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Re: [DL] Hexslinger Required (long)
>
>I have a character in my posse who is a hexslinger (as in Law Dogs,
>not a huckster). Born in the south he was brought up riding the
>Mississippi on the riverboats. Due to some reason that I cannot
>remember at the moment he was brought up by his uncle, who made his
>living off of the riverboats and taught him the ways of hexslinging.
>
All I had come up with was to introduce a possible mentor but making
>him an outlaw, joining up with him in order to learn his hexes would
>conflict with the characters desire to resist his taint. However it
>would be a situation that the player would have to weight up the
>options, roleplay through and decide on a course of action (with
>consequences).
>
Ok, another time around for the hexslinger discussion. But before the
diatribes and rants begin lets answer that question.
Hexslingers tend to manifest powers on their own. Developeing things as
need arises and time permits. One need not have a mentor for learning.
Makeing your own works just as well. Take a short cut in this case. Each
session ask what the character is working on...He'll say something like "Boy
it sure would be great to have silver bullets whenever I want them." The
Player will say "I'll be working on argent agony." Roll the dice for
learning time based on standard hoyles stats but without teacher, written
text or help so I'd add an extra d20 hours. Then when he finishes the
required study time in game let him spend the bounty and move onto something
new.
If he genuinely wants to develop a new hex let him do so under the standard
rules. Trial run and all. That way no mentor is needed, no plot device
needs be inserted and the player can remain true to his character without
undue messing around with "ole doc whatshisface" when he gets kidnapped each
week before he teaches you how to throw lightning bolts.
Ron C
Rant and diatribe to follow.
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