TEXT: Hucksters, Metal Mages, Hexslingers, & Shootists 
   
  What’s in a Name?: All can use the same hexes, but have different trappings. Hucksters studied from Hoyle’s 
  and get a bonus to gambling, but need cards for their hexes. Hexslingers and Shootists are the same thing 
  with different names, learned their hexes from a teacher, don’t receive any bonuses to gambling, and instead 
  they focus their hexes through their guns. Metal Mages have both the Mad Scientist and a Huckster Arcane 
  Background. 
   
  Tricks: Rather than draw a poker hand, tricks only need a red card to work. Black Jokers can still cause a 
  backlash. Characters may trade one known starting hex for three tricks and buy new ones for 2 BP each. 
  ● Huckster’s & Hexes 
  ○ Cognition 
  ■ Compass: You act like a compass and know the cardinal directions 
  ■ Divinin’ Rod: Finds water within 25 yards, may not be good water 
  ■ Envision: See through thin objects (like cards), +5 to gamblin’ 
  ■ Forecast: Act like a weatherman, but better 
  ■ Guesstimate: Gives you TN for a task and rough conditions of task 
  ■ Whisper: Whisper five second sentence to target only they can hear 
  ○ Knowledge 
  ■ Copy: Makes rough copy of one page’s worth of material, maps included 
  ■ Flare: Flames burn brighter but not faster 
  ■ Flicker: Flames burn softer but not slower 
  ○ Mien 
  ■ Hesitate: Opponent's next action card considered to be the next lowest 
  ■ Preserve: Prevents food from spoiling 
  ○ Smarts 
  ■ Bandage: Stop wind loss from serious (or worse) wounds 
  ■ Bar: Reinforce a door or other barricade 
  ■ Beggar’s Banquet: Bland food tastes better 
  ■ Calling Card: Alter face of a playing card to the Huckster’s calling card 
  ■ False Face: Small illusion to appearance, +2 to disguise 
  ■ Groom: Cleans up dirt, grime, face, and hair, but not stains or shave 
  ■ Palm: Move small object from hand to pocket or vice versa 
  ■ Reload: Reloads three bullets per action 
  ■ Shout: Voice carries over 200 yards, no damage to being near Huckster 
  ■ Sound: Creates single sound, or distinct sound with effort, no words, quiet 
  ○ Spirit 
  ■ Coffin Varnish: Make disgusting coffee, bonus to stay awake 
  ■ Ignite: Ignite small objects held in hand 
  ■ Likker Up: Give penalties to person, making them more likely to indulge 
  ■ Shatter: Cause small objects like glass to shatter 
  ■ Will O’ the Wisp: Create small green orb of light, too dim to read 
  ● Hexarcana 
  ○ Knowledge 
  ■ Debug*: Gadget’s next use is at +2 Reliability 
  ■ Mirror: Create 2” floating mirror to peer around corners 
  ■ Tool*: Transmute raw material into temporary tools, from hammers on up 
  ○ Mien 
  ■ Finish: Polishes item, gives +2 to persuasion to upsell it 
  
  ○ Smarts 
  ■ Fooled You!: Illusion changes the face of a card or wanted poster 
  ■ Startle: Penalty to guts to a person or to ridin’ or animal handlin’ on a pet 
  ■ Stabilize*: Low damage die of chemicals, fire, or dynamite by one step 
  ■ Tinhorn Shuffle: Cards go flying, bonus to filchin’, sleight o’ hand, & sneak 
  ○ Spirit 
  ■ Brace*: Holds something in place at caster’s Strength 
  ■ Pick Me Up: Cause a shot of whiskey to restore wind 
   
