[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [HOE] Re: A hopeful revision of Hucksters in the Wastes
> Right, I've read all this... and I agree, generally, that choosing life as a
> Huckster in HoE shouldn't be easy, and should be very unattractive,
> especially considering the alternative AB's out there for a Waster to choose
> from
>
> My thoughts are more related to a Vet of the Weird West.
> if they been Hexslingin' for the past 200-someodd years, through all the
> changes, etc, they might have learned to change with them. Also, on a more
> RP style note, I couldn't see a Huckster who survived that long giving up his
> way-of-life because of the increased badsides... but it would be perfectly
> in-character for them to Cheat somehow keeping close to their same power
> level.
Well I had a DL posse that went to HoE for a stint that included a
huckster (well a hexslinger, technically). I didn't have TJC, and didn't
even know what the rules were for hucksters in HoE, so this is what I had
made up:
Hucksters need 1 hand higher to get their hexes off (seriously, I didn't
know this was an official rule). My reasoning was kind of opposite of
Shane, et al's though. I figured that most of the manitous that had been
couped up in the hunting grounds all that time had been released,
therefore there were FEWER manitous for the huckster to cheat power out
of.
However, the ones that were there were stronger and many of the
hucskster's tried and true powers had been warped in some way.
This meant that each hex now had 3 versions, the standard and two
variations. The way I had the huckster could cast any one of the three
(once he figured out what they all did) with the same hex.
Ex. Knife Through Butter - this hex gives bullets from a gun AP levels
Var 1: Light Through Butter - the bullets of the gun are converted into a
laser beam as they exit the gun. Each bullet does 1d6 damage per
success/raise, but has an infinite AP (maybe there should be some cap, AP
8, or something)
Var 2: Armor from Knife - each success and 2 raises gives the hexslinger 1
AV in all locations.
Naturally this is more work for the marshal as he has to come up with all
the variations...
I didn't have the +4 on the backlash table though. Personally I think that
a huckster that has been around since WeirdW should maybe still have to
get the higher hand (it's still hard to touch the mana) but not the +4
backlash.
Maybe an edge (something like Old Hat) that lets them offset the penalties
for some of those 25 Vot Weird West points...
Theo McGuckin - SysAdmin, JLab
"5 x 2 is 10, but 5 + 2 is only 7. Learn by doing." - Tao