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[DL] new hex- feedback requested



I've created a new hex for possible use by a Huckster a member of my posse
made for my HoE game as a backup character. The character's a Veteran of the
Weird West (not Wasted) and the idea for his background is that he cast
whatever hex it is that allows you to travel between mirrors and got stuck
in the Hunting Grounds. My idea for how he got back to the physical world is
this hex. I'd appreciate it if you'd all look it over and let me know what
you think. I'd especially appreciate feedback on the d20 stats.

I'm Out!
(School: Conjuration (Creation))
(Level: Hck 8)
(Components: S)
Trait: Knowledge
Minimum Hand: Full House
Speed: 3
Duration: 1 round/hexslingin' level (1 minute)
Range: 10 feet
Sometimes a good gambler needs to know when to fold 'em and get out of the
house. This hex allows your cardsharp to exit the table in a big way,
opening a one-way gate to the Hunting Grounds. The gate is of sufficient
diameter for a large vehicle, like a bus or semi, to pass through. Doubting
Thomases must make an Onerous (7) Spirit roll to enter the portal.
If the caster has a specific destination in mind what he must do depends on
where he's going. To travel from the physical world to a specific place in
the Hunting Grounds, he must make an area knowledge: Hunting Grounds roll at
TN 15. To travel to a specific place in the physical world he must make both
a Hard (9) area knowledge roll for that area and get either two raises or
one hand rank higher than the minimum. He must also have seen the place to
which he intends to open the portal. In either case he must have both
academia: occult and hexslingin' of at least 3.
Failure to meet these TNs or criteria results in the portal still opening,
but doing so to a random location- in other words, wherever the Marshal
wants you to go. As usual when gambling, the house has the advantage. The
Huckster cannot see where the portal has opened to before he steps through,
so be very careful when using this hex. There's no telling what's waiting
for you on the other side!
d20: This functions similarly to Plane Shift, but there are some
differences. First, it creates a portal through which the travelers pass
instead of making them join hands in a circle. Second, the portal is not an
instantenous thing. It lasts for one minute, during which time anything can
pass through. The Huckster cannot end the effect voluntarily. Finally, there
is no focus for this spell, hence the level increase over Plane Shift.


Nick Zachariasen
Editor Emeritus
Trojan Times