DEADLANDS HUCKSTERS HEXES PDF

Ah wizards. A genius of pop culture analysis recently said, "Essentially we can break magic type characters down into 3 groups: those who possess inherent power, usually because they are not human; those who gain their power through items, tomes and talsimans; and those who consort with extraplanar entities, like spirits. Okay, it was me. In it re-launched as Deadlands Reloaded under the Savage Worlds system which itself came from Deadlands

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Maps Huckster Hexes This is a list of alternate power trappings for Hucksters to pick from. The Powers are listed in two groups: Hexes and Tricks. Hexes are full powers that when take count as a Power. No change in mechanics. B Bash Bolt : 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. Bedazzle Stun : 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. 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.

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. Mechanics same as the Armor Power.

Brimstone: This hex summons thick, yellow vapors that smell of sulfur and brimstone from hell itself right out fissures in the ground. It only works with animals not conjured, magical, or unnatural creatures. Caltrops Entangle : 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.

Clear Out! 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 escape 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 enter. The plants are not discriminating on friend or foe but the victim may roll Agility to avoid damage.

To cast the spell, the huckster must make an opposed Hexslinging vs. Spirit roll. 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. Diversion Defection : 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.

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. Novice Power; Power Points: 3 Range: Smarts; Duration: Concentration E Earthwrack: The hex channels destructive energy straight from the Hunting Grounds straight through the earth causing the ground to permanently change.

Those who are aware of the hex are immune to effects. Novice Power; Power Points: 2; Range: 1"; Duration: 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.

Forget: Erases memories for the target will an opposed Hexslinger vs. Smarts roll. The number of Power Points determine the amount erased. For 1 Power Point the target forgets the last seconds 1 round , 2 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 reason to try to remember the lost time as well just to get the roll. Fortune Teller: 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. 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. Ghost Rider: 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 can still be heard. 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. This includes invisible or enchantments on items and people. With a Raise, the hexslinger learns something of supernatural of the arcane source. 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. Anyone in the area must make a Guts roll, -2 on a Raise. The caster and target make opposed Hexslinging vs.

Spirit rolls. 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. Speed : This hex works as per the Speed Power. I Imposter: 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 spell can impersonate other faces, but only it the huckster has seen then person or has a photograph ready.

It does make them invisible, just really hard to notice. Anyone who is specifically looking for the target still finds them with an opposed Spirit roll vs. The huckster can cast this on others and sees them as he would normally. The language must be an advanced form—not animalistic. A Raise on the casting allows the user to project a particular dialect as well. L Lethargy: The hex is great in defusing a tense situation whether it be after being called a cheat a the card table or as everyone is getting riled up to lynch some one.

Everyone within a Small Burst Template except for the huckster must make a Spirit roll at a -2 per Raise of the casting or find themselves lacking the gumption to take drastic action as they become tired and carefree. Most want to go take a nap or sit for a spell. Unfortunately, high levels of adrenaline completely negate this hex, making it useless in combat. The hex deals a like amount of damage back to the attacker. It the huckster soaks the damage reduce the damage to the target by the amount soaked.

Furthermore, unless the huckster gets a Raise the attacker takes another 2 points of damage over what was dealt. Deflection : This hex forces the manitou to deflect bullets and other porjectile attacks at the target. With a standard success, attackers subtract 4 from any ranged attack. A Raise increases the duration by double. Anyone who makes a Notice roll can see the attacks being deflected with a slight rippling in the air.

For the duration of the spell, despite their appearance, the target has all of their Wounds recovered, the Improved Nerves of Steel, and draw a card each round to become a Harrowed. Healing has no effect on the target and after the hex ends the body falls down completely dead unless they became a Harrowed. Corners become darker, thickets deepen, plants appear to wilt. The huckster cannot stop this hex early but can control how long the effect lasts before hand as is subject to its effects as well.

Only the victim can see them, but to them they see as real as anything else. The Target must make a Guts roll with a -2 -4 with a Raise.

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Huckster Hexes

Other than that, it functions like the Mind Rider Power. This creepy little trick dims artificial light of a room or Large Burst Template which ever makes most sense by causing the light to become erratic and flickering. Most want to go take a nap or sit for a spell. R Rapid Fire Quickness: The target must have a reason to try to remember the lost time as well just to get the roll. This hex allows the caster to make simple changes of the facial features, hair, and eyes. Only the victim can see them, but to them they see as real as anything else.

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Sarisar Works as per the Stun Power. 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. Those who are aware of the hex are immune to effects. Casting this hex takes 5 minutes. 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. Permanent C Calling Card: 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 can still be heard.

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This pretty much fixes that, except for those oddball monsters. At 10 minutes per hex level, the two speed is kind of a minor issue, but only being able to affect a couple of bullets at a time is a pain keeping me from rating this 5 stars. You need a very good hand for this to be really good, but -4 damage is still something. I think this is pretty well balanced, making it solid. It works.

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