For hucksters, poker is a way of life. It’s not just a means of making a living ( although it can be mighty useful that way, too). No, it’s their gateway to the Hunting. Deadlands Classic: Hucksters & Hexes – For hucksters, poker is a way of life. It’s not just a means of making a living (although it can be mighty. Hucksters and Hexes – Free download as PDF File .pdf) or read online for free. Dedicated To: Joyce, who is all the magic | need, Deadlands created by.

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This is a list of alternate power trappings for Hucksters to pick from. The Powers are listed in two groups: Hexes are full powers that when take count as a Power.

Huckster Hexes | Deadlands Reloaded: The Weird West | Obsidian Portal

Ace In the Hole Blast: Huckster hurls a deadalnds card that explodes into a ball of green energy. No change in mechanics. Veteran Power; Power Points: Instant All In Gambler: Converts Power Points into Fate Chips. Creates a swirling ball of destructive wind and energy about a yard in diameter that can typically only harm inanimate objects due to its slow buildup time which makes it easy to dodge. The ball of destruction takes a full round to form after which is does 3d6 damage 4d6 with a Raise for 3 rounds before it dissipates.

Huckster Hexes

The huckster throws Can use either Hexslinging or Throwing a fan of cards that causes a bright bursts of lights based on the colors of the cards used. See Stun Power for mechanics except change Vigor to resist to Smarts. Those who make their Smarts roll manage to close their eyes in time. Obviously, blind characters are immune.

The energy can be transferred from hand to hand but the caster must hold it with one of them until all the lightning is used up. The caster uses the Throwing skill Range: Hex lasts until all d6s are used or hex is discharged by the caster soaking in water causing all unused damage to be dealt to the huckster. Place a ghostly tag on a target allowing the huckster to make a Hexlsinging roll to know rough direction and distance exact placement with a Raise.

The target must be within range of the hex to be cast upon them, but after that the range is unlimited for the duration of it.

Even works on target using concealing magic such as Ghost Trail or simular. Seasoned Power, Power Points: Creates an near invisible, magical shield that uexes target. Mechanics same as the Armor Power. This hex huvksters thick, yellow vapors that smell of sulfur and brimstone from hell itself right out fissures in the ground. Novice Power, 1 Power Point Range: It only works with animals not conjured, magical, or unnatural creatures.

It creates sharp, jack-like spikes from the ground.

Anyone that enters or moves in this area must move at half pace or make an Agility roll -2 if Running or take a level a fatigue from bumps and bruises and be Shaken.

Novice Power; Power Points: People or creatures must make an opposed Strength vs. Hexslinging roll to resist. This power can be used to pin a victim against a wall or trap in a corner, but cannot not harm them otherwise. The victim gets a Strength roll each round to dadlands at a -2 if the Huckster got a Raise during the opposed roll.


No normal aniwal will attempt to cross the ward, however, controlled animals and abolimanions may make an opposed Spirit vs. Hexslinging roll to hexex. Seasoned Power; Power Points: This hex causes local plants swing to attack designated targets in a Medium Burst Temple large Burst Template for 2 extra Power Points with damage based on flora density.

The plants are not discriminating on friend or foe but the victim may roll Agility to avoid damage.

This hex causes the victim to suffer from short term mental illness depending on the amount of Power Points spent: To cast the spell, the huckster must make an opposed Hexslinging vs. Seasoned Power; Power Points ; Range: This hex stops hexes, Harrowed Powers, black magic, and even Mad Scientist inventions.

It can only be used to stop a Power as it is starting to be used nor after it is already in effect. The huckster does get a 2 on their Hexlinging vs. Otherwise, it works as per the Dispel Power. By quickly drawing the attention of the attacker, ranged attacks suffer — 4 – 8 with a Raise when this spell is cast as an interrupt On Hold. Smarts; Duration Instant Deuces Wild!: This hex creates an illusionary double of the caster.

