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Re: [DL] Reflect Hex (Goff)



At 09:10 AM 10/16/2000, you wrote:
>Been lurking for a while, catching up on reading various
>WW sourcebooks that I seem to keep on buying but never read.
>However I stumbled up on the hex "Reflect" (Hexarcana) and had a few
>questions and was wondering what oeveryone elses thoughts were?
>
>The hex reflects Harrowed Powers/Bolt's O'Doom and Hex's (also Voodoo
>- I think).  The hand gained determines what power level you can
>reflect back at the source.  The power level is rated between 1 and
>11+, this seems slightly excessive to me as Harrowed/Bolt's O'Doom
>can only go to level 5, does that mean that the hex is structured to
>cope with Hexslingers whose skill is 11+?, if so anyone out there got
>any characters who get anywhere near this level?
>
>Also does the character still take damage from the Hex/Bolt O'Doom
>etc, that he is reflecting? - (this might be explained in the text
>and I just missed it - don't have Hexarcana with me at the moment to
>check)

No, they don't. They are reflecting it.

OK, spells like Reflect, Disrupt, and Foil are all examples where Hucksters 
and Voodooists have an advantage over Black Magicians.  Official, their 
Conjurin' and Hexslingin' is unlimited.  Black Magicians (and in the case 
of Reflect, Harrowed) max at 5.

As for high stats...here is my ruling:

Aptitudes and Coordinations have a max of 10.  At least for 
humans.  Harrowed and uh, others who can get their stats to superhuman 
levels can have higher in their Aptitudes and Coordinations.  a Harrowed 
d12+2 in a stat could have its Coordination and Aptitudes to 11, and one 
with d12+4 could have the coordination and Aptitudes up to 12.  An Aptitude 
that falls under several, like Hexslingin', Conjurin', or Ritual must have 
ALL  possible stats at the higher number to go past 10.  Thus, for 
Hexslingin' to reach 11, all Mental Stats must be d12+2, minimum.

This is hardly playtested, however.  I have not seen an 11 in any of my 
games.  I have seen 10s, however:  I have had two Hucksters who bought 
Hexslingin' to 10 (same game, and a certain amount of ego involved I 
suspect) and seen Faiths as high as 8 or so a couple times. One character 
(who had no AB) had an Occult of 8 eventually (he was an Occultist so...)

Why buy stats that high?  Honestly, I don't see a whole lot of reason.  I 
can see it for some ABs, esp. Voodooists, to buy their pet Aptitude up so 
their abilities improve with the raising.

Still, it makes Deadlands work better then, say, White Wolf to me.  You 
have a stat to 5? Your really good at it, but not yet among the worlds 
best.  You get that way only via a major, major point investment.  This vs. 
WW where being one of the world's best can seen almost required on their 
1-5 scale.

anyway, that is how I do it.

Best,

TBS