
Dead Mans Hand.
By Max.
| Trait: | Spirit. |
| Hand: | Three of a Kind. |
| Speed: | 30 Minutes. |
| Duration: | 10 Minutes/Hex Level . |
| Range: | Touch. |
Effect: This Powerful Hex bears some resemblance to similar Voodoo Spells, essentially it grants the Huckster a greater shot at immortality. Per Hand above the first grants the Huckster an additional card upon checking to see whether he returns as Harrowed. Should the Huckster fail his roll then the Marshal should note down a phantasm Dominion Point for the Manitou should he return, a Botch or Backlash returns the Huckster as one O' the Walkin Dead.
Finally the Huckster can cast this Hex upon a willing subject with the same risks through failure, however his Target Number is the Subjects Spirit Dice Type (Minimum 6) Not the standard TN of 5.
Harpoon.
By Phil.
| Trait: | Knowledge. |
| Hand: | Pair. |
| Speed: | 1 Round. |
| Duration: | Concentration. |
| Range: | Touch. |
Effect: Primarily a Hexslingers Hex, it has been found in the hands of some Hucksters.
The Hex allows the Hexslingers weapon to be unaffected by submersion in water, simply put the weapon suffers no range penalties, damage reduction (Water absorbs kinetic energy) or wetting of the powder. The base Hand allows the Hexslinger to affect only Pistols (Firearms of D6 Damage), higher Hands allow for larger calibre weapons to be protected.
| Hand. | Bonus. |
| Pair: | Pistols (D6 Damage) |
| Two Pairs: | Rifles. (Winchester: D8 Damage). |
| Three of A Kind: | Large Bore Rifle. (Sharps Big .50: D10 Damage). |
| Straight: | (D12 Damage) or Gadget Weaponry. |
| Flush: | Cannon (D20 Damage). |
Long Draw.
By Phil.
| Trait: | Knowledge. |
| Hand: | Pair. |
| Speed: | 1 Round. |
| Duration: | See Below. |
| Range: | Special. |
Effect: This Hexslinger Hex allows the Caster to summon a specially prepared weapon to his hand from potentially long distances. The Hexslinger must inscribe the weapon with a mark requiring an Academia: Occult test TN 5 and taking 3 Rounds. Success and the weapon is attuned to the Hexslinger, once done the weapon can be summoned to the Hexslingers hand, almost instantaneously depending on the distance. Barriers present no problem, should the weapon be contained within an object (I.e. A Safe.) the Hex will aport it to its masters hand.
It should be noted that the Weapon is actually teleported into the Hexslingers palm and is thus quite obvious, it requires a Sleight of Hand TN 7 to conceal its arrival. (Best not to cast it near any Texas Rangers).
The Hex also provides a bonus to Quickdraw, should the weapon be within the Hex X Feet Range the Huckster gains a +2 with an additional +1 per 2 Hands achieved.
| Hand. | Distance. |
| Pair: | Hex Level in Feet. |
| Two Pairs: | Hex Level in Yards. |
| Three of A Kind: | Hex Level X 10 Yards. |
| Straight: | Hex Level X 100 Yards. |
| Flush: | Hex Level in Miles. |
| Full House: | Hex Level X 10 Miles. |
| Four of A Kind: | Hex Level X 100 Miles. |
| Royal Flush: | Anywhere in the World. |
Mark O' The Devil.
By Phil.
| Trait: | Spirit. |
| Hand: | Pair. |
| Speed: | 3 Rounds. |
| Duration: | Concentration. |
| Range: | 10 Feet per Hex Level. |
Effect: The Forces of Darkness are often all around the Huckster without his knowledge, this Hex allows the Huckster to uttilse his own awareness of the Manitou to identify those that have been in contact with them (Other Hucksters, Mad Scientists. Etc), it can also detect Manitou created Abominations (Such as Glom. Etc).
The Hex specifically targets Manitou, although at Higher hands it can identify other servants of the Reckoners, also the higher the Hand the more information can be gained, such as the proficiency of an identified Arcane or Creature.
| Hand. | Bonus. | Proficiency Level. |
| Pair: | Hucksters. | Level 2. |
| Two Pairs: | Mad Scientists. | Level 3. |
| Three of A Kind: | Manitou created Abominations. | Level 4. |
| Straight: | Manitou within the adjacent Hunting Grounds. | Level 5. |
| Flush: | Black Magicians. | Level 6. |
| Full House: | Any Abomination. | Level 7. |
| Four of A Kind: | Any Arcane Background. | Level 8. |
| Royal Flush: | Anything Supernatural (Within a Hex Level in Miles). | Veteran O' The Arcane. |
Mayhem.