The double must remain within the Range of the hex or disappear, but can other wise move freely and independently of the hexslinger. The image is completely identical to the caster at the time of the casting requiring a Notice roll 2 bonus if within 1″ to make out a faint shimmering around the illusion.

Objects pass straigth through the double. The double is soundless unless the huckster gets a Raise during casting. The hex channels destructive energy straight from the Hunting Grounds straight through the earth causing the ground to permanently change.

As long as the caster keeps speaking, anyone in earshot find it difficult to make Notice checks -2 with Normal Success, -4 with a Raise. Those who are aware of the hex are immune to effects. Concentration Flypaper Fingers Wall Walker: The palms and feet or the person become incredliy adhesive even through gloves and shoes allowing the target to climb walls and ceilings as per the Wall Walker Power.

Deadlanss memories for the target will an opposed Hexslinger vs. The number of Power Points determine the amount erased. For 1 Power Point the target forgets the last seconds 1 round2 Power Points the last 1 minute, 3 Power Points the last 5 minutes, 4 Power Points the last 10 minutes, 5 Power Points the last hour, and 6 Power Points the last 6 hours.

If the huckster gained a Raise over the target they may implant false memories instead of just forgetting what happened. Attempting to remember from this time requires target to make a Smarts roll with a Raise.

The target must have a hexse to try to remember the lost time as well just to get the roll. This hex reveals information to the possible future a one person, place, or thing. Targets not wishing to know future or skeptical of the teller require an opposed Hexslingering vs.

Casting this hex takes 5 minutes. Creates a burst of boiling, sulfurous water to erupt even in places where there is no apparent huckstters.


The Hex works like the Blast power except that instead of extra damage with a Raise, the victim is throw into the air and thrown as if it was a deviated projectile roll 1d12 for clock direction and 1d6″ moved.

Summons a spectral steed with a ghostly gray coat with coal black eyes, mane, and tail. It has all the statistics of a normal War Horse with the exception it has a Pace of 10 and Tracking rolls have a -2 to follow it.

Anyone who makes a Notice or Knowledge: Occult roll realizes there is something not quite right about this steed. Just as when it is summoned, when it is dismissed the horse gallops off fading away like a ghost yet the sounds of its hooves and whinnying deaxlands still be heard.

Conceals tracks of caster and 2 people per Rank, on a Raise it creates false tracks that lead in a random direction away from the huckster. This hex calls up a dense ground fog that builds up to a height of 6 feet 1″. Within the fogs effect, vision if Obscured as per the Power and muffles sound and smell as well -2 to Notice rolls. This mists appear as natural as the conditions they are used in but are still eerie to be surrounded by them.

This power works like the Obscure power. Caster can see the arcane, supernatural, and even mad science with the hex. This includes invisible or enchantments on items and people. With a Raise, the hexslinger learns something of supernatural of the arcane source.

The caster to get a mental hucjsters of the surrounding territory features such as hills, valleys, watercourses, etc. It also conveys lesser features such as cliffs, passes, and watering holes. With a standard success, the hex yields about a yard radius. With a Raise, a one mile radius. A caster of this hex lets dezdlands an unearthly scream affecting friend and foe in a Large Burst Template centered on the huckster.

Anyone in the area must make a Guts roll, -2 on a Raise. The hex gives the huckster insight into the past of a person, place, or thing. With this hex, the huckster causes the victim to develop uncontrollable hunger. The caster and target make opposed Hexslinging vs.

If the huckster wins, the target takes 1 level of Fatigue from hunger and will immediately seek the nearest food available if not in immediate danger. The target is also distracted -4 to Notice while under the influence of this hex. The power has no effect on abominations or Harrowed. This hex works as per the Speed Power. This hex allows the caster to alter their appearance to appear as just about anybody.

The alteration is limited to the face, but encompasses the entire appearance. While the does allow for change of sex, drastic alterations in size and features are not possible. This dexdlands can impersonate other faces, but only it the huckster has seen then person or has a photograph ready.