Deadlands Reloaded: The Weird West
This is a list of alternate power trappings for Hucksters to pick from. 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 guide.
The Powers are listed in two groups: Hexes and Tricks. Hexes are full powers that when take count as a Power. Tricks on the other hand, are partial powers (generally weaker that a full Power list in the Player’s Guide) that allow the player to select two Tricks in the place of a new power.
Ace In the Hole (Blast): Huckster hurls a playing card that explodes into a ball of green energy. No change in mechanics.
Achilles’ Heel: Reveals target’s weakness if it has one or Major Hindrance in the case of normal people. (Veteran Power; Power Points: 4; Range: 1"; Duration: Instant)
All In (Gambler): Converts Power Points into Fate Chips. No changed from power listed in Player’s Book.
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.
Black Lighting (Bolt): One of the caster’s hands is charged with dark crackling electricity creating d6/Power Point up to 6d6. 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. The caster uses the Throwing skill (Range: 3/6/12) tossing up to 3d6 in damage in single bolt from the pool of damage he has left. 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. (Novice Power; 1 Power Point/d6; Range: Self; Duration: Special)
Bloodhound: Place a ghostly tag on a target allowing the huckster to make a Hexlsinging roll to know rough direction and distance (exact placement with a Raise). 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. (Seasoned Power, Power Points: 3 Initial Range: Smarts Duration: 1 hour/Rank)
Bodyguard (Armor): Creates an near invisible, magical shield that protects target. 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. The vapors form in a Medium Burst Template (Large Burst Template with Raise), All living beings suffer a -2 to Trait rolls and must make a Vigor roll or be Fatigued as they choke on the noxious cloud. Novice Power, 1 Power Point Range: Smarts Duration 3 (1/round)
Bulletproof (Armor): This hex causes the target to ‘grow’ rusted, scaly metal over their own skin. While visually disturbing (-4 Charisma), the armor works as per the Armor Power with the exception that its duration is 5 (1/round).
Call o’ the Wild (Beast Friend): Huckster can speak with and guide the animal’s actions. It only works with animals (not conjured, magical, or unnatural creatures). The power works like it is written the Player’s Guide.
Caltrops (Entangle): It creates sharp, jack-like spikes from the ground. It covers a Medium Burst Template (Large Burst Template for 4 Power Points). 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. Novice Power; Power Points: 2,4 Range: Smarts x2 Duration: 1 Minute (1/minute).
Clear Out! (Barrier): This hex generates an invisible sphere of force pushing objects and people away from the caster (3 PP for a SBT, 6 PP for a MBT). Objects are automatically affected up to the Huckster’s Spirit x 10 lbs (50 lbs with a Raise). 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). Novice Power; Power Points: 3, 6; Range: Self Duration: 3 (1/round)
Critter Ward: Creates a Medium Burst Template (Large Burst Template with a Raise) barrier preventing animals from entering while the ward is up. No normal aniwal will attempt to cross the ward, however, controlled animals and abolimanions may make an opposed Spirit vs. Hexslinging roll to enter. Seasoned Power; Power Points: 3; Range: Touch; Duration: 1 Hour/Spirit die type
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 hex in sparsely vegetated areas (such as bad lands/deserts) does 1d6 damage, in wooded areas and swamps it does 2d6 damage, and in densely vegetated areas, such as tickets, it does 3d6 damage. A Raise adds a + 1d6 to the first round. The plants are not discriminating on friend or foe but the victim may roll Agility to avoid damage. Seasoned Power; Power Points: 2,4; Range: Spirit x4 Duration: 3 (1/round)
Dementia: This hex causes the victim to suffer from short term mental illness depending on the amount of Power Points spent: For 1 Power Point they have mild delusions, for 2 Power Points they become Absent Minded, for 3 Power Points they gain a Minor Phobia, for 4 Power Points they develop Paranoia, for 5 Power Points a Major Phobia, and for 6 Power Points Delusions. To cast the spell, the huckster must make an opposed Hexslinging vs. Spirit roll. Seasoned Power; Power Points 1-6; Range: 1"/Hexslinging Die; Duration: 1 minute/Hexlinging die
Disrupt (Dispel): This hex stops hexes, Harrowed Powers, black magic, and even Mad Scientist inventions. 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 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
Earthwrack: The hex channels destructive energy straight from the Hunting Grounds straight through the earth causing the ground to permanently change. 1 PP causes a Medium Burst Template to become rocky (slowing movement) 2 PP can form a mound 1’ wide, 2’ high, 3 PP causes tremors causing 4d6 damage to structures, 4 PP a wall rock 1’ thick, 2’ tall, Smarts" wide, 5 PP causes 1" wide, 20’ deep, Smarts x10’ long, and for 6 PP a minor earthquake Veteran Power; 1-6 Power Points; Range: Smarts; Duration: Instant
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 6-10 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.Veteran Power; Power Points: 1-6; Range: Smarts; Duration: Permanent.
