3
Range: Touch
Duration: Instant
Trappings: Laying on hands, touching the victim with a holy symbol, prayer. Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old. For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself). For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken. Healing can also cure poison and disease if used within 10 minutes of the event.

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 rangedweapon, it affects one entire magazine, 20 bolts, shells, orarrows, 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.
►►Additional Targets: The character may affect up to five
targets by spending a like amount of additional Power Points.


Julien Dupuis

Deadlands Noir watsonbs MightyDoug