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New Huckster Rules (was Re: [HoE] Revised Edition)
The Baron Samedi wrote:
> It might make me a touch happier if some conversion for Hucksters was
> posted to the wepage/list when the books come our for those of us running
> too darn many games already, hmmm?
Hmm... I'll get to work on it, but for now here's a quick fix. Keep in mind this
is pretty rough and I haven't seen the new rules, just what Shane posted.
Add up all the points spent on Huckster hexes. If its more than 5, then his
Hucksterin' skill is a 5. If its less, then its equal to however many points he
has.
You now get one hex per level of Hucksterin' (or whatever its called), up to a
maximum of five, so pick which hexes you want to start out with. If you fewer
hexes than levels, then pick some new hexes to fill yourself out with. If you have
more hexes than you have levels, then you may purchase those hexes at 2 points
apiece by buying the "Additional Powers" edge we are familiar with from HOE
Sykers/Doomsayers. These points come from whatever was leftover when you added all
your hex points up.
If you run out of points, then you've got to drop some hexes. If you've still got
points left over, then you can try to raise your Hucksterin' level above 5, but
it's going to cost the new level in points. To go from 5 to 6 will cost 6 points,
6 to 7 will be 7, and so on. Remember, anything above 5 in a skill is pretty
legendary and ought to be expensive.
Or, how about this: Take the Huckster's highest hex level, and pick that many
hexes. He can either then use his points spent on other hexes to buy new hexes or
buy a new edge, maybe called a Specialty (1-3). This edge could only be spent on a
hex the Huckster already knows, and it means the Huckster has practiced a lot with
that particular hex to get good at it. You can only spend 1 to 3 points on a
specialty, and each level gives you a +1 when casting that particular hex.
This might have some problems, the main one being your nastiest hex (usually soul
blast) doesn't count as a specialty, it determines your Hucksterin' skill. Still,
every huckster shouldn't be running around with an automatic +3 to their highest
hex... and this really sets the old hucksters apart from the new ones, as they'll
have a bunch of bonuses on particular hexes that the new hucksters usually won't
have. But it DOES give the old hucksters bonuses for spending a lot of points on
hexes.
Anyway, chew on that for a bit, until I get a look at the new rules and come up
with something snazzier.