← TOUGH  ·  PLAYBOOK 2 OF 2
The BLESSED
Something watches over you. You do not always know why, or what it wants, or whether its purposes and yours are actually the same. But it is there. And so are y
PERSONNEL FILE
STAT: TOUGH
PRIMARY: +2
ACCESS: OPEN
The Blessed  ·  FILE TOUGH
The BLESSED
PRIMARY: TOUGH
HERO / ANTI-HERO / VILLAIN
Something watches over you. You do not always know why, or what it wants, or whether its purposes and yours are actually the same. But it is there. And so are you.
IT IS WRITTEN

Your patron has a plan for you. At the start of each mission, roll +Strange.

  • 10+: The GM tells you something true about what lies ahead, a warning, a purpose, or a promise. Take +1 forward when you act on it.
  • 7–9: The message is unclear, a feeling, a symbol, a fragment. The GM gives you something cryptic that will make sense later.
DIVINE RESILIENCE

Your faith is physical. Reduce all incoming harm by 1 (passive). When you are at Dying (7 harm), this reduction becomes 2, something keeps you from crossing over.

LAY ON HANDS

When you place your hands on someone injured and focus your faith, roll +Tough.

  • 10+: Clear 2 harm.
  • 7–9: Clear 1 harm.
SMITE

When you channel divine power into a strike against something unholy, corrupted, or fundamentally wrong, roll +Tough.

  • 10+: Deal 4 harm and choose one: they are knocked prone / they flee / they cannot target you until they've dealt with something else first.
  • 7–9: Deal 3 harm.
CONSECRATE

When you bless a location, object, or person, describe what you do and roll +Strange.

  • 10+: The blessing holds for the full mission. In a consecrated location, dark entities cannot enter or act; on a person, they gain +1 armor against supernatural harm.
  • 7–9: The blessing holds for one scene.
DIVINE SENSE

You can always sense the presence of genuinely evil, corrupted, or supernaturally wrong entities nearby (passive). For precise location or nature, roll +Strange.

TURN

When you confront a dark, corrupt, or evil entity and assert divine authority, roll +Tough.

  • 10+: They are repelled. They cannot approach you or act against you this scene.
  • 7–9: They're pushed back and hesitate, take +1 forward against them.
MARTYR

When you take harm willingly, throwing yourself in harm's way, accepting punishment you could have avoided, mark the harm taken. At any point this scene you can spend that harm as +1 forward per point on any roll. Maximum 3 stored at once.

SANCTUARY

When you create a protected space for your team, declaring a location safe through faith and effort, roll +Strange.

  • 10+: No hostile entity, mundane or supernatural, can enter willingly for one scene.
  • 7–9: The sanctuary holds but something is already inside it.
AURA

Your faith radiates. Allies within arm's reach gain +1 armor against supernatural harm (passive).

FAITH UNSHAKEN

Your belief is a foundation nothing can crack. When an external force, power, magic, psychic pressure, or circumstance, tries to alter your convictions, values, or sense of self, it fails automatically. You can be hurt. You cannot be changed against your will.

RESURRECTION

(1/mission)

When a teammate has just died or is at the threshold, you may attempt to bring them back. Roll +Strange.

  • 10+: They return, at 4 harm (Hurt), functional, and themselves.
  • 7–9: They return but the cost is yours, you immediately jump to 5 harm (Beaten) regardless of your current state.
DIVINE FAVOR

(1/session)

Once per session, ask for help from whatever watches over you. Describe what you need. The GM will tell you if it's granted and what form the answer takes. It won't be exactly what you asked for, but it will be what you need.

PRAYER

Before any roll, take a moment to pray. Take +1 on that roll. You can only use this if you haven't already acted this scene. No roll required.

HOLY GROUND

When you stand firm against a supernatural threat, roll +Strange.

  • 10+: The entity cannot approach within 10ft as long as you hold your ground.
  • 7–9: They're slowed and take -1 ongoing while approaching you.
CLEANSING LIGHT

When you channel purifying energy into a corrupted, cursed, or possessed person or object, roll +Strange.

  • 10+: The corruption is purged completely.
  • 7–9: The corruption is suppressed for the scene but not gone.
SMITE THE MANY

When you channel divine energy outward in a burst, roll +Tough.

  • 10+: Deal 3 harm to all supernatural or evil entities within 10ft. No effect on mundane humans.
  • 7–9: Deal 2 harm to one such entity nearby.
INTERCESSION

When you pray specifically for the safety of one ally before the mission begins, that ally gains +1 armor against supernatural harm for the mission. No roll required.

SHIELD OF FAITH

When you extend your protection to cover a teammate entirely for one scene, roll +Tough.

