
By Jeff Tolle and Brian Leybourne with contribution from Max Trebilcock.
Huckster deal with the Devil or at least Demons every time they cast a Hex. Some become extremely good at besting the Manitou, but the best or worse sometimes gets beaten by these Eternal tricksters, the following tables detail the consequences.
How to use the table.
First the basics: When your Huckster suffers Backlash, she (or the Marshal) draws a card, and applies the result below. Simple Eh?
Each suit has a theme. Its description is listed at the beginning of the suit. As the table progresses from Clubs up to Spades each effect tends to get progressively worse. In addition, each card gets progressively worse from deuce to Ace. Furthermore, each face cards and the deuces also have a theme. These themes are outlined under the appropriate face cards for the clubs suit.
Complications:
There are times when modifiers are made to the Backlash roll (High Fear Levels, previous Backlash results, taint on certain relics, etc). When this happens, the Marshal has two options. The simple (and preferred) method is to draw an extra card for each Backlash modifier. The Marshal takes the worst result (Marshal's call). This has the benefit of allowing the Huckster to draw the card, and see their own doom - "Not the Ace of Spades Again. I'm spending a blue chip."
Alternatively the Marshal can add to the face value of the card. If she drew an ace, increase the suit following the standard progression from lowest to highest of Clubs, Diamonds, Hearts, Spades. An Ace of Spades increases to a Red Joker, and on to a Black Joker. This has the advantage of allowing the Marshal a little more flexibility in the results. Marshal, you can decide which method is best.
Optional Rules:
The Marshal can decide to allow the Huckster to use fate chips to modify their Backlash draw.
A white chip allows a redraw (or decrease a Marshal's draw by one card if possible).
The results of this second draw become the new Backlash result.
The Huckster does not get a choice.
A red allows a redraw and player can choose between the two (or decreases a Marshal's draw by two cards,
if possible), however the Marshal gets to draw a chip, just like it was spent to modify a trait roll.
A blue allows a redraw and the Huckster can chose between the two (or decreases a Marshal's draw by two
cards, if possible). The Marshal gets no chip draw.
A legend chip negates Backlash altogether, as does the Arcane chip.
If you draw a Joker, only a legend chip can save your sorry ass.
Unless otherwise stated, the Hex goes off as normal, albeit with consequences.
Pick a Card, any Card.
Clubs. Top
Clubs indicate using brute strength to violently bent nature to mans will.
The Majority of the Backlash
from this suit violently twists nature or strength, turning man's weapons or power back on himself.
Draw. |
Result. |
Deuce: |
For the next Hex the Huckster a Red Joker counts as a Black for purposes of Backlash. |
Three: |
The nearest nature spirit is driven screaming into the hunting grounds. |
Four: |
For the next D6 days the Huckster is at -4 to all rolls related to animals. |
Five: |
For 1D4 weeks no Nature Spirits will abide by the Huckster being near them. All Shamanic Rituals |
Six: |
The next Settlement the Huckster reaches is plagued over
the next few weeks by ferocious animal attacks, finally driving people indoors for fear of being mauled.
If the Posse moves on they will see nothing, howver if they hang around, they will notice the changes.
They maybe even will be able to |
Seven: |
The Huckster's failed Hex has polluted the air. An ill wind blows over an acre centred on the Huckster. It is obvious the Huckster is the cause of this foulness, the effect follows the Huckster and lasts for 2d8 days. Mundane animals are upset by the fluxing Arcane energies, any domesticated animals in a 30 yard area immediately stampede. |
Eight: |
Clouds swiftly roll in and within 2d10 minutes a vicious hailstorm erupts over approximately one square mile centred on the Huckster.
Anyone not under shelter takes 1d4 wind every ten minutes,
|
Nine: |
Any plants in a 30 yard area shrivel and die. The affected land will not grow crops next season. |
Ten: |
Instead of the intended Hex (which fails), the area is affected by the Twister Hex, at one hand higher. Roll a 1D20 for yards distant from the Huckster and a 1D8 for direction. |
The Jack is the thief of the deck, stealing from the Huckster. This knave of a Manitou strips away your Huckster's strength. Lower her Strength die type by one level, if the die type is a D4, lower the co-ordination. If the Huckster's strength is currently 1D4, ignore this result. The Hex fails |
|
Queen: |
Lets make a deal! The Huckster is lucky. Drawing a queen means she is dealing with a lesser Manitou. But what it lacks in raw power, it makes up with cunning. |
King: |
Greater Manitou! A Manitou inhabits a normally benign creature, be it plant or animal, creating a new abomination in the area.
|
Ace: |
Brute Force! Congratulations. You just raised the fear level by one. Soon an abomination or spirit related to the arcane will set up residence here.
|
Diamonds. Top
Diamonds represent money and power. Money is the root of all evil and so often it comes between friends. Expect your friends to suffer the results of your greed for power.
