Index < Deadlands < Hucksters

BACKLASH TABLE #1

written by Everett Proctor

CardDescriptionClubsDiamondsHeartsSpades
2Hex succeeds.
You defeat the manitou easily, but he is able to get revenge by making it obvious that you are doing something supernatural.
Anyone looking in your direction needs to make a fair (5) Cognition check to notice something strange.Same as Clubs, but the Cognition check is foolproof (3).Same as Diamonds, now there's also sound, so anyone nearby needs to make a foolproof (3) Cognition check.Anybody nearby automatically notices the effect by both sight and sound, and it lasts for 2 rounds.
3Hex succeeds.
It's a tough struggle, and the manitou is weakened so the hex has a lesser effect.
Reduce hand rank by one.Reduce hand rank by two.Reduce hand rank by three.Reduce hand rank to minimum hand.
4Hex succeeds.
But it's a tough fight, and leaves you exhausted.
Take 1d4 Wind.Take 2d6 Wind.Take 3d8 Wind.Take 4d10 Wind.
5Hex succeeds.
But it's a long struggle, so you lose a few actions, and the spell doesn't take effect until you've lost your last action.
Don't lose any actions, but the spell doesn't take effect until opponent takes an action.Lose 1 action.Lose 2 actions.Lose 3 actions.
6Hex succeeds.
But the manitou is able to affect you as well. The hex also has the reverse effect as follows.
Reverse effect at 2 hand ranks lower.Reverse effect at 1 hand rank lower.Reverse effect.Reverse effect at 1 hand rank higher.
7Hex succeeds.
But the manitou mentally stunned you. Suffer penalties to Hexslingin' rolls.
-1 for 1d4 rounds.-2 for 1d6 minutes.-3 for 1d8 hours.-4 for 1 day.
8Hex succeeds.
The hex has the exact opposite effect.
Reverse effect at 2 hand ranks lower.Reverse effect at 1 hand rank lower.Reverse effect.Reverse effect at 1 hand rank higher.
9Hex fails.
But at least you learned something.
Gain 1 level in Academia: Occult.Gain a chip draw.Gain 1 bounty point.You gain nothing, but then again, you lose nothing.
10Hex fails.
The manitou messes with your mind and you gain an insanity for the specified duration.
Insanity lasts for 1 day.Insanity lasts for the rest of the adventure.Insanity lasts for the rest of the adventure. At the beginning of each session, if the Huckster makes a hard (9) Spirit check the Insanity goes away.Insanity is permanent.
JackHex fails.
You see something in the Hunting Grounds that you'd rather not. Make a Guts check.
Terror 5Terror 7Terror 9Terror 11
QueenHex fails.
Boy did you blow this one! Take damage to the guts.
1d42d63d84d10
KingHex fails.
You are shut out of the Hunting Grounds completely. You can't cast another hex or Trick for the specified duration.
1d4 rounds.1d6 minutes1d8 hours.1 day.
AceHex fails.
Brain fry. Lose level as described.
Lose on level of Hexslingin', lasts for one day.Lose one level of Hexslingin', lasts for 1 week.Lose one level of Hexslingin' permanently.Double whammy! Lose one level of Hexslingin' permanently, and pull another card for an additional Backlash.
Red JokerThe manitou has taken complete possession of you. Marshal's discretion.
Black Joker The struggle was too much for you. You are now comatose. Marshal's discretion.

BACKLASH TABLE #2

written by Patrick Downs

coming soon
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