  Hexes: Each Hex requires a hexslingin’ roll, an associated Trait, and a minimum hand. Most get stronger with 
  better hands, too. See Player’s Guide page 159 for hands. Hexes marked with an asterisk (*) are found in 
  printings of the Smith & Robards Catalog. Those with two asterisks (**) are gunslinging hexes and require 
  teacher to learn. The minimum hand is listed in parenthesis.  Hucksters start with a number of hexes known 
  equal to their rank in hexslingin’. New Hexes may be purchased for 5 BP, but certain hexes may only be found 
  in an earlier printing of Hoyle’s or require a teacher to learn in addition to the BP spent. 
  ● Player’s Guide 
  ○ Cognition 
  ■ Earshot (Pair): Hear through another’s ears 
  ■ Hunch (Two Pairs): Gain brief vision of the past of a person, place, or thing 
  ■ Private Eye (Ace): See through another’s eyes 
  ○ Knowledge 
  ■ Call o’ the Wild (Two Pairs): Calls animals, hand determines type 
  ■ Texas Twister (Jacks): Summon a twister, Vigor to move, penalty to attack 
  ■ Trinkets (Ace): Summon small, mundane trinkets from a match to pistol 
  ○ Smarts 
  ■ Corporeal Tweak (Pair): Boost physical Trait by one or more die types 
  ■ Corporeal Twist (Pair): Lower physical Trait by one or more die types 
  ■ Helpin’ Hand (Ace): Heal wind, potentially wounds 
  ■ Mind Tweak (Pair): Boost mental Trait by one or more die types 
  ■ Mind Twist (Pair) Lower mental Trait by one or more die types 
  ■ Missed Me! (Two Pairs): You get harder to hit by most attacks 
  ■ Shadow Man (Pair): Summons shadows, +5 bonus or more to sneak 
  ■ Shadow Walk (Jacks): Teleport through shadows, better hands go farther 
  ○ Spirit 
  ■ Phantom Fingers (Ace): See Hucksters & Hexes version, more examples 
  ■ Soul Blast (Ace): Fire ghostly energy at target, roll Hexslingin’ to hit 
  ● Hexarcana 
  ○ Cognition 
  ■ A Glass Darkly (Pair): Glass replays powerful moment in shadow puppets 
  ■ The Demon’s Eye (Ace): Marshal reveals enemy’s cards, high to low 
  ■ Analyze* (Ace): Tells you elixir or mundane chemical formula 
  ■ Reverse Engineer* (Ace): Touch a gizmo to learn how to make it yourself 
  ■ Wire Tap* (Ace): Listen in, send, stop or modify a telegraph 
  ○ Knowledge 
  ■ Cardsharp (Pair): Cards summoned deal damage based on suit and hand 
  ■ Cold Snap (Pair): Drop temperature around self, lowering physical traits 
  ■ Barricade* (Jacks): Summon wood, gives armor versus ranged attacks 
  ■ Decrypt* (Pair): Bonus to Profession: Cryptology, breaks Steganograms 
  ■ Grenade* (Pair): Creates a grenade to throw, explodes on impact 
  
  ■ Magazine* (Pair): Gives a weapon infinite ammo for a short time 
  ■ Razor Coils* (Pair): Traps person in barbwire, target takes wind to escape 
  ■ Scrap Storm* (Jacks): Like a personalized Texas Twister made of metal 
  ■ Silverspray* (Jacks): Fires cone of metal, may be blocked by cover/armor 
  ■ Steganogram* (Ace): Secret message in text/telegraph, target autosolves 
  ■ Waste Product* (Pair): Turn fuel, explosives into ash 
  ■ Weird Science* (Pair): Roll twice on all sciences, bonus to rolls 
  ○ Mien 
  ■ Dementia* (Pair): Give someone a mad science dementia temporarily 
  ○ Smarts 
  ■ Black Cat (Two Pairs): Force person who just succeeded to reroll 
  ■ Fifty-Two Pickup (Ace): Magical cards fly, penalties to sight-based checks 
  ■ Mirror-Mirror (Two Pairs): Swap a trait with a humanish target 
  ■ Sleeve Card (Ace): Discard and redraw action cards 
  ■ Bullet Proof* (Pair): Metal grows on skin, gives armor, lowers Nimbleness 
  ■ Caustic Glop* (Pair): Throw acid at person, persists over a few rounds 
  ■ Devil’s Workshop* (Pair): Reduce construction time of a gizmo 
  ■ Haywire* (Pair): Force a reliability check or malfunction on a gizmo 
  ■ Infernal Machine* (Two Pairs): Temporarily turns scrap into a gizmo 
  ■ Jerry-Rig* (Pair): Temporarily repair item’s reliability or durability 
  ■ Magic Bullet* (Pair): Bullet jumps from one target to another or more 
  ■ Power Leak* (Ace): Drains nonmagical power from an item or gizmo 
  ■ Power Surge* (Ace): Boosts gizmo’s power, may penalize reliability 
  ■ Ride the Rails* (Three of a kind): Touch rails to travel on them in minutes 
  ■ Upgrade* (Special): Temporarily upgrade a gizmo into a different one 
  ○ Spirit 
  ■ Hell’s Bargain (Ace): Dead man draws extra cards for being Harrowed 
  ■ Hell’s Fury (Pair): Fire surrounds you, deals damage to attackers 
  ■ Stayin’ Put (Pair): Bonus to not move, Guts, and Climbin’ to hold on 
  ■ Blast Furnace* (Ace): Melts metal, could cause damage, takes time 
  ■ Bullet-Stopper* (Ace): Missed shots are less likely to hit you 
  ■ Mad Insight* (Ace): Cause a mad scientist to draw extra cards 
  ■ Magnetize* (Ace): Magnetize an object, attracting metal 
  ■ Reflect* (Special): Reflects back magic, enemy skill determines hand 
  ■ Shard* (Pair): Someone nonmagical nails to fire at target(s) 
  ■ Shocker* (Ace): Charges an object, first to touch is damaged/stunned 
  ■ Transcribe* (Pair): Writes everything down in range, doesn’t ID speakers 
  ■ Tweak* (Pair): Temporarily boost reliability, maybe roll twice on reliability 
  ■ Zilch* (Special): Stop a gizmo from working, user may roll tinkerin’  
  ● Hucksters & Hexes 
  ○ Cognition 
  ■ Achilles’ Heel (Two Pairs): Reveals weaknesses, expensive Hindrances 
  ■ Bloodhound (Pair): Tag someone in range, know where they are for hours 
  ■ Eye Spy (Ace): Summoned eyes boost Cognition, provide 360° view 
  ■ Fortune Teller (Two Pairs): Gain brief vision of a target’s possible future 
  ■ Hex Sense (Ace): See aura left by magic, good hands tell just what it is 
  ■ Home Ground (Ace): Gain area knowledge for area around you 
  ■ Hunch (Two Pairs): See Player’s Guide version, exactly the same 
  ■ Interpret (Ace): Gain proficiency in an unknown language 
  
