<P>It seems a bit odd that the most magically-inclined of the Deadlands archetypes has a rather ill-defined method of creating magical relics. By definition, Mad Scientists create magical objects (though they're loathe to admit to it to even themselves). The Blessed and Shamans can create relics of their faiths. Even Harrowed can forge relics from little more than their own will. Hucksters seem to lack a well-defined way of leaving their marks on the Wierd West in the form of arcane objects. With the advent of Shootists, the probability of someone wanting to create the "Ace of Winchesters" greatly increases. So, here's a possible system to help remedy the situation.
<P>When the TALISMAN hex is cast it will generate a hand, the higher the better. This hand determines both the maximum power of whatever following Hexes are cast into the object as well as the overall potential power of those hexes. Each hand level of TALISMAN determines the total magic Potential or "pot" of the object. The following table should illustrate this:
<P>Ace................... 1 pot
<P>One pair...............2 pot
<P>Jacks..................3 pot
<P>Two pair...............4 pot
<P>Three of a kind........6 pot
<P>Straight...............8 pot
<P>Flush.................10 pot
<P>Full House............12 pot
<P>Four of a kind........16 pot
<P>Straight Flush........20 pot
<P>Royal Flush...........25 pot
<P>So, a Talisman hand of a Four of a kind would give a Huckster 16 Pot to spend on other Hexes or effects. At this point the Huckster decides what Hexes he wants to put into the object and the maximum hand he wants them to be. Once he does so, the Huckster must cast the Hexes into the object. Once he does this (assuming that he is successful), the Huckster then spends Bounty points equal to the Pot of the Hexes cast.
<P>Example: A Huckster decides to make his favorite Duster into something that will protect him from more than the natural elements. He casts Talisman and obtains a Full House, giving him 12 pot. He then casts Missed Me! at the level of One Pair (costs 2 pot, 10 left), Foil at Two Pair (costs 4 more pot, 6 left) and finishes with Bodyguard at Three of a kind (costs the final 6 Pot). At this point, assuming all went well, he spends 12 Bounty points and he's got himself a new coat.
<P>Power Use
<P>The powers in various objects can be activated at the user's will. The powers then "cast themselves" automatically as though the user had drawn their hand level (or less at the user's discretion). When cast, the user draws one card per 2 Pot of the power being (rounding up). So, someone activating "Bodyguard" at Three of a Kind draws 3 cards. If one of the cards is a Red Joker, the user suffers Backlash (a Black Joker makes the user roll twice and take the worst result). Any portions of the Hex are figured as though the item's creator had cast them and use his "Hexslinging" skill at the time of the item's creation. Unless otherwise specified, an object's powers will function for anyone using it. However, the Hexes in the Talisman tend to respond only to a willed command. Talisman do tend to respond to strong emotions from those unaware of their power and will activate at their maximum level in response to those emotions - which might leave a cowpoke wearing a shiny new ring with a Straight-level Black Lightnin' with some explaining to do when he accidently incinerates the shopkeeper he thought was cheating him...
<P>Power Cost
<P>No such thing as a free lunch. Even after you buy a car, you still have to chip in for gas. Talisman can draw their power from several sources. The most obvious power source is the life force of the user. When a power in a device is activated, it leaches half its Pot in Wind (or Strain) from the user. So, the Bodyguard power above would cost 3 Wind to activate. Also, Wind used in this matter is recover at a rate of 1 per hour, just like Strain (though magical healing can speed this process considerably).
<P>Another method is the creation of a "power reserve" in the item itself. The item's creator can give an item a Permanent Pot equal an amount set aside from the one determined by the initial Talisman casting. So, the coat-maker above could have dropped Missed Me! and lowered Bodyguard to a Two-Pair Hex, giving himself a reserve of 4 pot. This pot is recovered just like Strain, at a rate of 1 per hour.
<P>A further method is potentially the most effective but also the most dangerous. With this method, a Huckster actually binds a manitou into the Talisman to provide the energy to power it's Hexes (and other effects). Doing this requires a sheer battle of wills between Huckster and manitou. Each combatants has "Soul points" equal to their Spirit die-type plus their Coordination (a Spirit of 2d10 yields 12 souls points). The Huckster and manitous then roll their Spirits (though the Huckster may choose to substitute his Hexslingin' skill if it's higher than his Coordination in Spirit) in opposed contest. The difference between the two is then applied to the loser's Soul points (just like brawlin' damage). The being that goes to zero first loses. If that being is the manitou, it is forced into the Talisman and provides Pot equal to its Spirit to power the Hexes (regaining 1 Pot per hour just like usual). If the Huckster loses, the manitou either carries his soul off to the Deadlands, leaving a soulless husk behind, or simply has itself a "soul food snack" and moves into its new home.
<P>Obviously there are plenty of potential expansions and options that could be added to this system, but I think that this is a fairly good start. Anybody agree?