Fortune Teller: This hex reveals information to the possible future a one person, place, or thing. The future isn’t entirely set in stone and the telling can often times be vague (especially the further out the huckster tries to read). Targets not wishing to know future or skeptical of the teller require an opposed Hexslingering vs. Spirit roll. Targets with the Doubting Thomas Hindrance receive a +2 to their Spirit rolls to oppose this hex. Casting this hex takes 5 minutes. Novice Power; Power Points: 4; Range: 1"; Duration: Instant
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. Seasoned Power; Power Points: 3; Range: Self; Duration 1 hour (1/hour
Ghost Trail: Conceals tracks of caster and 2 people per Rank, on a Raise it creates false tracks that lead in a random direction away from the huckster. Novice Power; Power Points: 1; Range: Touch; Durations: 1 Hour
Graveyard Mists (Obscure): This hex calls up a dense ground fog that builds up to a height of 6 feet (1"). 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.
Hard Water: This hex makes water thicker and thicker, 1 Power Points making swimming unneeded unless the person is under the hard water (Swimming -2), 2 Power Points the water becomes gelatinous and slows any boat’s pace caught in it, and 3 Power Points can be walked on as if it where soft but firm ground, and it stops small boats completely. Novice Power; Power Points: 1-3; Range: Spiritx2; Duration: Concentration
Hex Sense (Detect/Conceal Arcana): Caster can see the arcane, supernatural, and even mad science with the hex. This includes invisible or enchantments on items and people. With a Raise, the hexslinger learns something of supernatural of the arcane source. Novice Power; Power Points: 2; Range: Sight; Duration 3(1/round)
Home Ground: The caster to get a mental map of the surrounding territory features such as hills, valleys, watercourses, etc. It also conveys lesser features such as cliffs, passes, and watering holes. With a standard success, the hex yields about a 500 yard radius. With a Raise, a one mile radius. It gives the hexslinger a +1 to Survival rolls where this knowledge would come in useful (hunting, shelter, etc.). Novice Power; Power Points: 1; Range: Self; Durations: 1 Hour
Howl (Fear): A caster of this hex lets out an unearthly scream affecting friend and foe in a Large Burst Template centered on the huckster. Anyone in the area must make a Guts roll, (-2 on a Raise). Wild Cards who fail roll on the Fear Table while Extras are Panicked instead. Characters with Hard of Hearing get a +2 on their Guts roll, while deafened characters are immune completely. Novice Power; Power Points: 2; Range: Self; Durations: Instant
Hunch: The hex gives the huckster insight into the past of a person, place, or thing. Assuming the hex is successful, the caster gets a vision, feeling, insight, or hunch about some event that happened in the target object or person’s past. A Raise grants the caster more information at the Marshal’s discretion. Novice Power; Power Points: 3; Range: Touch; Durations: Instant
Hunger Pangs: With this hex, the huckster causes the victim to develop uncontrollable hunger. 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. Veteran Power; Power Points:; 3 Range: Smarts; Durations: 3 (1/round)
Hurry Up! (Speed): This hex works as per the Speed Power.
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. Seasoned Power; Power Points: 2; Range: Touch; Duration: Concentration
Incognito: This hex hides the target behind a veil of magic that makes most folk ignore them. 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’s hexslinging roll to cast the hex. They gain a +4 to that Spirit roll if the observed the hexslinger cast it. The huckster can cast this on others and sees them as he would normally. Novice Power; Power Points: 2; Range: Touch; Duration: Concentration
Interpret (Speak Language): This hex gives the huckster the ability to speak, read, and write in a language other than his own. The language must be an advanced form—not animalistic. A Raise on the casting allows the user to project a particular dialect as well. Novice Power; Power Points: 1; Range: Self; Duration: 10 minutes (1/10 min)
Kentucky Windage (Aim): The hex works like Aim Power is described.
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._ Veteran Power; Power Points: 3; Range: Smarts; Duration: 5 minutes (1/minute)_
Martyr’s Mirror: This hex turns a foe’s offense into a huckster’s defense. 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. Seasoned Power; Power Points: 4; Range: Self; Duration: 3 (1/round)
Missed Me! (Deflection): This hex forces the manitou to deflect bullets and other porjectile attacks at the target. While it doesn’t protect against Area of Effect attacks, it does work against most any other ranged attack, magical or otherwise. 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. Novice Power; Power Points: 2; Range: Self; Duration: 3 (1/round)
Necromancer: With the aid of the manitou, the caster can summon a recently departed soul back to their body. This hex doesn’t work for those who died of a head wound though. 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). Veteran Power; Power Points: 3; Range: 1"; Duration: 3 (1/round)
Nightmare Realm (Fear): The hex subtly warps the world around the huckster into a place straight from a bad dream. Corners become darker, thickets deepen, plants appear to wilt. The entire area’s Fear Level is increased for the duration (twice as long with a Raise). 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. Novice Power; Power Points: 1/Fear Level; Range: Spirit x2; Duration: up 1 minute/Hexslinging die Type
Phantasm (Fear): This hex conjures up the images of the victim’s worst nightmares. 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). Wild Cards roll on the Fear Table, while Extras are Panicked instead. Novice Power; Power Points: 2 Range: Smarts; Duration: Instant
Phantom Fingers (Telekinesis): This works as described as the Telekinesis Power.
Rapid Fire (Quickness):
Reanimate (Greater Healing):
Ring of Fire (Barrier):
Shadow Walk (Teleport):
Soul Blast (Bolt):
Soul Burst (Burst):
Spirit Coil (Entangle):
St. Elmo’s Fire (Light):
Texas Twister (Windstorm): Works as per the Windstorm Power
Touch o’ Death:
Tunderclap (Stun): Works as per the Stun Power.
Trinkets: Works as per the Trinkets Power
Two of a Kind:
Air Bubble (Environmental Protection): Creates a small bubble of air (about a one foot radius around the target’s head) around target’s head ensuring fresh air during the duration of the hex. The bubble is normally invisible but can be seen deflecting rain or smoke for the head of the target. The hex continues to resupply the bubble with fresh air until the power’s duration expires or the huckster dismisses the power. Other than that, this power works like the Environmental Protection Power.
Bandage: Automatically stops target from bleeding out from their wounds. (Novice Power, 0 Power Points Range: Touch Duration: Permanent)
Bar: Reinforce a closed door, window, lid, etc. to prevent entry/access by giving it a +2 to its Object Toughness. (Novice Power, Power Points 0 Range: 3" Duration: Concentration)
Beggar’s Banquet: Causes bland or bad tasting food taste line a fine meal (Novice Power Power Points 0 Range: 1" Duration: Permanent)
Calling Card: This turns an ordinary playing card into a card bearing a design (or message) from the huckster. (Novice Power; Power Points: 0; Range: Touch; Duration: Permanent)
Coffin Varnish: Coffin Varnish is slang for bad coffee bad that is sort of what this trick makes. It changes any liquid into a dark brew that gives drinker a + 4 to Vigor rolls to stay awake or sober up. This trick does not cure sleep derivation or drunkeness. Tt only delays it for 1d6 hours when the character automatically takes a level of Fatigue that doesn’t go away until the drinker takes an hour long rest. Novice Power; Power Points: 0; Range: 1"; Duration: until brew gets cold
Compass: This simple (but potentially life saving) trick determines which direction North, South, East and West are. Novice Power; Power Points: 0; Range: Self; Duration: Instant
Confound (Boost/Lower Trait): Lowers one of target’s Skills as per the Boost/Lower Trait Power. When selecting this Trick, the player also may take one of the following: Corporeal Tweak, Corporeal Twist, Mental Tweak, Mental Twist, or Penny Ante as well.