  ■ Looking Glass (Two Pairs): Connect mirrors, use one to spy through other 
  ■ Long-Winded (Ace): Send simple messages to ally within a few miles 
  ■ Penetratin’ Gaze (Ace): See through darkness/material, remove penalties 
  ■ Private Eye (Ace): See Player’s Guide version, exactly the same 
  ■ Truthsayer (Ace): Know when someone lies or exaggerates 
  ■ Warnin’ Bells (Ace): Give others another chance to act in a surprise round 
  ■ Watchdog (Pair): Sentry guards area, bonus to Cognition even if asleep 
  ○ Knowledge 
  ■ Ace in the Hole (Two Pairs): Store a Hex in a playing card for another 
  ■ Call o’ the Wild (Two Pairs): See Player’s Guide version, hand change 
  ■ Deadly Creepers (Pair): Cause plants to attack, entangle foes 
  ■ Disrupt (Pair): Dispel an existing Hex, Harrowed power, or Black Magic 
  ■ Earthwrack (Ace): Turn earth against foes, effects dependant on hand 
  ■ Gateway (Two Pairs): Mark a door, cast to return through it from another 
  ■ Geyser (Pair): Superheat nearby water to damage foes 
  ■ Graveyard Mists (Ace): Summon mists, limit vision, reduce Cognition rolls 
  ■ Pardners (Jacks): Combine skills with other Hucksters to improve a Hex 
  ■ Quicksand (Pair): Turn ground into quicksand, hand determines depth 
  ■ Rainmaker (Ace): Changes weather, +5 bonus to cast Texas Twister Hex 
  ■ Rapid Fire (Ace): Increase weapon’s rate of fire, malfunction like gizmo 
  ■ Reanimate (Ace): Heal undead’s wounds, works on Harrowed 
  ■ Rust (Ace): Rusts metal, may malfunction, easier to break 
  ■ Safecracker (Ace): Untie knots, pick locks, up to even magical ones 
  ■ Sandstorm (Pair): Whip up sandstorm, penalize actions in it 
  ■ Sculptor (Pair): Sculpt stone like clay, dig tunnels, make rough tools 
  ■ Sirocco (Pair): Summon wind, making it hard to move, boost boat’s speed 
  ■ Swamp Gas (Ace): Gas penalizes actions in area, could deal damage if lit 
  ■ Talisman (Three of a Kind): Makes a special item a relic, talk with Marshal 
  ■ Texas Twister (Jacks): See Player’s Guide version, exactly the same 
  ■ Thunderclap! (Pair): Loud noise stuns/deafens all in range 
  ■ Trinkets (Ace): See Player’s Guide version, exactly the same 
  ■ Vittles (Ace): Provides bland food for you and others, horses require more 
  ■ Whirlpool (Pair): Makes a whirlpool, could trap or sink ships and people 
  ○ Mien 
  ■ Filibuster (Pair): Keep person’s focus solely on you for as long as you talk 
  ■ Forget (Ace): Subject forgets the recent past, length increases with hand 
  ■ Silver-Tongued Devil (Jacks): Bonus to persuasion, bluff, and ridicule 
  ■ Siren Song (Ace): Summon phantom song, hypnotize all in range 
  ■ Tall Tales (Pair): Make a person’s words sound like wild exaggeration 
  ○ Smarts 
  ■ Beastmaster (Pair): Take control of animals present 
  ■ Bedazzle (Ace): People looking at cards may be blinded 
  ■ Brimstone (Ace): Pull brimstone from fire, penalizes/damages enemies 
  ■ Confound (Ace): Makes target’s next action harder, must state action type 
  ■ Corporeal Tweak (Pair): See Player’s Guide version, largely the same 
  ■ Corporeal Twist (Pair): See Player’s Guide version, largely the same 
  ■ Deuces Wild (Jacks): Create illusory double 
  ■ Diversion (Pair): Makes target harder to hit for one attack 
  ■ Draw! (Ace): Give you extra action to you and your friends 
  
