They are based off the powers found in the Classic Hucksters & Hexes book from Deadlands: Classic or a re-print of ones from the player’s. 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. Hucksters and Hexes continues in the tradition of PEG’s “class” sourcebooks, each detailing a different type of character in Deadlands. Hucksters in Deadlands .
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The hex gives the huckster insight into the past of a person, place, or thing. The huckster can cast this on others and sees them as he would normally. Deaddlands only works with animals not conjured, magical, or unnatural creatures.
This hex summons thick, yellow vapors that hucksterd of sulfur and brimstone from hell itself right out fissures in the ground. Creates a burst of boiling, sulfurous water to erupt even in places where there is no apparent water. Automatically stops target from bleeding out from their wounds.
The bubble is normally invisible but can be seen deflecting rain or smoke for the head of the target.
Deadlands Classic: Hucksters & Hexes
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. Erases memories for the target will an opposed Hexslinger vs. The hudksters deals a like amount of damage back to the attacker. By using dowsing rods, the huckster can locate the nearest source of water within range of the Trick.
Hexes are full powers that when take count as a Power. People or creatures must make an opposed Strength vs.
Huckster Hexes | Deadlands Reloaded: The Weird West | Obsidian Portal
Private Eye Mind Rider: The victim gets a Strength roll each round to escape at a -2 if the Huckster got a Raise during the opposed roll. Makes for a very dramic entrance. For larger maps nad charts the Trick can be cast multiple times. See Stun Power for mechanics except change Vigor to resist to Smarts.
This simple but potentially life saving trick determines which direction North, South, East and West are. The Hexslinger must have enough paper and writing materials on hand to make the copies. 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. Instant All In Gambler: 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 Dedalands the last 6 hours.
This trick allows the huckser to quickly write or deaxlands a rough copy of a single page of information. This works as described as the Telekinesis Power. Anyone who makes a Notice roll can see the attacks being deflected with a slight rippling in the air. This hex hides the target behind a veil of magic that makes most folk ignore them. 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.
Creates an near invisible, magical shield that protects target. This hex creates an illusionary double of the caster. Healing has no effect on the target and after the hex ends the body falls down completely dead unless they became a Harrowed.
The caster to get a mental map of the surrounding territory features such as hills, valleys, watercourses, etc. Unfortunately, high levels of adrenaline completely negate this hex, making it useless in combat. Obviously of great use to any card player. The target is also distracted -4 to Notice while under the influence of this hex. Permanent C Calling Card: