DeadStrands+ +hucksters
DeadStrands+ +hucksters
DeadStrands+ +hucksters
When the Reckoning occurred in 1863, it appeared to occultists to replenish the worlds supernatural energy. But that doesnt mean magic and spooks didnt exist for centuries beforehand. Since the beginning of time, a few rare mortals have learned to tap into the power of the supernatural. Some of them used their knowledge for good, and others for evil. Most just used it to help them clean their houses. But other folks, being the superstitious and jealous bunch they are, usually hang or burn at the stake those who could make a broom sweep a kitchen all by itself. Over the years, this hasnt improved much.
The Hucksters
Those who knew the secrets of Hoyles Book of Games benefited greatly from the Reckoning. The number of spirits in the world before 1863 was low, and their power was weak. Afterward, a flood of spirits with links to a much stronger supernatural plane made it much easier to make use of Hoyles formulas. Witches and warlocks are still considered evil by common folks, and suspected dabblers are still swung from the gallows poles on occasion. While the Reckoning has given sorcerers more energy to work with, the evil its caused has made people even more fearful and superstitious. In the civilized world, sorcerers are forced to keep their abilities secret lest they be hunted by overzealous priests, the Unions Agency, or the Confederacys Texas Rangers. The wizards of the Weird West call themselves hucksters after the snake-oil salesmen who so successfully pull the wool over the collective publics eyes. Other terms were borrowed from the American Indians, who had a different view of the way things worked. Jokers became manitous, and the supernatural plane in which they lived became known as the Hunting Grounds. Becoming a huckster isnt easy. A person must first learn how to communicate with manitous. Never an easy task, this is especially difficult because the prospective huckster is actually looking to work with them, rather than beg them to leave (as most people would normally do).
1
Assuming the manitous dont drive him insane, the huckster must then treat with the ornery spirits and somehow or another get them to agree to engage with him in a game of wits. The game takes place in the Hunting Grounds and might seem to take minutes, hours, or even days. But time in the physical world moves much faster, so engaging a manitou usually takes a huckster only a few seconds. A really good huckster can have a manitou licked fast enough in the Hunting Grounds to beat a gunslinger in a fair draw back in the real world. The game the huckster plays with a manitou is entirely cerebral, but humans perform much better at such things by visualizing an actual game that is familiar to them. The most common game among hucksters is poker. If the huckster wins the game, the manitou is forced to do his bidding. Should he lose, the huckster can suffer a physical attack by the spirit.
Playing a Huckster
Hucksters are some of the most powerful characters in the Weird West. When things go their way, they can hide in plain sight, summon storms, or squeeze a mans heart so hard it bursts. When a manitou gets its way, the hucksters going to be hip deep in it. Its all a matter of playing the odds. Playing a huckster (or hexslinger as theyre sometimes called) is as simple as buying the Power Advantage (Huckster). This costs 3?/4?/5? Advantage Points and reduces starting refresh by -1?/-2?. This allows them to spend Ability points on Affinity (Hexes) which is included with the above Power Advantage. This Affinity is a mechanical representation of their spellcasting knowledge and their ability to duel manitous. Whenever a hex is cast, the Affinity score is rolled to succeed. Other Abilities may be affect certain parts of a hex, but the Affinity (Hexes) is of primary importance. Even on a successful casting of a hex, the Huckster will suffer physical attack from the manitou for the temerity of challenging them. This may be the equivalent of a light punch to the gut to a claw raking your back and drawing blood. The more you challenge the manitous (as in, the more hexes you cast!), the worse your wounds can get. But of course Hoyle found a way to cheat. By challenging the manitou to a particular kind of battle, a huckster can entirely avoid their wrath if he wins. But if he loses well, lets not talk about that just yet. Its ugly. Much like normal powers in SoF, hexes come with their own Aspects. They can be compelled and invoked as normal.
Casting a Hex
Casting a Hex is simple. Choose a Hex that you know, determine your difficulty, and roll your Affinity (Hexes) against it. Hucksters are unique in that they can choose to increase the difficulty of their hex in exchange for a wide variety of effects. Other spellcasters (for lack of a better term) usually must roll against a set difficulty, which never changes. On a success, the hex goes off. This may or may not mean an additional roll; some combat hexes use the Affinity roll to hit, others require a separate roll (See the hex description for details). The huckster then suffers 1 Physical stress. As always, if this is enough to trigger a consequence, the huckster suffers one as usual. The exact description of the consequence is left to the player, but if a manitou is involved its usually nasty. On a failure, the hex does not go off, and the huckster suffers two Physical stress. On a botch (rolling a -4 or -3), the huckster suffers two Physical stress, and must roll on the Backlash table and suffer the consequences. This roll can be rerolled through the successful Invocation of an Aspect but note that this doesnt change the fact that Backlash occurs. This could even mean you suffer Backlash even as your spell succeeds! Note that stress inflicted by a successful or unsuccessful hex casting can never be mitigated by armor, spell, or otherwise.
Learning Hexes
A beginning huckster starts with one hex for every point in Affinity (Hexes) for free. Hexes are rated as Common, Uncommon, and Rare. Only Common and Uncommon may be chosen at character creation. The others must be found, taught, or earned. There are many more hexes in the Weird West than what is shown below.
3
Hexes
(Paragraph about definitions on Activation, Duration, Range, and Casting Time, and Modifiers.)
Bash (Uncommon)
Activation: Difficulty 3 Duration: Instant Range: 1/Willpower Casting Time: Simple Action
Few things make a manitou madder than being forced to serve a hucksters whim, if even for an instant. On the other hand, nothing makes an angry manitou happier than outright, unadulterated destruction. Thats exactly what Bash is all about: bashing things all to Hell. Unlike Soul Blast, this hex is capable of damaging inanimate objects exclusively. It cant directly hurt a living being, but the hex gives your huckster something to knock down doors with or to chuck at the big, armored steam wagon which is about to squash him flat. It can also be used to damage a rifle in someones hands or even destroy a gizmo. Any animate thing attached to the damaged piece is unharmed by the hex. When cast, this spell appears as a swirling ball of spiritual energy that flies toward the target and slams into it with devastating force. At its base level, Bash has a Weapon Rating of 4. Assuming this is cast against an unmoving object, there is no need to roll to hit the target. Use the Affinity roll to determine both success of the hex and extra damage. If the huckster tries to destroy something being held by someone, the huckster must roll Agility vs. Agility. Modifiers: Increase Weapon Rating by +1 for +2 Difficulty; Increase Range by +1 for +1 Difficulty
Bloodhound (Uncommon)
Activation: Difficulty 2+ Duration: 1 Hour Range: 1/Perception Casting Time: Simple Action A favorite among hexslinging bounty hunters, this hex allows a huckster to put a ghostly tag on someone, allowing him to track the victim like a bloodhound. The target must be in range of the hex at the time of casting, but afterward the range is unlimited. Depending on the difficulty the Huckster sets for himself, he can tell the direction, distance, exact location, or even what the target is doing (higher difficulties give all the information that is awarded by lower difficulties too). This hex is extremely useful for leading posses after bandits. Note that this hex can be renewed if cast again before the duration expires, but the original difficulty still applies and may not be changed. Bloodhound even works on a huckster whos using the Ghost Trail hex. See the description of that hex for more details.
