12/31/2023 0 Comments Deadlands weird west pdfThe energy can be transferred from hand to hand but the caster must hold it with one of them until all the lightning is used up. Obviously, blind characters are immune.īlack Lighting (Bolt): One of the caster’s hands is charged with dark crackling electricity creating d6/Power Point up to 6d6. Those who make their Smarts roll manage to close their eyes in time. See Stun Power for mechanics except change Vigor to resist to Smarts. The ball of destruction takes a full round to form after which is does 3d6 damage (4d6 with a Raise) for 3 rounds before it dissipates.īedazzle (Stun): The huckster throws (Can use either Hexslinging or Throwing) a fan of cards that causes a bright bursts of lights based on the colors of the cards used. Bīash (Bolt): Creates a swirling ball of destructive wind and energy about a yard in diameter that can typically only harm inanimate objects due to its slow buildup time which makes it easy to dodge. No changed from power listed in Player’s Book. (Veteran Power Power Points: 4 Range: 1" Duration: Instant)Īll In (Gambler): Converts Power Points into Fate Chips. No change in mechanics.Īchilles’ Heel: Reveals target’s weakness if it has one or Major Hindrance in the case of normal people. Hexs AĪce In the Hole (Blast): Huckster hurls a playing card that explodes into a ball of green energy. Tricks on the other hand, are partial powers (generally weaker that a full Power list in the Player’s Guide) that allow the player to select two Tricks in the place of a new power. Hexes are full powers that when take count as a Power. The Powers are listed in two groups: Hexes and Tricks. They are based off the powers found in the Classic Hucksters & Hexes book from Deadlands: Classic or a re-print of ones from the player’s guide.
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