Backlash Tables.

Clubs.
Diamonds.
Hearts.
Spades.
Jokers.

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.
Its howling agony forces an easy (5) guts check to all who witness its violent dismissal.
If the Huckster fails this roll, the Hex fails as well.

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
and Wildman Powers will fail if attempted within 30 yards of the offensive Manitou collaborator.

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
do something about it.

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,
the storm lasts for 1d4 hours.  The Hex fails.

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.

Jack:


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.
It is willing to make a deal with the Huckster, but don't count on getting a fair shake. The Manitou offers the Huckster a sidekick.  Normally this would be an animal, but really sick Hucksters have "adopted" a human.
All the Huckster has to do is make a blood sacrifice within the next 24 hours.  If you are right in the middle of combat, then for right now Marshal, tell the Huckster that nothing unusual happens.  Pull the player aside later and let her know that she has a chance to make this bargain.  This sacrifice is very Ritualistic, but don't worry about the details 'cause the Manitou will guide the Huckster.
However the Huckster (and anyone watching) must make a Hard (7) guts check to get through the very messy ritual.  Marshal, make up an abomination that looks like the animal slain.  Oh yeah - have FUN, You've earned it.
The critter actually rises up from the newly dead animal.  Subsequent results of this Backlash will, with a requisite sacrifice, enhance the critter.  That is if the Huckster wants to deal.
If the deal is refused, the Hex cast fails as the Manitou withdraws its power and in spite, it gives the Huckster the same Backlash as a deuce of Clubs.

King:




Greater Manitou!  A Manitou inhabits a normally benign creature, be it plant or animal, creating a new abomination in the area.
The creature then begins hunting the Huckster.  Marshal, let your imagination run wild.  This monster will appear to haunt the group whenever the Hucksters draw for a Hex contains the King of Clubs. This will happen wherever the Huckster may be, as the beast is pulled through the Hunting Grounds.

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.
Note: Draw again if this would make the area a Deadland.  It takes a little more than just a bad Hex. If the Fear Level is 5 or higher all guts rolls are -2.  The Hex fails.

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.
Usually, to give or receive a fate chip costs another chip of the same color.
It costs the Huckster extra to trade Fate Chips with a random Posse member.

To give or receive a White costs a Red (plus the White).
To give or receive a Red costs a Blue (plus the Red).
To give or receive a Blue costs 2 blues (plus the (third) Blue to exchange).

This effect lasts until the Huckster spends an Arcane chip to cancel this particular incidence of the
3 of Diamonds, or a Legend chip to cancel all penalties from 3 or 7 of Diamonds in effect.

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.
This effect lasts until the Huckster spends an Arcane chip to cancel this particular incidence
of the 7 of Diamonds, or a Legend chip to cancel all penalties from 3 or 7 of Diamonds in effect.

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.
The Hex fails.

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).
The carrot is:  The Manitou will save the Huckster from Backlash on this and the next 1D4 Backlash effects.  Don't even draw a card Marshal the Hex will just fail.  Pretty sweet deal.
The stick is:  The Manitou will intimate that they have a big nasty brain-whooping' Backlash in store. That plus the fact that she would be selling out innocents for her own gain.
NOT the stuff of heroes.
If the deal is refused, the Hex cast fails as the Manitou withdraws its power and out of spite, it gives the Huckster the same Backlash as a Deuce of Diamonds.

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.
As he watches the beast will tag its new charge, and turn and wink at the Huckster.  The Manitou will turn up whenever the Huckster pulls a King of Diamonds in his draw to cast a spell (regardless of whether she uses it to make a 5 card hand or not).
Each time, the Manitou will pick on the same posse member, to give them another mark.  When that posse member dies, the Manitou will inhabit her body (i.e. she will come back Harrowed) and that Harrowed is going to go for the one person who knows of their troubled existence, yet chose to do nothing.
Furthermore, the posse member will die when the number of Manitou marks equals her spirit die type. Each mark she has is one dominion point automatically given to the new inhabitant.  Exorcism will rid the poor soul of one mark per "casting".
However, they do not know of their marks unless the Huckster who got them into trouble tells them.  If he does, man will she have some explaining to do.

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.)
Those who do not make higher than the damage roll take the difference in wind.
Note that Harrowed and abominations are immune to this effect - as is anyone who serves the Reckoners (Whether they know it or not - i.e. Marshal's call if this will knock out your villains or not). Why would they want their Backlash to take out their patsies?

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).
The Hex fails, and instead, the Huckster makes a standard attack against the friend standing closest to him.  After that, she gets control back of his/her arm.

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’.
Each subsequent drawing of this card for Backlash gives another different type of ailin’.

Nine:



All Backlash results are increased by +2. (See above for how to use this result.)
Treat this as a five-point hindrance.  Once the Huckster realizes what is going on, they can attempt to buy this off with bounty, and a quest / exorcism.
This result is cumulative with other drawings of this card.  The Hex fails.

Ten:

For your next Hex, draw three extra cards.
They do not change the intensity of the Hex, but do affect the chances for backlash.

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?
The Manitou offers to redirect the arcane energies of the spell into the Hucksters body.
The Huckster draws a card, and the Manitou draws three (Who said it would play fair?
Marshal,  there is no need to let the Huckster know that the demon is cheating).
If the Huckster has the higher card, one random trait increases by one step (Permanently).
If not, the Manitou siphons off 4d10 Wind.  If the Huckster refuses to deal, the Hex fails,
and the Huckster takes backlash as the Deuce of Hearts, above.

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.
Underneath the eye patch, all the Huckster sees is a reflection of her own eye staring back at her, albeit with a malevolent sparkle.  The eyes are the windows to the soul, and unfortunately, something very dangerous is now staring deep into the Huckster’s very being, learning all it can.
Now every time the King of Hearts comes up in the Huckster’s Hex draw (even if she does not use it to make a hand) the skin grows.  A Hard (7) Cognition roll reveals that the skin is vaguely humaniform in shape.
After, three times the flap simply drops off.  Probably at that point the Huckster will forget about the nasty effects, but Marshal the fun is just beginning.
As soon as it is safe, the skin bud will scurry to relative safety.  From then on every time the Huckster draws the King of Hearts to cast a Hex, the little flap of skin grows, feeding on the arcane energy. After the tenth growth spurt, a full grown duplicate of the Huckster emerges, and the Greater Manitou has a new home.
The doppelganger is merely a soulless shell, and as such can be treated as Harrowed (up to and including gaining powers from BotD.)  Furthermore, this shell has no chance of getting backlash.
By the way Marshal, it’s first order of business - eliminate the competition.
The Huckster can develop many duplicates one for each time she draws this backlash result. However, only one greater Manitou will mess with her at a time.
If one duplicate is “in production,” and you get this backlash result, treat it as if the Huckster had a King of Hearts in her hand. (i.e. it counts as one growth spurt.)

Ace:

Brute Force!  The enraged Manitou lashes out with fear as a physical force.
The Huckster has a heart attack - Make an Onerous (7) Vigor roll.  See the Scart table for more info.

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).
Strange things happen around the Huckster whenever she rolls into town.
Marshal, you will have to play this for effect, but it makes for great adventure hooks.
Make the effect worse, or redraw if this card has already been drawn, your call.
The effect persists for one week, and the Hex fails.

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.
Take 4d4 wind and the Hex automatically fails.

Six:






The Manitou has chipped away a piece of the Huckster's very soul.
Marshal, make a note of this somewhere.  Just like a cat, the Huckster only has Nine Lives,
with the tenth life belonging to the Manitou.  Keep a record every time this result is pulled.
When the Huckster eventually dies, pull an extra card for every time the Huckster drew this Backlash to determine if the character comes back Harrowed,  sadly, this number is also the number of bonus points of Dominion the Manitou takes from the Huckster.
The Hex fails.  An exorcism can gain one portion of the lost soul back.