Bloodhound
Difficulty 2 3 4 5 6 7 Information Alive or dead General direction Rough distance Direction of travel Exact location Current activity
Bodyguard (Uncommon)
Activation: Difficulty 3 Duration: Scene Range: Touch Casting Time: Simple Action
5
Hucksters cant heal their own wounds its a fact of life. But there are a number 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 a Maze pirate wielding a cutlass? Huckster shish-kabob, thats what! With Bodyguard, the huckster conjures a form of magical protection for himself which absorbs some of the damage meant for the huckster. This defense is far from perfect and breaks down rapidly under attack but hey, it beats a kick in the head. At the default difficulty, Bodyguard absorbs 3 incoming stress before the hex ends. These stress are removed first (meaning, the boxes are placed before others in the Physical stress track). Once the maximum number of stress has been absorbed by the hex, it dissipates and the huckster is vulnerable to further attacks. The protection afforded by Bodyguard is effective against all types of physical damage, both magical and non-magical. It does not provide any protection against suffocation, drowning, casting hexes, backlash, or stress caused by Gritty consequences. A huckster can have only one Bodyguard active on a particular person at a time. Until the first hex ends, any further castings automatically fail. Modifier: Increase Armor Stress by +1 for +1 Difficulty; Increase number of additional targets by +1 for +3 Difficulty
Brimstone (Rare)
Activation: Difficulty 3 Duration: 1 Minute +1 Minute/Endurance Range: 1/Affinity Casting Time: Simple Action With hexes like this, its no wonder hucksters have gotten a bad reputation with God-fearing folk. Brimstone allows the huckster to summon up a bit of brimstone from Hell itself. The thick, yellowish vapors it puts forth choke and blind everyone in the area. Once the huckster has summoned up the Brimstone, he can drop it, throw it, or carry it around if he wants, though hes not immune to its effects. To cast the hex, there must be a source of burning coals. As part of the hex, the huckster reaches into the flames (which some maintain actually channels his hand straight into the Pit) and plucks out a piece of brimstone, immediately causing +1 stress (which is in addition to whatever else he suffered in casting the spell). The brimstone immediately begins to smoke, causing sickly vaguely yellow vapors to billow forth over a circular area equal 1 zone per point in Affinity. A blowing wind, whether of natural or magical origins, is ineffective in dispersing the hellish fumes. Living beings within the cloud suffer burning eyes, skin, and lungs. This is treated as a WR +2 attack against Endurance, occurring every round that the subject stays within the area of effect. Until the hexs duration has expired, any zone affected has the Smokey Aspect. Modifiers: Increase range by +1 Zone for +1 Difficulty; Change Smokey Aspect to Persistent for +2 Difficulty
On a success, the target gains an appropriate Aspect (such as Enhanced Strength, Enhanced Perception, etc). This Aspect is considered Persistent for the duration. Note that the huckster only spends the Fate Point on a successful use of this hex. Modifiers: None
Earshot (Common)
Activation: Difficulty 2 Duration: Scene Range: 1 mile/Perception Casting Time: Simple Action + Supplemental to maintain A huckster can use this hex to hear through a subjects ears. If the target of the hex makes a Willpower roll vs. Difficulty 3 when the hex is first activated, he knows somethings wrong. For most people, this will be an unshakeable feeling as if youre being watched. For those knowledgeable about hucksters and hexes theyll know exactly what it is. Little can be done by the target about Earshot but there are hints in Hoyle that hexes exist to rid yourself of a huckster utilizing this spell.
7
The huckster can cast this spell on an unseen target if he has an object the subject has touched within the last week. Modifiers: Increase targets Willpower roll by +1 for +1 Difficulty; Requires no Supplemental Action to maintain for +3 Difficulty
Hunch (Common)
Activation: Difficulty 4 Duration: Instant Range: Touch Casting Time: 2 Simple Actions A huckster can gain insight into the past with this hex. To cast the spell the huckster places his hand on a person, place, or thing and closes his eyes. If the hex is successful, the magician has a brief vision, feeling, or hunch about some event that happened in the targets recent past (at the base level, this covers the previous day). If the huckster fails his hex roll and there was extreme violence in the area of the item in the recent past (such as a murder) the huckster immediately suffers Backlash. This hex isnt often used to suss out a murderer for this very reason. The huckster can concentrate on a specific question (increasing the difficulty) if he wants, but the target doesnt know about events that did not happen in its presence. Modifiers: Increase time window by one step (see SoF Time Increments table) for +1 Difficulty; Additional Detail for +1 Difficulty; Specific question for +2 Difficulty.
