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RE: [DL] Hex idea
Penalties for darkness can reach up to -8 for complete darkness. Hence I
would just say that the minimum hand removes 1 point of darkness vision
penalties, with each additional hand removing an additional point.
So in complete darkness
No Hex = -8 to action
Ace = -7 to action
Jack = -6 to action
Pair = -5 to action
Jacks = -4 to action
2 Pair = -3 to action
3 of a Kind = -2 to action
Straight = -1 to action
Flush = no penalty to action
The hex only removes penalties, and cannot give a bonus - ie if the
hexslinger was in torch light (-4 penalty) any result above 2 pair - would
only reduce the penalty to 0 and not give a bonus.
Aptitude = Cognition
Min Hand = Ace
Speed = 1
Duration = 1 min/lvl
Range = Self (or Touch?)
Possibly for a trick version, I'd allow a varient that allowed the huckster
to see the room as if lit up by lightning for a second.
Aptitude = Cognition
Duration = Instant
Range = Self
Provides a bolt of light that allows the hexslinger to make an instantaneous
Cognition check with a reduction in the light penalties of 2(?).
Hope this helps
Roy
> I wanted some feedback for a new hex I wanted to make up.
>
> My hexslinger is finding out the hard way that he is in sore
> need of night
> vision. Now, my thought is he'd try to figure out a new hex
> that would
> cause glass lenses to be used as Owl Eyes goggles or some such.
>
> Here's the dilemna: there is a hex that will allow folks to
> see in the dark;
> Penetratin' Stare or some such. But, that hex is more for
> seeing THROUGH
> things. All my guy wants is seeing in the dark. Plus the
> fact that he is
> affecting glass rather than making his eyes work this way.
> So, is this more
> in the line of being a Trick? Or would it be still a Hex
> with no other
> benefits of drawing a higher hand? (Like Sitgreaves' Magazine hex)
>
> Jeff
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