  • 10+: They gain your DIVINE RESILIENCE passive for the scene — reduce all their incoming harm by 1.
  • 7–9: They gain it until they take harm, then it fades.
DIVINE INTERVENTION

(1/session)

When a teammate would reach Dying (7 harm) within your line of sight, you may immediately intervene. Roll +Strange.

  • 10+: They stay at 5. You take 1 harm, it always costs something.
  • 7–9: They stay at 5. You take 2 harm.

### Improvements, At 5 XP, Choose One

  • Take a new Blessed move
  • Take a move from another playbook
  • Add +1 to Tough (max +3)
  • Add +1 to Strange (max +3)
  • Add +1 to Charisma (max +3)
  • Add 1 to your harm track maximum
  • Your DIVINE RESILIENCE passive now reduces all incoming harm by 2
  • Your LAY ON HANDS move: on 10+ clear 3 harm instead of 2

### Advanced Improvements, After 5 Improvements, Choose One

  • Sanctified: Your very presence counts as consecrated ground. Dark entities take -2 ongoing in your presence at all times.
  • The Promise Kept: Once per campaign, your patron intervenes directly in a way that is undeniable to everyone present. Work with the GM. It will cost you something real.
  • Change playbook: You have grown into someone different.
  • Retire: Your work here was finished. Tell the table what completion looked like.
PERSONAL ASSESSMENT
  • FaceSomething in the eyes. Not peace exactly. Certainty.
  • BodyMarked in some way by what you are. It might not be visible to everyone.
  • StyleSimple, meaningful. At least one item that is sacred to you personally.
  • PresencePeople feel the weight of what you carry. Some find it comforting. Others do not.
  • Sacred ItemName and describe the object that matters most to your practice.
ORIGIN
  • You were called. You answered. What that means has been revealing itself slowly.
  • You were raised in it. At some point you chose it for yourself rather than because it was expected.
  • A moment of extremity. You asked for help. Something answered. You have been accountable to that ever since.
  • You found your faith in the field, not a building. What you encountered there was real and you cannot pretend otherwise.
  • It found you. You did not seek it. You have spent the time since learning what it requires of you.
GEAR & EQUIPMENT

Your faith provides. But faith and a blade beats faith alone.

Choose one weapon:

  • Holy weapon (describe it — 2 harm, deals +1 harm to supernaturally corrupt or evil targets)
  • Blessed firearm (2 harm, ammunition that counts as sanctified against dark entities)
  • Consecrated blade (2 harm, cannot be used for evil purposes — the GM enforces this)
  • Your bare hands (unarmed harm counts as 2 against unholy or supernatural enemies)

Choose two additional items:

  • Sacred text (auto-pass all religious and occult knowledge rolls)
  • Holy water (3 vials — 1 harm to dark/corrupt entities on contact: )
  • Blessed armor (+1 armor against supernatural harm specifically)
  • Reliquary (a contained sacred object — Consecrate without a roll once per mission)
KNOWN ASSOCIATES / CONNECTIONS
You've prayed for them specifically, by name. Ask them: do they know, and how do they feel about that?
They were present for a moment of genuine divine contact. Ask them: what did they experience from the outside?
You've questioned your faith because of something they said. Ask them: do they know they shook you?
You've extended your protection to them at cost to yourself. Ask them: were they aware it was costing you?
They've asked you a theological question you couldn't answer. Ask them: are you still thinking about it?
You've blessed something of theirs without telling them. Ask them: have they noticed anything different?
They've challenged the source of your power directly. Ask them: how did that conversation end?
You've seen something in them that you believe is significant. Ask them: have you told them what you believe they are?
They've been there on a night when your faith wavered completely. Ask them: what did they say?
You've healed them when you weren't sure you had anything left to give. Ask them: do they know how close that was?

YOUR STATS

Your primary stat is TOUGH: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Blessed move
  • Take a move from another playbook
  • Add +1 to Tough (max +3)
  • Add +1 to Strange (max +3)
  • Add +1 to Charisma (max +3)
  • Add 1 to your harm track maximum
  • Your DIVINE RESILIENCE passive now reduces all incoming harm by 2
  • Your LAY ON HANDS move: on 10+ clear 3 harm instead of 2

Advanced Improvements (every 5 level-ups)

  • Sanctified: Your very presence counts as consecrated ground. Dark entities take -2 ongoing in your presence at all times.
  • The Promise Kept: Once per campaign, your patron intervenes directly in a way that is undeniable to everyone present. Work with the GM. It will cost you something real.
  • Change playbook: You have grown into someone different.
  • Retire: Your work here was finished. Tell the table what completion looked like.