Copy: This trick allows the huckser to quickly write or sketch a rough copy of a single page of information. The copy is not likely to be mistaken for the original as due to the speed of the huckster’s duration the copy is a bit sloppy. For larger maps and charts the Trick can be cast multiple times. The Hexslinger must have enough paper and writing materials on hand to make the copies. Novice Power; Power Points: 0; Range: Self; Duration: Instant
Corporeal Tweak (Boost/Lower Trait): Increases target’s physical Attributes (Agility, Strength, Vigor) as per Boost/Lower Trait Power. When selecting this Trick, the player also may take one of the following: Confound, Corporeal Twist, Mental Tweak, Mental Twist, or Penny Ante as well.
Corporeal Twist (Boost/Lower Trait): Decreases target’s physical Attributes (Agility, Strength, Vigor) as per Boost/Lower Trait Power. When selecting this Trick, the player also may take one of the following: Confound, Corporeal Tweak, Mental Tweak, Mental Twist, or Penny Ante as well.
Debug: Metal mages really enjoy this trick as keeps their gadgets from blowing up in their faces. This trick allows the huckster to prevent a Mad Science Gizmo or Infernal Device from malfunctioning on any but snake eyes._ Novice Power; Power Points: 1 Range: Touch; Duration: one hour_
Divin’ Rod: By using dowsing rods, the huckster can locate the nearest source of water within range of the Trick. The trick doesn’t indicate the purity of the water just where it can be found. Novice Power; Power Points: 0; Range: Smarts; Duration: 5 minutes
Ear Shot (Mind Rider): Allows the huckster to hear through a subject’s ears. The huckster listens as if he/she had the target’s ears. So if the target is hard of hearing or hit with a sonic attack the hexslinger is affected as well. Other than that, it functions like the Mind Rider Power.
Envision: The caster can see through thin objects like playing cards or clothing. Obviously of great use to any card player. Novice Power,; Power Points: 0; Range: Self; Duration: 1 round
False Face: This hex allows the caster to make simple changes of the facial features, hair, and eyes. It gives them a +2 to Persuasion or Bluff rolls to disguise themselves. This bonus does not stack with disguise kits or other appearance altering powers. Novice Power; Power Points: 0; Range: Self; Duration: 1 minute
Flare: This causes fire to increase up to 150%, it doesn’t increase heat or fuel consumption but does increase the light given off by it. Makes for a very dramic entrance. Novice Power; Power Points: 0; Range: 3"; Duration: Concentration
Flicker: 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. It lowers the illumination by one level (Normal illumination becomes dim, dim becomes dark, etc). Novice Power; Power Points: 0; Range 3"; Duration: Concentration
Mental Tweak (Boost/Lower Trait): Increases target’s mental Attributes (Smarts and Spirit) as per Boost/Lower Trait Power. When selecting this Trick, the player also may take one of the following: Confound, Corporeal Tweak, Corporeal Twist, Mental Twist, or Penny Ante as well.
Mental Twist (Boost/Lower Trait): Decreases target’s mental Attributes (Smarts and Spirit) as per Boost/Lower Trait Power. When selecting this Trick, the player also may take one of the following: Confound, Corporeal Tweak, Corporeal Twist, Mental Tweak, or Penny Ante as well.
Penny Ante (Boost/Lower Trait): Increases target’s Skill as per Boost/Lower Trait Power. When selecting this Trick, the player also may take one of the following: Confound, Corporeal Tweak, Corporeal Twist, Mental Tweak, or Mental Twist as well.
Private Eye (Mind Rider): This spell allows the huckster to see through another’s eyes as if they were their own. The subject can be human or animal but not abominations. The hex works like the Mind Rider power for vision only. The huckster cannot control what the subject looks at or the quality of the subject’s vision. Additionally, if the subject is targeted with a blinding or Fear Effect, the huckster is also affected.
Will o’ the Wisp: