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    Hoyles Book of Games

    Poker hands

    All huckster spells are based on the best poker handpossible. Heres a short description of each, inprogression from weakest (the lowly single Ace) tostrongest (the rare Royal Flush).

    Hand CardsAce ..........................A single AcePair ..........................Two cards of the same value and any suitJacks ........................A Pair of jacks or better, unless the hex

    specifies otherwise, this normally counts asonly a Pair.

    Two Pairs .................Two Pairs (see above).Three of a Kind........Three cards of the same value and any suitStraight ...................Five sequential cards (any suit)Flush ........................Five cards of one suitFull House ...............A Three of a Kind, and a Pair.Four of a Kind .........Four cards of the same value and any suitStraight Flush ..........Five sequential cards all in the same suitRoyal Flush..............The 10, Jack, Queen, King, and Ace of thesame suit.

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    Hoyles Book of Games

    Ace in the Hole

    Trait: KnowledgeHand: Two PairsSpeed: 10 minutesDuration: l day/hex level or special

    Range: Touch

    Hucksters don't usually play well with others, when they do, theeffects can be spectacular.This hex allows the caster to provide another person with amagical Ace in the holeThe huckster links a hex he can cast toa small focus of some sort, usually a playing card, which can thenbe given to another. The holder of this focus can cast the hex justas if she were the hucksterWhen this person triggers the link, she rolls the hucksters skillwith the hex but substitutes her Trait dice for the hucksters if

    successful, she draws the cards indicated by the roll. Of course,this means she suffers any backlash as well. Going bust on thehex Aptitude roll and drawing any joker, in this case, regardlessof either persons skill, causes backlash.There are a few limitations onAce-in the hole. First, the link onlylasts 1 day per the hucksters level in Ace in the hole. Second,any hexes which could only be cast on others (helper hand. etc.)cannot be cast on either the original huckster or the personholding the Ace-they must target a third person. Any hex whichcan normally only be used on the huckster, can now be usedeither on the huckster or the person holding the Ace.

    Finally, while a hex is linked to an Ace in the hole the huckstercannot cast that hex himself.

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    Hoyles Book of Games

    Achilles' Heel

    Trait: CognitionHand: Two PairsSpeed: lDuration: Instant

    Range: 1 yard/hex level

    Often is the time when a posse finds itself confronted with anabomination they're just not quite sure how to defeat. Notsurprisingly, quite a few of these posses get eaten by that samemonster. A huckster with the hex Achilles' heel can sometimesgain a supernatural glimpse into the weak spot of a seeminglyinvincible foe.For this hex to be effective, the huckster must be within range ofthe target at the time he casts it-not always a good place to be. lfthe hex is successful. the hexslinger has a short vision or feeling

    which reveals something about the targets weakness-if it hasone! The better the hucksters hand, the better the informationshe gets about the targets vulnerability.Achilles' heel is only effective against animate targets and isnormally only useful against supernatural beings, since regularfolks usually have only minor weaknesses in comparison.However, if cast on a normal person, this hex reveals anyHindrances worth 4 or more points that the target may have.

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    Hoyles Book of Games

    Bodyguard

    Trait: SpiritHand: AceSpeed: 2Duration: 1 minute/hex levelRange: Touch

    Hucksters cant heal their own wounds - its a fact of life, But there are anumber of ways to keep from getting injured in the first place, though.Missed me! is one example, but what if a Weird Western wizard is facing aMaze pirate wielding a cutlass? Huckster shish-kabob, thats what!With bodyguard, the huckster conjures a form of magical protection forhimself which absorbs some of the damage meant for the huckster. Thisdefense is far from perfect and breaks down rapidly under attack, but hey, itbeats a kick in the head. Lots of kicks to the head, actually.Bodyguard absorbs a number of wound levels determined by the hand thehuckster draws,Preventing not only the damage itself but also the effects of the damage,like Wind loss, wound modifiers and even getting pushed back. The huckster

    cannot control which wounds are absorbed by the protection the hex stopsall wounds received while it is in effect.Once the maximum number of wound levels have been absorbed by thehex. it dissipates and the huckster is vulnerable to further attacks.

    The protection afforded by bodyguard is effective against all types ofphysical damage, both magical and non-magical.. It does not provide any

    protection against suffocation, drowning, or wounds caused by excessiveWind loss (like from massive bleeding).A huckster can have only one bodyguard at a time. Until the first hex end,any further castings automatically fail.

    Hand Wound

    LevelsAce ........................................lPair ........................................2

    Jacks .....................................3Two Pairs ..............................4

    Three of a Kind .....................6

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    Hand WoundLevels

    Straight .................................8

    Flush .....................................10Full House .............................14Four of a Kind .......................20

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    Soul Blast

    Trait: SpiritI-land: AceSpeed: lDuration: instantRange: 50 yards/hex level

    The hexslingers best friend is the soul blast hex. When cast, an almostinvisible stream of ghostly white energy races from the hucksters palmtoward his target. The stream slams into the victim like a bullet. Unlike abullet, however, soul blast has no effect on inanimate objects (Harrowed,Walkin' Dead, and other abominations are very animate. by the way)because it is purely spiritual energy. The blast can only damage thingswhich have a spiritual component to them - people, animal, undead,Harrowed, etc.

