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Re: [DL] Hexslinger Required (holistic storyline questions)
I can't believe I'm going to dignify the comment with a response, but I've
got to agree with Daphné, these are not the questions of a "moron."
I'll give responses to the poster's points as were/are handled in my
campaign.
>
> Hexslingers.
>
> The most vauge character class that has yet to be produced. Not much more
> than a footnote in a single book mostly dedicated to lawmen and combat.
> They lack real explanations from a metaverse standpoint. The marshals
> sections on them are loose and not very different from a quick once over
and
> they call into question a lot of things that I thought had been nailed
down
> with hucksters.
Hexslingers are only a "footnote" because they are hucksters with a
different approach. Only the differences needed to be addressed. Such as:
>
> step one what is old has become new:
> 1. The only real requirement for casting spells is access to the hunting
> grounds and the ability to see your hands.
>
> 1a. Hexslingers don't necessarily need to see their hands.
But they do, they just don't see cards. They need to see their gun.
>
> 2. Hucksters see glowing playing cards in their hands that from the
physical
> manifestation of power from the hunting grounds.
>
> 2a. Hexslingers don't see cards.
Correct. Their firearm of choice instead glows, or sparks, or is otherwise
indicative of the powers involved to the same extent the Huckster's cards
are a give-away.
>
> 3. Hucksters learn from many sources. Arcane texts, Hoyles, other
> hucksters, and they develop hexes themselves.
>
> 3a. Hexslingers have no book. Can't really learn from arcane texts
because
> they don't have to have acedemia:occult and are not the same as hucksters.
> Without a teacher you are pretty much up shist creek.
Well, you've pretty much got me here. My hexslinger had to make up his own
hexes when he wanted to learn a new one. Having a mentor who can teach you
something is better, but you're right, the only other choice is working from
scratch.
>
> 4.Hucksters can learn hexslinger spells if someone is around to teach
them.
>
> 4a. Hexslingers may not be able to ever learn huckster spells. (depending
on
> the marshal)
They might be able to learn them, but then the character probably should've
just been a Huckster. Hexslingers are Gunslingers to the core, with a
magical bit of oomph. While they may understand how to get power from a
manitou, and that the power could be used to Soul Blast someone, they just
don't like that approach. Hexslingers like their guns!
Which brings up my final point. Hucksters get power for their hexes by
accessing the Hunting Grounds, locating a manitou, and beating it in a
contest. Hoyle visualized the contest into terms easily dealt with by the
human mind: a card game. Hexslingers visualize the contest differently,
maybe a quick draw contest, or maybe sharpshootin' (hence no cards
materializing in the Hexslinger's hand, but rather the gun already in their
hand glows and sparks), but the concept of beating the manitou into
submission to get some power is still there.
Jeff Y.
Marshal for the Dynamite Gang