Hexslingin' Hexes

Here's a bunch of hexes designed specifically for the Hexslinger breed of huckster. They are not found in Hoyle's Book and can only be learned if taken during character creation or if taught by another hexslinger who knows the hex. Regular hucksters can learn them too, but only if they are taught by a hexslinger or if they design the hex themselves. They may not learn them from Hoyle's Book or take them in character creation, unless there's a darned good reason for it!

Hexslingers differ from other hucksters in that they do not recieve a +2 to their Gamblin' aptitude rolls, this is counterbalanced by the fact that their hands do not fill with the tell-tale poker hand when casting a hex (although the magic system is the same) this also means they can fill both hands with guns and still cast hexes!

Booby Trap

Trait:Spirit
Speed:1
Duration:10 seconds/Hex Level
Range:Touch
Hand:Ace

Description
When this hex is cast the Hexslinger's hand leaves a charge of magical energy on whatever object the Hexslinger was touching. The area affected is the same size as the Huckster's hand, as if he had left a print there. Any person touching this magical trap recives a backlash straight from the hunting grounds which causes intense pain and is enough to knock a fellow out cold!
The Hexslinger can only leave this trap on inanimate objects, such as gun handles, door knobs, or dynamite, and the energy is only relesed if somebody touches the exact area affected by the hex (ie the area covered by the Huckster's hand when casting) and the energy is immediatley transeferred to the targets body, meaning that once the trap is sprung the hex ends. If the hex duration expires then the energy dissipates harmlessly.

The effects of the hex are determined by the hand. Anyone who triggers the trap recieves a magical shock and must make a Vigor(3) check, losing the difference in wind if they fail the roll. Every hand above the minimum adds +2 to this TN. As with brawling damage every 6 wind lost causes an actual wound, in this case to whatever part of the body the victim touched the affected area with.
If the target fails his Vigor roll he is also stunned until they make a recovery check at TN equal to their highest wound level.

The usefullness of this hex may not be immediately obvious, but if the Hexslinger is ever forced to give up his sidearm at gunpoint she can cast the hex on the handle of her hogleg in an attempt to stun whoever picks it up. Or she could cast it on a door handle to shock a persuer, or booby trap the tip of a Bowie Knife to give it an extra kick in combat. The limitation is that the trap is only triggered by living tissue but can only be cast on inanimate objects. In this case a Harrowed's skin counts as living tissue and the hex counts as a magical attack in nature so therefore affects the undead accordingly.


Flaming Hellfire

Trait:Spirit
Speed:2
Duration:1 wind per round
Range:Touch
Hand:Pair

Description
With this hex a Hexslinger can shoot flaming eldritch fire from his hoglegs! The hex affects any one firearm in the caster's hands (apart from gizmos) and turns all bullets fired from the weapon into firey balls of molten metal as long as the Hexslinger pays 1 Wind per round. The effects are quite visible as the bullets leave a thin streak of fire behind them and may set fire to flammable targets.

At the minimum hand this hex adds 1d4 to any damage caused by ammo fired from the enchanted gun and has a 50% chance of setting fire to flammable targets (an "evens" roll of a dice). Every other hand higher than the minimum adds and extra 1d4 to the damage caused, so a peacemaker's bullets would cause 3d6+3d4 damage if a straight were pulled when casting this hex.

This does not count as a magical attack, the flames are caused by magical means but are not in themselves magical.


Hidden Weapon

Trait:Smarts
Speed:2
Duration:1 Minute/Hex Level
Range:Self
Hand:Ace

Description
Sometimes a Hexslinger needs to keep a little "protection" on him at all times, even if this means going against the local firearms ordinance. With this hex the Hexslinger can make a firearm or other weapon on his person less visible, effectively lowering it's concealability by 1. The Hexslinger must still make an effort to hide the weapon but anybody searching for it will just have a harder time finding it. Every hand above the minimum required to cast this hex lowers the concealability by another 1 point. If a weapon's concealability reaches zero it is effectively made invisible and can be held in plain view without being seen. The weapon is still tangibly there but is removed from the human field of vision (including the Hexslinger's) until either the hex ends, the Hexslinger allows the weapon to leave his person, the weapon is fired, or is touched by another person.

Alternatively, the Hexslinger may choose to have more than one weapon affected (so long as they are all kept on his person). The minimum hand provides a -1 to concealability and every hand higher can either increase the concealabilty of that weapon, or decrease another weapon's concealability by -1. Further hands may affect the concealabilty of either weapon. The Hexslinger may not affect more weapons than he has levels in the Hide Weapon hex.


Just A Flesh Wound

Trait:Knowledge
Speed:2
Duration:1 wind per round
Range:Self
Hand:Pair

Description
Not all Hexslingers are mean-spirited killers, some prefer to take their opponents down without ending their life (or maybe an outlaw is worth more alive..) and this hex allows the Huckster to avoid killing folk if he can at all avoid it by making damage caused from his hoglegs less severe, but no less painful.

This Hex affects all firearms used by the Hexslinger and reduces their effective lethalness. Anybody hit by the Hexslinger's guns stands more chance of surviving.

Subtract one wound from any damage caused by the Hexslinger's guns, but increase any wind damage caused by 1 point. Every hand higher than the minumum subtracts another wound from damage caused and adds another 1 wind to the damage. All stun checks are made at the wound level that the damage would have caused before subtracting wounds, and wind damage is determined in the same manner

Example: Target is hit by a bullet fired from a gun affected by this hex at a level of Two Pair. Damage rolled is 3d6 and the target takes 32 points of damage (ouch!). This would cause 5 wounds, 5d6 wind, and a stun chack at TN 13. The hex, however, means that 3 wound levels are subtracted from the final damage and that 3 extra points of wind are lost. The target takes 2 wounds to the affected location but 5d6+3 wind damage. His stun check is still at a TN of 13.

Remember that Just A Flesh Wound targets the Hexslinger's guns, not the person he's shooting, so this hex cannot be cast on the Huckster himself to ignore wounds, apart from those inflicted by his own guns of course!


Muffle

Trait:Knowledge
Speed:1
Duration:1 Wind per round
Range:10 yards per hex level
Hand:Pair

Description
This hex effectively silences any noise made by the explosion of a round of ammunition when it is fired from it's chamber. The hex affects any one firearm within range making it soundless when fired, the only sounds heard are the click of the hammer, the zip of a bullet, and the impact of the projectile. The traditional Bang! noise of a gun going off is muffled and cannot be heard. Anybody up close will still hear the click, zip, smack noise - and any windows shot out are still going to cause a racket - but gunfire itself can go on unheard.

Every hand higher than the minimum means the hex can affect an additional firearm or explosive within range, the maximum number of targets being equal to the Hexslingers level in Muffle.


Pain 'N' Sufferin'

Trait:Smarts
Speed:2
Duration:1 wind per round
Range:5 yards per hex level
Hand:Ace

Description
This is a nasty little hex for those Hexslingers who like to see a fellow squeal in pain. The Hexslinger targets an individual with the hex - who gets to roll a Spirit (7) check to resist the hexes effects, adding the Hucksters hex level to the TN - to make them more susceptible to pain. When the target is damaged in combat they take an additional 1 point of wind and any stun checks are at a TN of +1. Every hand higher than the minimum to cast increases the wind damage by another 1 point and the stun check TN by +1. Casting this hex at a level of straight, for example, would cause the target to lose 6 extra points of wind every time they are damaged and has a whopping +6 added to his stun TN's. Causing him a Light Wound would lose him d6+6 wind and he has to make a stun check at TN 11 instead of 5!

When brawling and causing non-lethal damage - and only if you're using the new brawling rules - the wind loss penalty and stun TN modifier is instead applied as a negative modifier to any Vigor rolls made when resisting damage. This way the target loses the extra wind only if he loses the Strength vs Vigor rolls when determining damage and automatically has his stun TN modified in the process.


Pluggin' The Holes

Trait:Smarts
Speed:1
Duration:Instant
Range:Touch
Hand:Pair

Description
When you start taking rounds in the chest things can start to go downhill very fast for an unprepared Hexslinger. Fortunately those with this powerful hex getting wounded may not be such a problem. Sure, Helpin' Hand can cure a fellow of his wounds, but it takes time, and a Huckster can't cast it on himself. Pluggin' The Holes, however, is much quicker and the Hexslinger can cast it on himself. The drawbacks are that it can't cure more serious wounds completely, it costs the Hexslinger a little energy, and it must be cast soon after the wound is caused

If the hex is successful the Hexslinger can cure 1 wound level from any one location simply by pressing his hand to the damaged area. The wound is immediately healed to the next wound level and the Hexslinger loses 1 point of wind for his effort. The downside is that this hex cannot heal wounds caused more than the Hexslingers hex level in rounds ago. Basically the Hexslinger gets 1 round in which to cast the hex per Hex Level before the wound is too "old" to heal. A fellow with 5 in Plugin' The Holes can heal wounds caused up to 5 rounds ago, but no more.

This hex can be cast multiple times for multiple locations and wound levels but only heals one wound by one level per casting, and costs the Hexslinger 1 wind each time. More serious wounds require a higher hand to heal. Consult the following table to see what hand is required to heal a certain wound level.