    Just because the hex comes off doesnt mean it hits its target. Determinethe Target Number like a gunshot, starting with a Fair (5) TN. Ignore range,but figure other penalties such as cover, size, etc. The caster can evenattempt a called shot if he wishes. Roll the huckster's soul blast skill, and

    use that result as both your attack roll and to figure how many cards youget to draw. Remember that the TN to determine if the spell succeeds is notaffected by modifiers for called shots or other target modifiers, exceptwound effects. It is possible to successfully cast soul blast and still miss thetarget.If the hex hits, damage depends on the hand drawn, as shown on Soul Blast

    Table. Soul blast does receive bonus dice according to hit location: one diefor hits to the gizzards and two dice for head shots. Armor does not protectagainst the damage from a soul blast, nor does cover. The soul blast justgoes right through it.For some reason, a Dead Man's Hand (two black Aces, two black 8s, and a

    Jack of Diamonds) causes automatic death.

    Hand DamageAce.........................................1d4 Wind

    Pair ........................................1d6Jacks .....................................3d6

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    Hoyles Book of GamesTwo Pairs ..............................4d8Three of a Kind .....................5d8Straight .................................6d8

    Hand Damage

    Flush .....................................7d10Full House .............................8d10Four of a Kind .......................9d10Straight Flush .......................10d12Royal Flush ...........................10d20

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    Hoyles Book of Games

    Vittles

    Trait: KnowledgeHand: AceSpeed: 10 minutesDuration: PermanentRange: Touch

    Now heres a hex many a traveler in the Weird West has wished for,especially in the famine-stricken Maze. Vittles lets a huckster create meals,including drink, for himself and his companions. The number of meals isdetermined by the hand drawn. An Ace gets you a single meal; each handabove that increases the number of meals by +2. Horses and similaranimals require a minimum of four such meals a day in absence of grazing

    or feed.The quality of the meal isn't five-star fare, but it beats starving-just ask oneof the Donner party. The meals created by vittles have the flavor andconsistency of wet cardboard, but they provide adequate nourishment. Thedrink provided is water, but no container is created with the hex, so if thehuckster lacks a Canteen, all hes liable to get is a sad little puddle.

    The meals, while filling, don't completely offset the effects ofmalnourishment. If a person consumes the created meals for a number ofdays equal to the hucksters skill level in vittles without additionalnourishment he begins to suffer the effects of starvation. At that time heloses 1 Wind each day, which can only be recovered by three meals of realfood.

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    Hoyles Book of Games

    Looking Glass

    Trait: CognitionHand: Two PairsSpeed: 5 minutesDuration: l minute/hex levelRange: 5 miles/hex level

    This is a favorite of nosy hexslingers. With it, they can look in on almostanyone with a little preparation. Looking glass allows a huckster to use anordinary mirror as a sort of crystal ball, though there is a catch. There mustalso be a mirror in the place he is trying to observe. If there's no mirror orreasonably reflective surface (windows don't usually work), the hex fails, ineffect, this spell opens a junction between the two mirrors. Only the

    huckster can see or take advantage of this link. The huckster, by lookinginto one mirror, can see out of the other just as if he were looking through awindow into the other location. He can only see what can be seen from themirrors vantage point.Looking glass doesnt provide any special visual abilities. lf the huckstercan't see in the dark, hed better hope theres a light on where he's looking.

    Higher hands improve the link between the mirrors. First the huckster gainsthe ability to hear through the mirrors, as well, although the sound isslightly muffled. At a very high hand, Full House or better, the junctionallows him to actually physically pass through it. An average mirror allowsthe Huckster to stick an arm through. It takes a fairly large mirror to actuallystep through to the other location. Only the huckster and items in hispossession can pass through the mirror. The link remains for the duration of

    the hex, so the huckster could cross, perform a few actions and return, allbefore the connection breaks.Some caution is needed when travelling via mirror. If the mirror at eitherend is broken the huckster can end up stranded. If the mirror is brokenwhile the huckster is passing through it (requiring his opponent to use aheld action), he takes 4d8 damage to the guts.

    Hand Effect

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    Hoyles Book of GamesTwo Pairs ......................Visual observation of area.Three of a Kind .............Audio observation also.Full House .....................Huckster can physically pass through mirrors.

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    Hoyles Book of Games

    Mind Twist

    Trait: SmartsHand: PairSpeed: lDuration: Concentration or 1 Wind/roundRange: 5 yards/hex level

    Mind Twist is the opposite of mind tweak. It lowers one of a targets mentaltraits by one die type for each of the hands listed below. Once the die typehas dropped to a d4, the coordination drops by 1 for each level, to aminimum of 1d4.A subject can only be affected by one mind twist. Any further mind twistscast on a target while one is still in effect automatically fail.

    Hand BonusPair ................................-1 step

    Two Pairs ......................-2 stepsThree of a Kind .............-3 stepsStraight .........................-4 steps

    Flush .............................-5 steps

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    Hoyles Book of Games

    Born on All Hallow's Eve

    They say Mr. Unlucky, the King of Halloween, favors those born on this dayof mischief. His gift to these rascals is a great understanding of the arcaneworld.

    Your character has an innate "sense" about matters of the arcane orsupernatural.

    White: Your character can sense magic or arcane energy within 50 yards.

    Red: Your character can sense magic as above, and also has some idea asto its purpose or inclination.

    Blue: Whenever your huckster or mad scientist draws a hand to cast a hexor design a gizmo, you may discard any one card of your choice and draw

    another. You can spend multiple chips on the draw, but you can't discard aBlack Joker.

    Legend: Your character gets the highest possible raise on his draw, a royalflush. relax and watch the fireworks, partner, You've earned this one.

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