Draw. |
Result. |
Deuce: |
As Deuce of Clubs above for the next 1D4 (Not open ended) Hexes. |
Three: |
Old tensions flare up.
|
Four: |
The Huckster looses face with his friends and followers. Any leadership skill is Reduced by one level for 1D4 Days. If she has no Leadership skill she looses her highest Fate Chip. The Hex also fails. |
Five: |
The next Bust roll of any posse member will be treated as if they had the Bad Luck Hindrance. |
Six: |
One random posse member (Not the Huckster) has all their ammo in their favourite weapon reloaded with blanks (or has a flaw that causes their bow, knife tomahawk, etc. to break next time it is used). The cursed attack causes no damage. The Hex also fails with a loud pop and a whiff of sulphur. |
Seven: |
See the three of diamonds, but the Huckster cannot trade any fate chips with this person.
|
Eight: |
The Manitou consumes 2d4% of the posse's food and water. The supplies burst into intense flames that burn out quickly leaving a small deposit of ash.
|
Nine: |
The Manitou alters the Hex to cause maximum harm to a random posse member. |
Ten: |
Reversal: Healing spells cause damage, armour spells affect the bad guys, divination spells give misleading results, etc. The original Hex fails. |
Jack: |
This knave of a Manitou is jealous of your easygoing ways. In retaliation, he strips the Huckster of one level of Mien. See the previous Jack results. |
Queen: |
Lets make a deal! Marshal, the Manitou wants to talk. The Huckster can avoid Backlash by choosing to have the Hex twisted to affect a nearby innocent
(this includes random posse members, but not the Huckster herself). The Hex is always twisted to a negative effect).
|
King: |
Greater Manitou! A random posse member is marked by a Greater Manitou (Spirit of always at least +1 Co-ordination and die type over the selected person's Spirit).
From now on, this Manitou will be looking out for his new charge. Only the Huckster can see the evil creature.
|
Ace: |
Brute Force! A conclusive wave of force explodes outward from the Huckster. She is unaffected by the blast, but everyone in a 30 foot radius must make a Vigor roll versus 3d20 (add all dice.)
|
Hearts. Top
Hearts indicate body and/or spirit. Most of the Backlash here affects the Hucksters body or soul adversely.
Draw. |
Result. |
Deuce: |
As Deuce of Clubs above for the next 1d6 (not open ended) Hexes. |
Three: |
A chill passes over the Huckster, causing 4d4 Wind damage, and the Hex fails |
Four: |
For the next d6 days, the Huckster is at -4 to all Mien rolls. |
Five: |
One of the Huckster’s arms is possessed briefly by a Manitou (the one holding a weapon).
|
Six: |
The Huckster gets the Loco Hindrance at level 1, or current loco hindrance increases by one point. |
Seven: |
The Hex corrupts the Huckster’s aura for 1d6 days afterwards. All reactions rolls suffer a -4 penalty. In addition anyone able to view/sense auras will see the Huckster as an abomination or otherwise evil. |
Eight: |
The Huckster gains a mild ailin’.
|
Nine: |
All Backlash results are increased by +2. (See above for how to use this result.)
|
Ten: |
For your next Hex, draw three extra cards.
|
Jack: |
This knave of a Manitou strips away the Huckster’s vigor. See previous Jack results for more info. |
Queen: |
Let’s make a deal! Can your Huckster resist this one?
|
King: |
Greater Manitou! The one-eyed King forms a knotty flap of flesh over one of the Huckster's eyes (roll randomly.)
She now has the ugly as sin hindrance, as well as -2 to any vision related perception rolls.
|
Ace: |
Brute Force! The enraged Manitou lashes out with fear as a physical force.
|
Spades. Top
Spades have the stink of the grave. A Huckster drawing this card can therefore expect grave consequences from drawing this suit.
Draw. |
Result. |
Deuce: |
As Deuce of Clubs above for the next 2d4 (not open ended) Hexes. . |
Three: |
The Huckster has Angela Landsbury syndrome (also known as Dr. Who disease).
|
Four: |
Double any affect of any Taints from any Relics the Huckster may be carrying. |
Five: |
The Huckster gets a premonition of his/her own death and loses concentration.
|
Six: |
The Manitou has chipped away a piece of the Huckster's very soul.
|
Seven: |
The cheeky Manitou has filled the Huckster's stomach full of grave dirt.
|
Eight: |
The Huckster cannot enter hallowed ground or touch any holy item for the next 1d10 days.
|
Nine: |
Monster Magnet: Abominations, cultists and all kinds of other nasties suddenly take notice |
Ten: |
A Harrowed (Marshal - you pick) in a 30yrd radius from the Huckster immediately looses control, |
Jack: |
This knave of a Manitou rips away part of the Huckster's Spirit. See the other Jacks above. |
Queen: |
Let’s make a deal! The Manitou takes a liking to the Character and offers a deal - draw off for greater powers.
If the Huckster agrees she draws a card while the Manitou draws three |
King: |
Greater Manitou: The Huckster is marked by a Greater Manitou (Spirit of always at least +1 Coordination and die type over the Huckster’s Spirit).
|
Ace: |
Brute Force: " But that's the way I like it brother / I don't want to live forever."
|
Jokers. Top
OK, we saved the really nasty stuff for the Jokers.
Draw. |
Result. |
Red |
A Manitou has just taken temporary control over your body, just
As if you were harrowed. |
Black |
The Huckster is possessed by a Manitou, just as if she were harrowed.
|
| |