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[DL] 54 Card Backlash Table
Hello all,
Hope you enjoy this. I have been slaving over this baby for a while. Brian Leybourne - devious Marshal extrodinairre also had a large part in developing this list. All the cool stuff is his, and errors are mine. ;-) Please, if you use this, credit us both.
Anyway, if you do adopt this puppy in your game, let me know what happens with it! You can send the stories to JWTolle@Altavista.com . I love to hear how these things go!
Thanks
Jeff "This game is inspiration in a can for me" Tolle
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How to use the table.
First the basics: When your huxter 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 huxter 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 huxter 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 huxter 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 huxter 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.
Clubs indicate using brute strength to violently bent nature to mans will. Most of the backlash from this suit violently twists nature or strength, turning man's weapons or power back on himself.
Deuce of Clubs - For the next hex the Huxter a red joker counts as a black for purposes of backlash.
Three of Clubs - 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 huxter fails this roll, the hex fails as well.
Four of Clubs - For the next d6 days the Huxter is at -4 to all rolls related to animals.
Five of Clubs - For d4 weeks no nature spirits will abide by the Huxter being near them. All shaman rituals and wildman powers will fail if attempted within 30yrds of the offensive Manitou collaborator.
Six of Clubs - Over the next few weeks animal attacks will increase, finally driving people indoors for fear of being mauled. Just look at the player and say nothing unusual happens. If they hang around, maybe they will notice the changes. They maybe even will be able to do something about it.
Seven of Clubs - The Huxter's failed hex has polluted the air. An ill wind blows over an acre centered on the Huxter. It is obvious the Huxter is the cause of this foulness. Treat the area as if it his lasts for 2d8 days. Mundane animals are upset by the fluxing arcane energies. Any domesticated animals in a 30yrd area immediately stampede.
Eight of Clubs - Clouds swiftly roll in, and within 2d10 minutes a vicious hailstorm erupts over approximately one square mile centered on the Huxter. Anyone not under shelter takes 1d4 wind every ten minutes. The storm lasts for 1d4 hours. The hex fails.
Nine of Clubs - Any plants in a 30yrd area shrivel and die. The affected land will not grow crops next season.
Ten of Clubs - Instead of the intended hex (which fails), the area is affected by the twister hex, at one hand higher. Roll a d20 for yards distant from the Huxter, and a d8 for direction.
Jack of Clubs – The Jack is the thief of the deck, stealing from the huxter. This knave of a Manitou strips away your huxter’s strength. Lower her Strength die type by one level. If the die type is a D4, lower the coordination. If the huxter’s strength is currently 1d4, ignore this result. The hex fails
Queen of Clubs – Lets make a deal! The huxter 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 huxter, but don’t count on getting a fair shake.
The Manitou offers the huxter a sidekick. Normally this would be an animal, but really sick huxters have “adopted” a human. All the huxter 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 huxter 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 huxter. However the huxter (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 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 huxter wants to deal.
If the deal is refused, the hex cast fails as the Manitou withdraws its power, and in spite, it gives the huxter the same backlash as a deuce of Clubs.
King of Clubs – Greater Manitou! A Manitou inhabits a normally benign creature, be it plant or animal, creating a new abomination in the area. And the creature is now hunting the huxter. Marshal, let your imagination run wild. This monster will appear to haunt the group whenever the huxters draw for a hex contains the King of Clubs. This will happen wherever the huxter may be. The beast is pulled through the hunting grounds.
Ace of Clubs – Brute Force! Congrats. 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 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.
Deuce of Diamonds - As Deuce of Clubs above for the next 1d4 (not open ended) hexes.
Three of Diamonds - Old tensions flare up. It costs the Huxter extra to trade fate chips with a random posse member (give or receive.) To give away a white, the huxter must spend a red to the Marshal (before it only cost a white.) For trading a red, give the Marshal a blue, and the player a red. To give a blue chip takes three blues – one to the other player, and two for the Marshal. This effect lasts until the Huxter spends a Legend or an Arcane chip.
Four of Diamonds - The Huxter looses face with his friends and followers. Any leadership skill is reduced by one level. If she has no leadership skill she looses her highest fate chip. The hex also fails.
Five of Diamonds - The next bust roll of any posse member will be treated as if they had the bad luck hindrance.
Six of Diamonds – One random posse member (not the huxter) has all their ammo in their favorite 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 of Diamonds - See the three of diamonds, but the huxter cannot trade ANY fate chips with this person. An Arcane or Legend chip will eliminate this effect.
Eight of Diamonds – 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 of Diamonds - The Manitou alters the hex so to cause maximum harm to a random posse member. Healing spells cause damage, armor spells affect the bad guys, divination spells give misleading results, etc. The original hex fails.
Ten of Diamonds - A random posse member gets the Loco hindrance.
Jack of Diamonds – This knave of a Manitou is jealous of your easygoing ways. In retaliation, he strips the huxter of one level of Mien. See the previous jack results.
Queen of Diamonds – Lets make a deal! Marshal, the Manitou wants to talk. The huxter can avoid backlash by choosing to have the hex twisted to affect a nearby innocent. (this includes random posse members, but not the huxter herself. The hex is always twisted to a negative effect.) The carrot is: The Manitou will save the huxter from backlash on this and the next d4 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-whoopin’ 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 huxter the same backlash as a Deuce of Diamonds.
King of Diamonds – Greater Manitou! A random posse member is marked by a greater Manitou (Spirit of always at least +1 Coordination and die type over the selected person’s Spirit.) From now on, this Manitou will be looking out for his new charge.
Only the huxter can see the evil creature. As he watches the beast will tag its new charge, and turn and wink at the huxter. The Manitou will turn up whenever the huxter 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 huxter who got them into trouble tells them. And if he does, man will she have some explaining to do.
