Deadlands Created by Shane Lacy Hensley
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™ By: John Goff ™ ™ By: John Goff ™ Hexarcana Written & Designed by: John Goff Original Martial Arts Design by: Robin Laws Editing & Layout: Joyce Goff, John Goff & Josh “Roach” Reid Cover Art: Pete Venters Interior Art: Michael Chen, Chris Libey, Jeff Rebner, Kenneth Water Cover Design: Zeke Sparkes Logos: Zeke Sparkes, Charles Ryan & Ron Spencer Special Thanks to: Lee Banson, Paul Duke, Shane, Michelle, Caden & Ronan Hensley, John & Christy Hopler, the Listserv Rowdies, Jay Kyle, Jason Nichols, Allan Seyberth and Dave Wilson Deadlands created by Shane Lacy Hensley. Dedicated to: Shane Hensley, for creating the worlds of Deadlands and a dozen other reasons. Pinnacle Entertainment Group, Inc. Deadlands, Weird West, Dime Novel, the Great Rail Wars, P.O. Box 10908 the Deadlands logo, and the Pinnacle logo are Blacksburg, VA 24062–0908 Trademarks of Pinnacle Entertainment Group, Inc. www.peginc.com or [email protected] (800) 214–5645 (orders only) © 1999 Pinnacle Entertainment Group, Inc. All Rights Reserved. Visit our web site for free updates! Printed in the USA. ™ Table o’ Contents Introduction .................... 4 Chapter Three: Archetypes .................... 73 New Secrets of Posse Territory......5 The Marshal’s Shaolin.......................... 54 Handbook ................123 The Times, They Are A’Changin’ .................................. 54 Making a Martial Artist .... 55 Mano a Mano ................................ 57 New Aptitudes ............................. 58 New Edges ....................................... 60 Martial Arts Hindrances .....61 Ch’i Powers ...................................... 66 Chapter Four: The Way of the Spirits .............................83 Chapter One: A New Drum for the Chapter Four: The Divine Dancers ........................................ 83 Calling ...............................7 New Guardian Spirits ........... 84 Secrets of the Fire & Brimstone Updates .... 7 New Favors ...................................... 86 Arcane ......................... 125 New Miracles ....................................8 Shuffling the Deck ............... 125 New Gifts ............................................15 Chapter Four: Your Kung Fu Is Weak! ... 126 New Divine Interventions. 17 Conjure Bags & The Spirit Ain’t Willing .... 126 Curses ............................93 Who Do Voodoo? ..................... 126 Chapter Two: Basic Beliefs .................................. 94 Index................................... 127 A Whole New New Aptitudes ............................. 96 Deck.................................. 19 New Edges ....................................... 97 The Old & the New .................19 Calling the Loa ........................... 97 New Tricks....................................... 20 Doin’ That Voodoo ................... 101 New Hexes ....................................... 23 Conjure Bags ................................ 102 The Science of Magic .......... 30 Spell Descriptions .................. 103 When Magic and Science Meet .................................................. 33 The Tricks ........................................ 34 The Hexes ......................................... 35 Even if you’ve already got the Get Your Mojo original versions of those rules, odds are you’re going to find a good bit of Risin’ new stuff on each of them. We’ve retooled the arcane You’ve got in your hands the single background: enlightened rules (over-the- largest collection of magical options for top kung fu fighting) to bring it more in characters in your Deadlands campaign. line with the revised rulebooks, the If you’ve looked at the back of this Weird West Player’s Guide and the work, you probably already had some Marshal’s Handbook. The voodooist is idea of what you were getting yourself also somewhat changed from her into before you even cracked the spine original incarnation as well. on this tome. But in case you don’t However, even if these new judge a book by its cover, let us assure backgrounds weren’t enough, you’ll find you everything mentioned back there is an additional 80 or so totally new in here. powers, spells, and options, as well as a That’s right—over 150 spells, hexes, few new Aptitudes and other goodies favors, and more all in one place! as well. We’ve included the arcane backgrounds from our popular boxed Using This Book sets (The Great Maze, City o’ Gloom, and River o’ Blood), the martial artist, the Unlike many of our other metal mage, and the voodooist. All sourcebooks, Hexarcana only has two three of those sets are now out of print sections. and we want everyone to have a shot Posse Territory by far contains the at playing those character types. meat of this book. It’s divided into five chapters, each dealing with a separate arcane background. In each of those chapters you’ll find new spells or powers associated with the type of magic. You may also run across new Edges, Aptitudes, or other options as well. In the chapters devoted to blessed, hucksters, and shamans, we’ve also included any information