Seven:


The cheeky Manitou has filled the Huckster's stomach full of grave dirt.
She is incapacitated vomiting and choking charnel filth until she can make an Impossible (11) Vigor roll.  In addition, the Hex fails miserably.

Eight:


The Huckster cannot enter hallowed ground or touch any holy item for the next 1d10 days.
If she is on hallowed ground or touching a sanctified item she takes 2d6 to the guts until she gets off the Lord’s property or removes the item.  Hope you ain't at the Vatican, sister.

Nine:





Monster Magnet:  Abominations, cultists and all kinds of other nasties suddenly take notice
of the Huckster.  If she was hidin' she is spotted; looking for information, she draws the wrong attention.  In a battle, the big nasty pretty much ignores anyone else in an effort to rip out the Huckster's heart, unless someone else poses a serious threat.
Marshal, make the reprisal immediate and harsh.  If there are no likely candidates within sight,
ignore this result.

Ten:


A Harrowed (Marshal - you pick) in a 30yrd radius from the Huckster immediately looses control,
just as if the Marshal spent a red fate chip.
If there are no eligible Harrowed, then the Marshal gains a blue fate chip.  The Hex fails.

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
(nobody said the Manitou was going to be fair.  Also, Marshal, there is no need to actually tell
your player that the Manitou gets more than one card).
If the Huckster has the highest card, she gains +1 to her Hexslingin', otherwise -1 to Hexslingin'.
If the deal is refused, the Hex cast fails as the Manitou withdraws its power, and in spite, it gives
the Huckster the same Backlash as a deuce of Spades.

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).
From now on, this Manitou will be looking out for his new charge and, other Manitous don't like to mess with Hucksters a Greater Manitou likes.  Once marked, the Manitou will turn up whenever the Huckster pulls a King of Spades in his draw to cast a Hex (regardless of whether she uses it to make a 5 card hand or not).
If the Manitou turns up draw an extra card per mark, if it doesn't, reduce the final hand rank by one level, (regardless of how many marks the Huckster has).  If the Huckster was dealing with her "mentor" and gets any Backlash, do not draw a card.  Instead she gets another mark.
When the Huckster dies, the Manitou will automatically inhabit her body (i.e. she will come back harrowed).  Furthermore, the Huckster will die when the number of Manitou Marks equals her Spirit die type.  Each mark she has is one Dominion point automatically given to the new inhabitant.
Exorcism will rid the Huckster of one mark per "casting."

Ace:

Brute Force:  " But that's the way I like it brother / I don't want to live forever."
The Huckster takes 3d10 to the guts, and the Hex fails.


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.
Give the Marshal a fate chip of your Choice.

White - you have been taken over for an hour;
Red - half An hour;
Blue - ten minutes;
Arcane - one round;
Legend - one Action.
If you don't have a fate chip, it's an hour.

The first thing the Manitou will usually do is ruin the hex you just cast -  If it's an attacking hex it gets targeted at a posse member etc.
The Manitou is only there for a short time so it's going to make hay while the sun is shining.

Black










The Huckster is possessed by a Manitou, just as if she were harrowed.
You're still alive, but from now on there is a Manitou riding shotgun in the back of your head.
The Marshal gets an extra chip per session to awaken the beast should he like.  You get no benefits from the Manitou (no powers, no faster healing etc), just the pain of knowing that it's going to make your life difficult.
Use the Dominion rules to determine who is in power at any given time.  A priest can exorcise the Manitou, but the critter isn’t going to go peacefully.
It has spirit of +1 die type and +1 coordination over the characters Spirit.
Heaven help the Huckster who draws this a second time.
He’s got two spirits to deal with and should she draw more, it just gets worse, and worse and worse.
Good Luck!


Return to The Arcane Pages.
   Top   
Return to The Path O' The Arcane.