Ace of Diamonds – Brute Force! A concussive wave of force explodes outward from the huxter. 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 are anyone who serves the Reckoners (weather they know it or not – i.e. Marshal’s call if this knock out you villains or not.) Why would they want their backlash to take out their patsies?
Hearts indicate body and/or spirit. Most of the backlash here affects the huxters body or soul adversely.
Deuce of Hearts - As Deuce of Clubs above for the next 1d6 (not open ended) hexes.
Three of Hearts – A chill passes over the huxter, causing 4d4 Wind damage, and the hex fails
Four of Hearts - For the next d6 days, the Huxter is at -4 to all Mien rolls.
Five of Hearts - One of the huxter’s arms is possessed briefly by a Manitou (the one holding a weapon). The hex fails, and instead, the huxter makes a standard attack against the friend standing closest to him. After that, she gets control back of his/her arm.
Six of Hearts - The Huxter gets the loco hindrance at level 1, or current loco hindrance increases by one point.
Seven of Hearts – The hex corrupts the huxter’s aura for 1d6 days afterwards. All reactions rolls suffer a -4 penalty. In addition anyone able to view/sense auras will see the huxter as an abomination or otherwise evil.
Eight of Hearts - The Huxter gains a mild ailin’. Each subsequent drawing of this card for backlash gives another different type of ailin’.
Nine of Hearts - All backlash results are increased by +2. (See above for how to use this result.) Treat this as a five-point hindrance. Once the Huxter 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 of Hearts - 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 of Hearts – This knave of a Manitou strips away the huxter’s vigor. See previous Jack results for more info.
Queen of Hearts – Let’s make a deal! Can your huxter resist this one? The Manitou offers to redirect the arcane energies of the spell into the huxters body. The huxter draws a card, and the Manitou draws three (Who said it would play fair? Marshal, there is no need to let the huxter know that the demon is cheating.) If the huxter has the higher card, one random trait increases by one step. If not, the Manitou siphons off 4d10 Wind.
If the huxter refuses to deal, the hex fails, and the huxter takes backlash as the Deuce of Hearts, above.
King of Hearts – Greater Manitou! The one-eyed King forms a knotty flap of flesh over one of the Huxter's eyes (roll randomly.) Se now has the ugly as sin hindrance, as well as -2 to any vision related perception rolls. Underneath the eye patch, all the huxter 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 huxter’s very being, learning all it can.
Now every time the King of Hearts comes up in the huxter’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 huxter 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. With every time the huxter 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 huxter 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 huxter 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 huxter had a King of Hearts in her hand. (i.e. it counts as one growth spurt.)
Ace of Hearts – Brute Force! The enraged Manitou lashes out with fear as a physical force. The Huxter has a heart attack - Make an Onerous (7) Vigor roll. See the Scart table for more info.
Spades have the stink of the grave. A huxter drawing this card can therefore expect grave consequences from drawing this suit.
Deuce of Spades - As Deuce of Clubs above for the next 2d4 (not open ended) hexes.
Three of Spades - The Huxter has Angela Landsbury syndrome (also known as Dr. Who disease.) Strange things happen around the Huxter 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 of Spades - Double any affect of any taints from any relics the Huxter may be carrying.
Five of Spades - The huxter gets a premonition of his/her own death and loses concentration. Take 4d4 wind and the hex automatically fails.
Six of Spades - The Manitou has chipped away a piece of the Huxter's your soul. Marshal, make a note of this somewhere. Just like a cat, the Huxter only has nine lives. The tenth life belongs to the Manitou. Keep a record every time this result is pulled. When the huxter eventually dies, pull an extra card for every time the huxter 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 huxter. The hex fails. An exorcism can gain one portion of the lost soul back.
Seven of Spades - The cheeky Manitou has filled the Huxter'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 of Spades - The Huxter can not enter hallowed ground or touch any holy item for the next d10 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 of Spades - Monster Magnet. Abominations, cultists and all kinds of other nasties suddenly take notice of the Huxter. 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 Huxter'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 of Spades - A harrowed (marshal - you pick) in a 30yrd radius from the Huxter 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 of Spades - This knave of a Manitou rips away part of the Huxter's Spirit. See the other Jacks above.
Queen of Spades – Let’s make a deal! The Manitou takes a liking to the Character and offers a deal - draw off for greater powers. If the huxter 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 huxter 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 huxter the same backlash as a deuce of Spades.
King of Spades – Greater Manitou! The Huxter is marked by a greater Manitou (Spirit of always at least +1 Coordination and die type over the huxter’s Spirit.) From now on, this Manitou will be looking out for his new charge. And, other Manitous don't like to mess with huxters a greater Manitou likes. Once marked, the Manitou will turn up whenever the huxter pulls a King of Spades in his draw to cast a spell (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 huxter has). If the Huxter was dealing her "mentor" and gets any backlash, do not draw a card. Instead she gets another mark. When the Huxter dies, the Manitou will inhabit her body (i.e. she will come back harrowed.) Furthermore, the huxter 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 Huxter of one mark per "casting."
Ace of Spades – Brute Force! " But that's the way I like it brother / I don't want to live forever." The huxter takes 3d10 to the guts, and the hex fails.
OK, we saved the really nasty stuff for the Jokers.
Red Joker -
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 Joker -
The huxter 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 huxter who draws this a second time. He’s got two spirits to deal with, all battling for the same real estate. And should she draw more, it just gets worse, and worse and worse. Marshall, make your spirit rolls like normal, then pair up the results highest to lowest. Compare the highest to lowest, and reassign dominion from the loser to winner, per the standard rules. If there are an odd number, one entity will not change its dominion. Whomever has the highest dominion at any given time is in control.
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