you might need to update the appropriate sourcebooks to the newer revised rules.. We added in notes correcting any kinks those pesky gremlins might have thrown into the printings as well. Finally, at the end of this section, we’ve provided archetypes for the three new character types in this book: the martial artist, metal mage, and voodooist. The Marshal’s Handbook is very short in Hexarcana. Since the book is mostly dedicated to player character options, most of what’s in this brief section is the details on exactly what happens when good magic goes bad. We’ve also updated Marshal-only info from the sourcebooks mentioned above, included any errata that slipped past us in the first printing, and dropped a few notes of explanation for a secret or two the players might not have the full story on. Posse Territory Chapter One: The Divine Calling Gaining & Losing Miracles We’ll start this shindig with the gunhands of Good in the Weird West, There is one area with a minor the blessed. We’ve got an offering plate change. Characters no longer gain a new full of new miracles, some new gifts, miracle or gift by raising their faith and even a divine intervention or two. Aptitude level. Now, the only way to gain Like many of the chapters in this a new one is to pay 5 Bounty Points. book, though, we’re going to take a However, on the upside to this, a minute to talk about a previous blessed no longer loses access to a sourcebook and update anything that miracle or gift if he fails the required needs it to the revised rules. Spirit roll for transgressing against his religion. Fire & Brimstone Of course, his ability to use the miracle is reduced as he still loses a Update level of faith, but he keeps the miracle. For the most part, the rules and Uhm, We Meant... options we presented in Fire & Brimstone need little fixing to work We’d be courting serious trouble if with the new revised edition of the we tried to claim the book was perfect Weird West Player’s Guide and though. There are one or two instances Marshal’s Handbook. The blessed of information we forgot to include or and their miracles work pretty much misstated. Let’s take a minute and the same as they always have, with correct those little oversights. one exception. First off, we claimed Leonidas Polk This miracle lets a blessed pass on a was a Methodist minister. That’s a little bit of that divine authority folks in white lie we confess; he was actually the spotlight seem fired-up to lay their an Episcopalian. hands on. Granted, it doesn’t last but a The miracle retribution lists its TN as few minutes, but, honestly, some of “Special.” Well, it must be really special, those kings and lords didn’t last much because we didn’t tell you what it was! longer! The miracle’s TN mirrors the standard A blessed can only anoint a healing TN for the wound inflicted (pg. character with the same faith as he 141, Weird West Player’s Guide). has—for example, Christianity, Judaism, Islam, etc. Once cast, the miracle provides the chosen character with a The Rewards bonus to all her Mien-based rolls, either Trait or Aptitude, equal to her faith of Faith Aptitude level. If she doesn’t have the same faith as Okay, now that all that dull stuff is the blessed this miracle has absolutely out of the way, let’s get down to the no effect. good stuff—the new miracles, gifts, and The blessed cannot cast this miracle such. on himself. Another blessed of the New Miracle same faith could, however. Descriptions Anxious Seat TN: 7 These miracles are available to Speed: 1 blessed characters of any religion. Duration: 1 round/faith level There are four elements to each Range: 5 yards miracle besides the actual description The “anxious seat” is the front row of the magic’s effect. pew in a church or revival tent. It’s TN is the Target Number the blessed called that because that’s where the needs to make on a faith roll to folks who are itching to become new accomplish the miracle. converts are usually asked to sit. Speed is the number of actions it This miracle lets a blessed lend a takes to complete the invocation. little spiritual help to a cowpoke, Duration is the length of time the provided he’s willing to show a little invocation stays in effect. patience. Like anoint, a blessed cannot Range is the distance at which the cast this miracle on herself, only miracle can take effect. another character. Once invoked, her target can spend Anoint Action Cards preparing to attempt a single Trait or Aptitude roll. As each of TN: 5 the target’s Action Cards comes up in a Speed: 2 round, he simply discards them, letting Duration: 1 minute/faith level the Marshal know he’s using them for Range: Touch anxious seat. Kings, presidents, and most other He can discard a number of Action important leaders throughout history Cards up to the blessed’s faith Aptitude have looked to religion to sanction and level. Then, on his next action, he gains support their rule. After all, they figure, a bonus to the Trait or Aptitude roll with Heaven for them, who’s got a equal to the number of cards he chance of standing against them? discarded for the miracle.