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[HoE] Re: The Huckster Dilemna



>At best, it seems like there should be some kind of
_benefit_ for
>the three
>additional handicaps that HoE Hucksters pick up.  The
entry states
>that the
>manitous are more powerful:  shouldn't that mean the
Hex effects
>become more
>powerful as well?

Here are a few things I've thought up to boost the
power of hucksters:
1)  They get a # of extra cards to draw equal to their
level in a hex.  These are "safe cards," and a
huckster can't get backlash from them.

2)  Even more powerful, the huckster's hand goes up
one for every raise he gets.

3)  A huckster can cast many more/all of the hexes.

4)  Double or triple the strength/duration of the
hexes.  
(One thing in particular, I think that Infernal
Machine should be a very easy hex to cast.  It was
continually improved on during the 200 years between
deadlands and HOE, and I'm sure the tech spirits would
have no problem learning to do this.  It would
probably look like this:
Trait: Smarts
Hand: Pair (all hands go down one)
Speed: 6
Duration: 1d4 wind/hour
Range: Touch   )

Anyway, there are a few of my ideas.  Personally, I
just ignored the rules.  I have a hexslinger in my
posse, and we just use the old rules.

 

===
Remember, conformity is the mother of obscurity;
be true to yourself in everything you do.
Happy Roleplaying,
-The Smiling Bandit <Strikes Again!/Ha-Ha-Ha>



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