  ■ Earshot (Pair): See Player’s Guide version, actually under Cognition 
  ■ Foil (Pair): Dispel the casting of a Hex, Harrowed power, or Black Magic 
  ■ Ghost Trail (Ace): Erase trail left by you and others 
  ■ Helpin’ Hand (Ace): See Player’s Guide version, largely the same 
  ■ Hurry Up! (Ace): Target gains bonus to pace, moving faster 
  ■ Imposter (Pair): Appear as another person, +5 to disguise or more 
  ■ Incognito (Ace): Glamour makes it hard to notice target, not true invisibility 
  ■ Kentucky Windage (Ace): Remove penalty to shootin’, reroll 1s on damage 
  ■ Mind Tweak (Pair): See Player’s Guide version, largely the same 
  ■ Mind Twist (Pair): See Player’s Guide version, largely the same 
  ■ Mirage (Pair): Create illusion of place or object 
  ■ Penny Ante (Ace): Decrease TN of next action target takes 
  ■ Phantasm (Ace): People/Harrowed in area make guts check, roll Scart! 
  ■ Playin’ Possum (Ace): Illusion makes you appear dead 
  ■ Raisin’ the Pot! (Pair): Ally’s successful action gains extra raise(s) 
  ■ Sheep’s Clothing (Ace): Disguise small object as another 
  ■ Shadow Man (Pair): See Player’s Guide version, exactly the same 
  ■ Shadow Walk (Jacks): See Player’s Guide version, hand change 
  ■ Skinchange (Two Pairs): Transform into black cat, raven, snake, or wolf 
  ■ Snake Oil (Ace): Subject can’t notice wounds, reduces wound penalties 
  ■ Timeslip (Pair): Slip out of time for a bit 
  ■ Two of a Kind (Two Pairs): Copy a recently cast hex 
  ○ Spirit 
  ■ Air Bubble (Ace): Creates air bubble around head, stops smoke to water 
  ■ Bash (Pair): Throws force at a target or object, hand determines damage 
  ■ Black Lightin’ (Pair): Create charges of lightning, throw/punch each turn 
  ■ Bodyguard (Ace): Create spiritual guard that takes your wounds for you 
  ■ Clear Out! (Ace): Pushes objects/people away up to a certain weight 
  ■ Critterward (Jacks): Prevents normal animals from entering an area 
  ■ Flypaper Fingers (Jacks): Easy climbing, bonus to hold onto things 
  ■ Fortitude (Ace): Target regains wind 
  ■ Gambler’s Luck (Jacks): Pay chip and chance getting more, not for BP 
  ■ Ghost Rider (Jacks): Summon ghostly horse to ride 
  ■ Hard Water (Ace): Water thickens, easing Swimmin’, slowing ships 
  ■ Howl (Ace): Scream to scare, hurt everyone else around you, not subtle 
  ■ Hunger Pangs (Ace): Non-abomination gets real hungry, may flee for food 
  ■ Lethargy (Ace): Makes people lazy, do nothing if not in danger 
  ■ Martyr’s Mirror (Ace): Deal damage back to enemy in same location 
  ■ Missed Me! (Two Pairs): See Player’s Guide version, hand change 
  ■ Necromancer (Two Pairs): Temporarily raises recent dead as Harrowed 
  ■ Nightmare Realm (Ace): Temporarily raise the fear level, you monster 
  ■ Old-Timer (Pair): Extend your lifespan by a year, starting at current age 
  ■ Parch (Ace): Non-abomination gets real thirsty, may flee for water 
  ■ Phantom Fingers (Ace): Manipulate object, jostle it, disarm enemies, float 
  ■ Poltergeist (Ace): Throw objects around violently, bigger = more damage 
  ■ Power Struggle (Jacks): Mess with manitou in Harrowed, give one control 
  ■ St. Elmo’s Fire (Pair): Short-ranged, magical light, removes penalties 
  ■ Sandman (Ace): Animal or person falls into deep sleep 
  ■ Soul Blast (Ace): See Player’s Guide version, slight damage change 
  
