I came up with this edge for experience Hexslinger. I'm tossing it out here
for comment from the list.
Thanks for your time.
Devil's Reflexes (Hexslinger only)
"Just a little closer? Closer?"
Devil's Reflexes gives your hexslinger a boost to her Quickness rolls for
Initiative, and can even give her extra action cards, but this Manitou-granted
Edge can't be taken at character creation. As the hexslinger gains experience
and demonstrates her abilities, the Manitou takes a greater interest. After
all, the more actions a hexslinger has, the more opportunities for casting
hexes and the more opportunities for the Manitou to gain a foothold in the
Level 1 (cost: 3 points) Gives +2 to all Quickness rolls for Initiative. Does
not save the hexslinger from a botch.
Level 3 (cost: 9 points) Gives +2 to all Quickness rolls for Initiative and
allows the hexslinger to re-roll any 1's, except in the case of a botch. All
1's are re-rolled, including those rolled from exploding dice.
Level 5 (cost: 15 points) Gives +2 to all Quickness rolls for Initiative,
allows the hexslinger to re-roll all 1's (except in the case of a botch), and
gives one extra action card if the sum of the modified Initiative roll is an
odd number or two extra action cards if the sum of the modified Initiative roll
is an even number. However, if three 6's appear on the initial toss of the
Quickness/Initiative dice, no extra action cards are given. She can re-roll
1's and any aced (exploding) dice as normal (even the 6's for d6 dice) and add
+2 to the highest result, but she won't add up the Initiative dice to get
additional action cards. When the hexslinger hasn't botched and hasn't rolled
three 6's on the initial roll, follow these rules in totaling the Initiative
roll to determine the number of extra action cards:
1. Add the face value of all dice, except for 1's
2. Add all re-roll results (for exploding dice this is in addition to the
original face value, when re-rolling 1's this is instead of the initial "1")
3. Add the +2 Devil's Reflexes modifier
When ok'd by the Marshall, players can take at whatever level desired.
However, if the player takes the Edge at a lower level and then wants to raise
it, it's still the full point cost. For example, Jesse takes Devil's Reflexes
at level 1 and pays 3 bounty points, and then wants to raise it to level 5
several sessions later. If the Marshall agrees, Jesse can raise it to level 5,
but still pays 15 bounty points to do so.
CONSULTING: If you're not part of the solution, there's good money to be made in prolonging the problem.
Do you Yahoo!?
Friends. Fun. Try the all-new Yahoo! Messenger.