Deadlands hucksters hexes pdf




















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. Deadly Creepers Blast : 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. 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. Earthwrack: The hex channels destructive energy straight from the Hunting Grounds straight through the earth causing the ground to permanently change. Filibuster: 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. 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. Geyser Blast : Creates a burst of boiling, sulfurous water to erupt even in places where there is no apparent water. 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. Basically deadlnds party-wide armor spell — this creates a good bit of cover for your friends. Turns your huckster into the party refrigerator, but with the day duration you can easily spend each morning increasing the longevity of your supplies.

It is a little redundant though. Two speed sucks, and Wind-per-round also sucks. This website uses cookies to improve your experience while you navigate through the website. Out of these cookies, the cookies that are categorized as necessary are stored on your browser as they are as essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website.

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These cookies do not store any personal information. Skip to content. Kalagias PDF. This website uses cookies to improve your experience. We'll assume you're ok with this, but you can opt-out if you wish. Privacy Overview This website uses cookies to improve your experience while you navigate through the website. Privacy Overview. Obviously, blind characters are immune. Veteran Power; Power Points: With this hex, the huckster causes the victim to develop uncontrollable hunger.

Casting this hex takes 5 minutes. The subject can be human or animal but not abominations. This mists appear as natural as the conditions they are used in but are still eerie to be surrounded by them. See Stun Power for mechanics except change Vigor to resist to Smarts. This hex hides the target behind a veil of magic that makes most folk ignore them. Those who are aware of the hex are immune to effects. This hex reveals information to the possible future a one person, place, or thing.

Anyone who makes a Notice or Knowledge: A caster of this hex lets out an unearthly scream affecting friend and foe in a Large Burst Template centered on the huckster. The huckster can cast this on others and sees them as he would normally. Healing has no effect deadlwnds the target and after the hex ends the deadlwnds falls down completely dead unless they became a Harrowed.

This hex summons thick, yellow vapors that smell of sulfur and brimstone from hell itself right out fissures in the ground. People or creatures must make an opposed Strength vs. Ace In the Hole Blast: 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. The Hexslinger must have enough paper and writing materials on hand to make the copies.



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