  ■ Spirit Coils (Ace): Binds a target with ghostly rope 
  ■ Spiritual Disfavor (Pair): Increase Appeasement cost of a shaman’s favor 
  ■ Temptation (Pair): Bring forth temptation, opponent rolls might lose faith 
  ■ Touch o’ Death (Two Pairs): Touch causes heart attack, person likely dies 
  ■ Wildfire (Pair): Ignites material in range, fire is mundane, uncontrolled 
  ■ Widow’s Web (Ace): Summons flammable, sticky web 
  ● Law Dogs 
  ○ Cognition 
  ■ Knife Through Butter** (Pair): Makes ammo armor piercing 
  ■ Loaded for Bear** (Ace): Increase gun’s damage die type 
  ○ Knowledge 
  ■ Ammo Wammy** (Ace): Conjures ammo to caster’s hand 
  ■ Argent Agony** (Pair): Make ammo silver, deal damage to abominations 
  ■ Bullet With Your Name on It** (Ace): Eliminates cover/called shot penalties 
  ○ Smarts 
  ■ All For One** (Ace): Use shootin’ for any type of gun 
  ■ Bullseye** (Pair): Flat bonus to Shootin’ to non-automatic guns 
  ■ Hale ‘N’ Hearty** (Ace): Removes would penalties on the target 
  ■ Iron Fist** (Ace): Fists deal extra damage 
  ■ Load ‘Em Up** (Pair): Reloads more bullets than the trick 
  ■ Longbarrel Special** (Pair): Increases the weapon’s range increment 
  ■ New Slugs for Old** (Ace): Transform bullets from one type to another 
  ■ Skininn’ (Pair): Adds flat bonus to Quick Draw checks 
  ■ Vim ‘N’ Vigor (Ace): Increases person’s Vigor Coordination (die count) 
  ● Lone Stars, The Texas Rangers 
  ○ Knowledge 
  ■ Bullet Mold** (Ace): Transform bullets from one type to another at a touch 
  ■ Fistful o’ Slugs** (Pair): Conjures bullets, shells, or slugs to caster’s hand 
  ■ Ghost Bullets** (Pair): Makes normal rounds and slugs penetrate armor 
  ■ Liberated Ammo** (Jacks): Moves ammo from enemy guns to your hand 
  ■ Magnum Force** (Ace): Increase gun’s damage die type 
  ■ Switch Action** (Pair): Alter pistol from double-action to single or reverse 
  ○ Smarts 
  ■ Acoustic Shadow** (Ace): Area around shootist muffles gunfire 
  ■ Deadshot** (Pair): Bonus to shootin’ when not fanning the hammer 
  ■ Fully Loaded** (Pair): Loads existing bullets into any of the owner’s guns 
  ■ Hail o’ Lead** (Pair): Gives bonus to fanning the hammer 
  ■ Longshot** (Pair): Increases the weapon’s range increment 
  ■ Smart Gun** (Ace): Removes -4 penalty for untrained Shootin’ 
  ■ Smokewagon Lightnin’** (Pair): Adds flat bonus to Quick Draw checks 
  ■ Two-Gun Mojo** (Two Pair): Removes penalties for using two guns 
  ○ Spirit 
  ■ Silver Bullet** (Pair): Make ammo silver, deal damage to abominations 
  ● Doomtown or Bust! 
  ○ Knowledge 
  ■ Ice Cap (Pair): Freeze ground, freeze objects together, or freeze door shut 
  ○ Spirit 
  ■ Frostbite (Pair): Damages non-abominations, doubles wound penalties 
  
SOURCE: textdata/thevault/Deadlands [multi]/Deadlands, classic/3rd party/Deadlands - Classic - Huckster Basics, Tricks and Hexes.pdf