By Max.
| Trait: | Spirit. |
| Hand: | Jacks. |
| Speed: | 2 Rounds. |
| Duration: | Hex Level/Minutes. |
| Range: | Hex Level/Feet - Hex Level/Yards*. |
Effect: Mayhem is akin to the Metal Mage Hex of Haywire (See 'City O' Gloom') in that it causes Gadgets to malfunction, however instead of affecting one device and causing a specific effect, it targets any Gadget within its radius and targets their general Reliability. Mayhem creates a circular radius of Unreliability up to the Hex Level in Feet away from the Caster, its radius is the Hex Level in yards, any Gadget within this area must make an imediate Reliability Test with a modifier according to the Hand drawn.
Each hand Drawn grants a -1 to Reliability, with a Royal Flush causing an automatic Catastrophic Failure.
Penny For Your Thoughts.
By Alex.
| Trait: | Smarts. |
| Hand: | Pair. |
| Speed: | 3 Rounds. |
| Duration: | Concentration. |
| Range: | 100 Feet per Hex Level. |
Effect:
It could be said that the greatest power is to know anothers thoughts, whether an opponent Cardshark,
a murderous gunslinger or your unfaithful spouse.
This Hex allows the Huckster to gain access to another mind,
at lower hands it allows mental communication or Telepathy, while at Higher Hands the reading of thoughts
or even insinuating a command is possible.
At first the Hex allows only the Huckster to communicate with the subject, subsequent Hands broaden the communication until the subject can respond without uttilising powers of their own. To gain any access to another Mind the Huckster must make an opposed Smarts versus the Subjects Spirit, requiring one Raise above to gain access.
Backlash is particularly interesting concerning this Hex, with the following results:
Should the Huckster Botch upon his Aptitude Test the Manitou twists the Hex to give him completely contrary information.
Should the huckster draw a Red Joker it does not count as a Wild Card instead the Subject draws the same number of Cards as the
Huckster and gains the same level of access to his mind.
A Black Joker is bad news (Surprising that) allowing the Manitou to Possess the Huckster for its Spirit Minutes.
| Hand. | Effect: | Level. |
| Pair: | Telepathy. | A Single Word. |
| Jacks: | Telepathy. | A Single Sentence. |
| Two Pairs: | Telepathy. | One Way Dialogue. |
| Three of A Kind: | Telepathy. | Full Two way Communication. |
| Straight: | Mind Reading. | The Huckster can gain surface thoughts. |
| Flush: | Mind Reading. | The Huckster can access up to the last two days memories. |
| Full House: |
Mind Reading. |
The subjects mind is like an open book, revealing their life and inner most secrets. |
| Four of A Kind: |
Mental Command. |
The Huckster can insinute a single non-harmful command to the subject, such as 'Forget you saw me' .etc. |
| Royal Flush: |
Mental Change. |
The Hucksters hold over the subjects mind is so great that he can actually change his memory, issue a permenant life threatening command or even grant new Edges or Hinderances, as long as they are mental in origin (Brave, Mean as Rattler, Yella. etc). |
Revert.
By Max.
| Trait: | Knowledge. |
| Hand: | Ace. |
| Speed: | 3 Rounds. |
| Duration: | Permanent. |
| Range: | Touch. |
Effect: A simple but extremely useful Hex, basically it causes an inanimate object to Revert to its original, New state. So if your Sunday best is full of Bullet holes this will have good as new in no time, the higher the Hand the larger or more complicated the object it will revert.
In terms of damage caused by Age it Reverts the object to the state it was in 10 years X the Hex Level, in the case of a Royal Flush this is raised to Centuries per Hex Level.
| Hand. | Object. |
| Ace: | Small Clothing (Hat, Gloves. etc.) |
| Pair: | Large Clothing (Suit, Duster. etc.) |
| Two Pairs: | Saddle, Wheel. Etc. |
| Three of A Kind: | Pistol, Door. Etc. |
| Straight: | Rifle, Wall, Wagon. Etc. |
| Flush: | Small Gadget (Gatling Pistol), Small Building. |
| Full House: | Large Gadget (Flapjack Machine), House. |
| Four of A Kind: | Gadget Vehicle (Steam Wagon), Train, Hotel. |
| Royal Flush: | Castle, Ship, Relics. Etc. |