Activation: Difficulty 2 Duration: Scene Range: Touch Casting Time: Simple Action+ Supplemental to maintain This is the favored hex of serious skulkers everywhere. Shadow Man creates a pocket of shadow around the huckster, granting him the Aspect of Shadow Man. Like all Aspects, this may be invoked for free on an initial stealth roll, or invoked for future stealth rolls with a Fate Point. Duration is considered to be scene-length, but the huckster must continue to maintain the spell by using a Supplemental Action during his turn for the spell to remain in effect (Note that the normal penalty of -1 to all actions when using a Supplemental Action does not apply to stealth rolls while using this hex). Modifiers: The Shadow Man Aspect is Persistent for +3 Difficulty; Requires no Supplemental Action to maintain for +3 Difficulty
10
Name Ace In The Hole Achilles Heel Air Bubble Bash Black Lightnin Bloodhound Bodyguard Brimstone Call O The Wild Corporeal Tweak Corporeal Twist Critter Ward Deuces Wild Earshot Helpin Hand Hunch Mind Tweak Mind Twist Missed Me! Phantom Fingers Private Eye Shadow Man Shadow Walk Soul Blast
Diff 4 5 2 3 3 2 3 3 2 3+ FP 3+ FP 2 2 2 3+ FP 2 2+ FP 2+ FP 2 2 2 2 2 2
Orig. Diff 5 5 2 3 3 3 2 2 3 3 3 4 4 3 2 5 3 3 3 2 3 3 2 2
Rarity Rare Rare Uncommon Uncommon Rare Uncommon Uncommon Rare Common Common Uncommon Common Common Common Uncommon Common Uncommon Uncommon Common Common Uncommon Common Common Common
Type Buff Utility Utility Utility Combat Utility Combat Combat Utility Buff Buff Utility Utility Utility Combat Utility Buff Buff Combat Utility Utility Utility Utility Combat
Description Allow others to cast a hex Learn weakness of creature Breath water or gas Smash inanimate objects Get charges for attacks Can put a spider tracer on someone Adds stress armor Creates noxious cloud Huckster can speak with and guide animals Add positive physical aspects to people, can be persistent Add negative physical aspects to people, can be persistent Creates field that stops normal animals Creates illusion of the huckster Huckster can hear through a subjects ears Huckster can lower a physical consequence by one step Huckster gets a hunch about a person place or thing Add positive mental aspects to people, can be persistent Add negative mental aspects to people, can be persistent Adds bonuses to Agility to dodge attacks Telekinesis Huckster can see through a subjects eyes Aids in stealth rolls by adding an aspect Teleport between shadows Damaging blast
DeadStrands - Hucksters
Classic Hucksters Notes Requirements - Arcane Background edge Requirements - 1 pt in Academia: Occult Each hex is its own Aptitude, a huckster may buy up to 5 levels in any hex during char gen. Casting Make an Aptitude check. On a fair (5) success, you contact the Manitou. Draw 5 cards, +1 for every raise on the hex roll. Make the best Poker hand you can some hexes require a minimum hand. o Failure on not reaching the minimum. o On a botch or when drawing a joker, roll on the Backlash chart for hexes. Reloaded Hucksters Notes Requirements Arcane Background (Magic)
11
Casting Pay Power Points o Recharge 1 point every three hours. Rapid Recharge Edge reduces this to 1 point every two hours, Improved to 1 point an hour. o On a 1 on Spellcasting roll, roll on Backlash table and Huckster is *shaken* OR Deal with the Devil o Player determines variables on Hex, such as Power Points to be spent o Draw 5 cards +1 per point of Grit o If hand beats the amount of power points needed, Hex does not require power points. Make Spellcasting roll
DeadStrands Hucksters Notes Requirements Power Advantage (Huckster) Requirements Affinity (Hex Casting) Start with 1 Hex per Affinity rating Casting Safe and Easy o Roll Affinity against the Hex Difficulty o On a result of -4 or -3 on the dice, the Huckster suffers Backlash. They may spend a Fate Point to reroll, but they still suffer Backlash. o On success, Huckster suffers 1 Physical stress, Hex is cast successfully o On failure, Huckster suffers 2 Physical stress, and Hex fails. OR Deal with the Devil o Roll Affinity against Hex Difficulty o On success, draw 5 cards +1 per Spin. On failure, draw 4 cards. If hand beats the difficulty, Hex does not inflict stress. On failure, the Huckster suffers Backlash. Joker counts as Wild Card, but causes backlash
12