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Re: [DL] Blade Slingin'



Very nice . 

Just one thing about hexes - you might want to step down the initial power
and hand required, and then let the better hands achieve the more powerful
results.

It's less frustrating to the player.  

For example - on Killing Blow - all extra damage is not reduced for armor. 
Ace - +1 point of damage.
Pair - +1d4 damage
Two Pair - +1dX, where X is the Str die type.
Three of a kind - +2dX

etc, on down the poker hand chart, until you reach the most powerful level
you want.

>Killing Blow
>Trait Cognition
>Hand two pair
>Speed 2
>Duration 1 attack
>Range Self
>
>When the bladeslinger really needs to put down some horror this is the
>way to do it. First the bladeslinger must pay 5 wind when he uses this
>hex(if the hexslinger has less than 5 wind they pay all but one wind)
>Second the bladeslinger must succeed in an attack on their very next
>action(they cannot hold it in any way) without spending any fate chips
>to influence the roll(though the marshal may spend chips as he desires)
>If this attack succeeds the bladeslinger's weapon damage becomes weapon
>damage + strength(rolled not as an aptitude but as normal damage)
>
>Example: Jim(as above) with his 4d10 strength and 2d8 weapon damage
>wishes to mortally wound the mohave rattler attacking a small town. He
>prepares a Killing Blow. He successfully casts the hex and hits the
>rattler. He now does a monsterous 4d10+2d8 damage to the rattler.
>
>I hope you have all liked this. I will be putting up some more hexes in
>a few days to further flesh this idea out. Please give me any comments
>to either

-------------------
Allan Seyberth
darious@darious.com
Deadlands fan site - www.darious.com/deadlands

Why did the chicken cross the road?

Major Charles Emerson Winchester, the Third:
What do you two-bit quacks know about chickens?  Did you learn about them
in medical school, or did you just read the comic book?