DEADLANDS HUCKSTER PDF

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Howdy ya'll! I've posted parts of this before, but here's the first version of my Savage Hucksters netbook. Soon to be a pdf for your reading ease and use! All comments, balance thoughts, gripes, rants, and flames are welcome! This optional rule makes life more interesting. The powers in Deadlands: Reloaded tend to come to them easily enough. This suffers a -2 penalty for each rank of the desired new power, and an additional -2 if the trappings the huckster desires are particularly powerful or inconspicuous.

On a success, the huckster is able to learn the desired hex after spending the appropriate edge. On a failure, the huckster will have to find another source.

Some texts are floating around that describe one specific hex. These only require a Knowledge: Occult roll with no penalties to decipher. Learning to be a Huckster: New hucksters have to come from somewhere! Each month of study allows the character to make a Knowledge: Occult roll.

Once the roll is successful, the character may take the Arcane Background: Huckster edge, but only gains one power, and must roll Spellcasting untrained to cast it. When the character gains Spellcasting at d4 the second hex is learned, and the third one is learned when the Spellcasting skill reaches d6.

The spiritual codes and discipline required by Blessed, Shamans, and Voodooists prevent them from becoming hucksters. Mad Scientists can study how to become Hucksters, and are the most likely candidates to want to do so. Martial Artists can also gain the arcane background. A character with two arcane backgrounds determines their powers and power points for each background separately. The New Powers edge and Additional Power points only grants the power for one background or the other. Each power recharges independently, however the Rapid Recharge edge affects both arcane backgrounds.

The hand drawn determines the power points available, which the Huckster can use to power duration, effects, etc. If the Huckster does not meet the absolute minimum hand for the hex, nothing happens.

While this makes it easier for Hucksters to get good effects, watch out! The flip side is that a huckster MUST use any jokers he draws in his final hand. In the event of any Backlash, even from rolling a 1 on the skill die, draw a card and use this chart. Clubs: Hex fails. Nothing else. Diamonds: Hex suceeds, but huckster loses a power point. Hearts: Hex suceeds, but the huckster is Shaken.

Spades: Hex suceeds, but the manitou is able to give the local fearmongers just a touch of extra power. The Marshall draws a chip. Three: Reduced Effectiveness The hex works, just not as well as the huckster had hoped. Clubs: Reduced quality: Reduce the hand rank by two hands. Diamonds: Reduced duration: Reduce the duration by half. No duration advantages are gained from Full House or higher hands. Hearts: Reduced quantity: For hexes with an area of effect, a large burst template becomes a small burst template instead, and a small Burst template only affects one target.

For hexes that specify a number of targets, half of the targets determine randomly are unaffected. For hexes with only one target, instead reduce the hand rank by two. Spades: Reduced range: For hexes with a range, reduce range by half. If the hex was targeted at a place or person now outside of range, the Huckster may make a Smarts roll at If successful, the Huckster can choose to have the hex go off closer at the new location possibly harmlessly, possibly not , or abort the hex.

On a failure, the hex goes off at the new maximum range. For hexes with a purely personal effect, instead simply reduce the hand rank by two. Four: Spiritual Interference The hex works, but the manitou is able to create some side effects. All affects are in a radius of 5 yards, times the huckster's Spellcasting die type, centered on the Huckster, and moving with her as she moves. Each backlash specifies a duration- use this or the duration of the hex, whichever is longer.

In the case of a truly permanent hex, the Marshall is encouraged to have the side effects located on the area of the hex, not the huckster. Clubs: Undead Interference. Any Harrowed in the area make an immediate Dominion roll without the bonus. Any undead in the area can feel the sudden burst of power. Any manitou in a harrowed is likely to try and gain control of its host. Diamonds: Dark Interference: For one minute 10 rounds , all Spellcasting and Faith: Black Magic rolls suffer a -2, as do any other arcane abilities that are based on evil power rather than good.

Constant special abilities are unaffected. Hucksters might not immediately know what's going on, but black magic users can usually figure out what's happening- and who's responsible. Hearts: Spirit World Interference- For one minute 10 rounds , the manitou is able to shut out powers of good just a little bit. All Faith rolls to activate Blessed miracles or Voodoo favors suffer a -2, and shaman Tribal Medicine rolls suffer the same penalty.

At the Marshall's discretion, certain special abilities, like Knacks, might require a Spirit roll to activate. Spades: Technological interference. The manitou exhibits some gremlin like tendencies.

For one hour, any gizmo within the given radius of the huckster malfunctions on a roll of a 1 or 2 on the skill die, instead of a 1. Even normal items aren't safe, and if a 1 is rolled on the skill die, it malfunctions somehow, the exact results of which are up to the Marshall. Five: Challenge Something bad happens to the huckster.

If she manages to keep her cool in the face of danger, she can still pull the hex off. Clubs: Glimpse of the Hunting Grounds. Huckster must make a Guts check. Diamonds: Huckster must make a Vigor check. If she fails, the hex fails, and she's stunned.

Hearts: Huckster gains a Fatigue level. If he loses conciousness, the hex fails. The Fatigue level comes back after 15 minutes of rest. Spades: Huckster loses 1d6 power points. Six: Taint Hex suceeds, but the effects are tainted somehow. Clubs: Obvious effect- the huckster is clearly and obviously channeling evil magic. Soul blasts create obvious black energy, spells centered on the caster bathe him in unholy light or flames, etc.

Diamonds: For the duration of the hex, or 1 hour, whichever is longer, the local fear level is increased by 1. Hearts: Dual effect. Hex also has the effect of another hex possibly one the huckster knows at the same hand rank. Offensive spells give the target some bonus perhaps a Boost.

Defensive spells harm the recipient.

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Huckster Hexes

Quick links. If specific to another system, please note in the subject line, [Classic], [d20], or [Protocol]. In other table top RPGs, the Wizard tends to run on a resource system. They have a number of spells per day, a mana limit, or in some cases cooldowns.

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Arcane Background

Arcane Backgrounds are a special kind of Edge featured in Deadlands and later in the Savage Worlds system that developed itself from Deadlands. As their name suggests, having an Arcane Background means your character is imbued with some kind of mystical ability that they can use to their advantage during adventuring. It's sort of the Deadlands equivalent of having a class. There are quite a few different kinds of Arcane Background in Deadlands. Whilst most of them are present in the original Player's Guide with added rules in the Marshal's Handbook , a handful of extra Backgrounds are found in other sourcebooks. Each Arcane Background functions somewhat differently. But, as a general rule, you need both the Edge and at least one Aptitude skill , often times more - many require at least two Aptitudes, generally representing background knowledge and the actual skill at casting magic.

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Deadlands Classic: Hucksters & Hexes

Aug 9th, Added the Edges from Deadlands Player's Guide as abilities. Aug 8th, Page created.

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