Loading ...
Sorry, an error occurred while loading the content.

New Edge for Hexslingers

Expand Messages
  • Bill Segulin
    I came up with this edge for experience Hexslinger. I m tossing it out here for comment from the list. Thanks for your time. -Bill *** Devil s Reflexes
    Message 1 of 1 , Jun 6, 2004
    • 0 Attachment
      I came up with this edge for experience Hexslinger. I'm tossing it out here
      for comment from the list.

      Thanks for your time.

      -Bill
      ***

      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
      hexslinger's mind.

      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.
      www.despair.com




      __________________________________
      Do you Yahoo!?
      Friends. Fun. Try the all-new Yahoo! Messenger.
      http://messenger.yahoo.com/
    Your message has been successfully submitted and would be delivered to recipients shortly.