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Re: [DL] new hex- feedback requested



O.K., I've reworked it slightly. I tied it to Spirit instead of Knowledge,
lowered the hand to Two Pair, and made it harder to control where you go.
How's it look now?

I'm Out!

(School: Conjuration (Creation))

(Level: Hck 8)

(Components: S)

Trait: Spirit

Minimum Hand: Two Pair

Speed: 3

Duration: Concentration and 1 Wind/round

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 temporary 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 he must satisfy three
conditions. First, he must make both an area knowledge roll for the place he
's going to and a Spirit roll. When going to the physical world, the TN for
both rolls is 13. When entering the Hunting Grounds the TN is 17 for both.
Through some hole in the laws of fate, however, he cannot use Fate Chips on
either of these rolls. Perhaps not even Lady Luck wants to take her chances
with these odds. Second, he must have both academia: occult and hexslingin'
of at least 3. Third, he must get at least two hand ranks above the minimum.

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.
Busting when entering the Hunting Grounds, however, opens the portal right
into the Deadlands! 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!

Note that if you get a royal flush when casting this hex, the gate is both
permanent and two-way whether you want it to be or not.