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Re: [DL] huckster problem



In a message dated 3/28/00 11:34:32 PM Pacific Standard Time, 
ronald@teleport.com writes:

<< For those of you in my group this is spoiler space!
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 You still readin this ryan?
 
 
 I now have three, count em, three hucksters in my possse.  Two hexslingers
 and one regular one.  They all (thanks to my stupid meddleing) have arcane
 prodigy.  This would be ok except for the fact that they have discovered the
 fact that they can trade hexes.  In mere minutes the entire contents of each
 mans spellbook was learned by the others.  The problem goes something like
 this.  Time to learn a spell from a teacher 2d20 - half time for having an
 experianced caster teach it to you - half time for being an arcane prodigy -
 the fact that you can make a roll to reduce the time by 2 hours per raise.
 All in all this means that a huckster can learn a new spell in under an
 hour!
 
 My solution: Sit in the fetal position and pretend it isn't happening.  Also
 I put a cap on the time at one hour so at least they take some time to learn
 something.  I know I dug my own grave on this one but please somebody help
 me out here.  I already have some traps set up for other members of the
 posse, (EG the revanant, reverand wiclife from the mission adventure, and
 some nasty demetias for the local MS.)  But I don't know how to deal with my
 untouchable trio.
 
 Please anything that could be used to my advantage!  Monsters, stupid NPC's,
 adventures of death and doom, horribly awful relics anything!
 
 Ronald "The Uber-Twink" Conner
 Marshal of the insane gunbunny runners
 
 >>
Suggestions-
1.)enforce a "Trial Run" rule, whereas when they Do learn the hex(when they 
finally spend 5 points to get it), they have to cast the hex, and on that 
roll, Both jokers mean backlash-that is, if they can cast it in the first 
place. If they fail their Hexslinging roll for the trial run, then they can't 
learn the hex until they raise their hexslinging, or until they spend another 
5 bounty points to try again-and even then, it's still considered a Trial 
Run. 
2.) 3 hucksters who travel together is a sweet target for any 
manitou/manitous. To represent this, do one of the following. Add +4 or +6 to 
their backlash rolls, and whenever possible, use the backlash to make the hex 
become painfully obvious- and then call in the Agency/Rangers, or maybe just 
the local Holy Man and a posse of townfolk on their magical hides. Or  give 
them all Bad Karma.
3.) do they belong to one of the "Huckster Societies" in H&H? If so, the 
other society  might come calling on them- or, if they belong to the "Royal 
Court"(the riverboat one), I think it was, just promote them to higher ranks 
within the Court, until they are considered evil, and take away their 
characters- and if the players ever do it again, have their old character pay 
them a visit.