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[HoE] Hexslinger Hexes



While I'd need to do some editing to a few of these before letting 'em in my game, I got one word
for the effort alone.  That word is: Damn! (with appropriate Will Smith-MiB emphasis).  You're
prolific, I'll definitely give ya that.  Here's my impression of the hexes:

Overall:  The power level on some of these is high.  Now, the cost is appropriate to the power, but
it's gonna get mighty annoying when you can't cast a hex at all because the minimum hand is 2 pair
or higher.  It's far more profitable to tone it down a bit and be able to cast a weaker hex all the
time, and a powerful one occasionally.

Lucky SOB: You mention bullets bouncing off of items the hexslinger carries on him, as well as being
repelled completely.  I'd have every bullet that 'hits' him hit a piece of equipment, instead.  A
hexslinger can face down a gatling gun for ten minutes, but be left with a duster full o' holes, a
dented belt buckle and badge, and a bandolier full of useless rounds of ammo afterwards.  Every time
he uses the hex, a minor piece of equipment is damaged by the bullets.

Bang! You're Dead!: The hand-blowing-off thing seems a bit harsh.  I'd say do the round's damage to
the hand if you draw a joker of any kind, or if you go bust on the shootin' roll.  Especially
considering that the hexslinger survives based on having a good gun hand, take that away, and he's
left with not a lot to do.

Bite the Bullet: I love the idea of this hex.  The effect is much neater than Seize the Pearl o'
Death.  But I've come up with a different way of doing it.  Make the minimum hand an Ace, and change
the speed to Vamoose!  Give it an instant duration.  For success, and each hand above, move the hit
location of the bullet one location higher (closer to the head).  If it hits the head after
adjustment, you've caught it in your teeth.  If not, you may possibly have made things worse by
trying the hex.  Basically, if a bullet's gonna hit your foot, don't try to bite it, or you might
just catch in in the drawers.

Eat Lead, Sh*t Bullets:  Even if this hex didn't do anything, I'd take it just for the name.  Just
to make it a bit gorier, require the 'slinger to actually swallow the rounds.  Perhaps a vigor roll
to down .50 cal's or shotgun slugs.

Probe Bullet: In Deadlands, most of the fun in an adventure is finding the fearmonger's weaknesses. 
This hex is the only one I'd say is a bad idea.  Basically, it allows characters to solve with brute
combat what should be solved with thought.

Flare: Cool, 'nuff said.

Constant Companion: Great hex.  It gives a good reason for the hexslinger to have his favorite gun,
name it, and care for it like it's a loved one.  Perhaps giving some bonus to hexes cast with/on
that gun specifically would be a good idea.  Also, if the gun's lost or destroyed, there should be
some sort of requirement to get a new one.  Perhaps you've got to use the gun to kill in a fair
fight without the aid of any hexes before you can make it your companion.

Say Hello To My Little Friend!  Using the concealibility rules in Law Dogs, I'd have the hex give a
Concealibility bonus dependent on the hand rank.  But, since those rules were left out of HoE (a
mistake, IMnsHO), this version works well too.  But I might think to raise the minimum hand.  An
imperceptible gun is a big advantage.

Tracer:  I'd lower the minimum hand and keep it as it is, or raise it and up the duration to 1
wind/hour.  After all, your target probably isn't going far in the time you can concentrate to
maintain it.

Sniper Vision:  Great effect, but specify the benefit.  Give a Shootin' bonus, or maybe a higher
bonus to Drawin' a Bead.  As it is, the only reason to cast it is because it's really cool.

Now for my usual mantra:
These hexes would be a great submission for Perdition.  I'm compiling the second issue, and
something like this would go well with it.  Jason, if you want more info, e-mail me privately, and
I'll give ya the whole package of info.

-- 
And so ends the case I call "The Case Of The Guy Who Was So Stressed-Out About His Lost Keys That He
Eventually Had A Heart Attack, And It Turned Out They Were In The Sofa The Whole Time.

Richard A. Ranallo,
The Man They Couldn't Hang