If Hexslinger casts this hex on himself then he must gain one hand higher than that listed above to achieve the same effect, this effectively raises the minimum hand to Pair when targetting himslelf.

Limbs cannot be regrown with this hex, but a severed or Maimed limb can be re-attached and healed to Critical.

Dead folk cannot be brought back to life with this hex (no re-attaching severed heads!) and the hex does not stop wind loss due to bleeding (the hexslinger would need the Bandage trick for this).

Pluggin' The Holes does not affect Harrowed and Abominations.


Riccochet

Trait:Smarts
Speed:1
Duration:1 round per Hex Level
Range:Self
Hand:Ace

Description
Hexslingers versed in the art of "fannin' the hammer" can clear a room real fast with this Hex. Any weapons fired by the Hexslinger spurt forth bullets which bounce off any solid surface and ping around the place until they bury themselves in something soft. Like a fellow's belly. This means the Hexslinger himself is at risk of taking a stray slug if he's not careful!

Bullets fired from any gun in the Hexslinger's posession will riccochet off any surface considered to have an armour value. This includes walls, bullet-proof vests, chairs, tables, stairs, light fittings, the floor, the ceiling, spurs, pistols, and anything else with a hard surface. Every time a bullet bounces off a surface it causes no actual damage to that surface but some of it's kinetic energy is lost causing it to lose a die type of damage. A peacmaker bullet bouncing off a brick wall to hit a cowpoke around the corner would cause 3d4 damage due to the single bounce. If a damage die type is at d4's then the next bounce will stop it dead. Damage will not fall to the next d4 as it would under the rules for armour. A rifle round would be reduced from 4d8 to 4d6 on the first bounce, falling to 4d4 after the next bounce and would be stopped at the 3rd bounce.

Each hand above the minimum to cast Riccochet allows the bullet to make a bounce without losing any damage die type. Casting Riccochet with a straight would allow a bullet to bounce 5 times without losing any damage dice!

If the Hexslinger wants to target an individual with one bullet, say if he's hiding around a corner, he can roll to hit normally but subtracts -2 to his Shootin' roll per bounce as the riccochets become more and more unpredictable. However, the Hexslinger may first roll his Gunplay aptitutde at a target number of 5, every success and raise netted allows him to ignore the penalties incurred by a single bounce.

If this hex is cast in a crowded room and the Hexslinger is using an automatic weapon (or Fannin') then you can imagine the results as bullets ping around the place until they hit something soft! I have no hard and fast rules for this so the Marshal will have to use common sense to determine who's hit and who's not (the Hexslinger himself will be counted as a potential target if he's not careful!) but generally the deciding factors are how many targets there are, how small the room is, and how many bullets are put in the air.


Show Us What Yer Made Of

Trait:Cognition
Speed:10 seconds
Duration:Instant
Range:5 yards per hex level
HandJacks

Description
Rather like Hunch this hex gives the Hexslinger a little insight into the unknown, but rather than targetting a place or object this hex tells the Hexslinger a little about a person's gunfighting abilities. Rather handy if you're about to call out "The Worlds Greatest, Yet Still Unknown, Gunslinger" for comments he passed concerning your parentage...

The Hexslinger must be able to see his target and their eyes must meet for a moment, the Hexslinger casts the hex and, if successful, may choose to learn of the target's rough skill in one of the following areas: Gunplay, Shootin':Any, Speedload:Any, Throwin':Any, Quickdraw, Guts. The higher the hand the Hexslinger gets the more clear the information regarding the target's skill in that area. If the Hexslinger draws a Straight or above he may determine the target's skill in two of the above areas. The higher the hand the more precise the information, up to the point where the Marshal will tell you the target's exact die type and level in the aptitude.

Example: Drawing a Pair and asking how good an hombre's Quickdraw is will only get an answer of "good" or "not so good", whereas drawing Two Pair may get a response of "Better than you" or "excellent" or "extremely lacking", and drawing a straight gives an answer of "he's the best for miles around (6d10)" or "she's a bit of a begginner but she's learning (2d8)" with an added "her aim is spot-on though" or "he may be fast but he's a coward".

Hopefully you get the idea, higher hand = more accurate information. This hex can be cast on a target more than once but they get to make a Spirit(9) check each time if they have an Arcane Background, if they pass they may block the information although they won't necessarily know the source of the hex.

Instead of targetting an aptitide the Hexslinger may instead ask questions of a fellow's combat related edges 'n' hindrances. For example is he/she "Two Fisted", is he/she "Tough as Nails", are they a "Two Gun Kid", but it may be fun to word the questions and answers a little differently and to roleplay the responses rather than give actual edges/values.

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