Hunters: Chargen

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Prime Traits[edit]

Building your character starts with selecting their Prime Traits. One die from each prime trait should be included every dice pool.

Distinctions d6[edit]

Distinctions are your first Prime Trait and thematically define aspects of each character to paint a clear picture of who they are as a whole. Distinctions determine whether a particular facet of a character helps or hinders them in accomplishing a chosen action. Include one (1) Distinction die with every roll

Each character is ranked in three (3) Distinctions:


| BIRTHRIGHT | CLIQUEBAIT | SECRET |


Birthright Distinction d6[edit]

Birthright determines two things: a character's lineage and their elemental affinity. Come up with a colorful title that encompasses the character's flavor like Minstrel of the Winds or Fist of Blackmount.

Lineage: Is your character full blooded Human? Half Fel? or Half Fae?

Human: Human Birthrights are untouched by Fel or Fae ancestry.
Half Fel: Half Fel Birthrights have the blood of a Fel creature in their ancestry. This ancestry usually leaves a mark in the form of unusual size, oddly shaped pupils, malevolently colored eyes, or vestigial scales.
Half Fae: Half Fae Birthrights have the blood of a Fae creature in their ancestry. This ancestry usually leaves a mark in the form of slight build, sharp ears, or oddly-colored/color-changing eyes, hair, or skin.


Affinity: Which elemental energy is your character viscerally drawn to? Earth? Air? Fire? or Water?

Earth/Air: If your character has affinity for one, they cannot work with the other. Water and Fire are considered adjacent elements to both Earth and Air.
Fire/Water: If your character has affinity for one, they cannot work with the other. Earth and Air are considered adjacent elements to both Fire and Water.



Cliquebait Distinction d6[edit]

What role do you hold among your peers? Are you the Queen Bee? Misfit Toy? Kiss with a Fist? Peacekeeper? Anarchist? Scamp? Earnest Enforcer? Ragamuffin?



Secret Distinction d6[edit]

You are willing to stand in the breach to prevent the Fae from enslaving the world again. You have a stake in the fight. You are significant in the tapestry of the world.

But you also have a secret - will it undo you?




Each of your distinctions has the Hinder SFX: Sometimes a distinction works against you. Roll d4 instead of d8 to gain 1 PP



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Attributes d4 Arrow03.png[edit]

Attributes are your second Prime Trait. They define your character's innate potential. One (1) Attribute die is added to every roll

Each character is ranked in five (5) Attributes.


| COMPOSURE | GUILE | PRESENCE | RAPPORT | WILL |


Composure: Maintaining control in the face of external influence.

Guile: Facility with persuasion, trickery, and charm.

Presence: Intangible draw that compels attention.

Rapport: Reading and connecting with others.

Will: Raw determination.


Rank one (1) Attribute d10 one (1) d8 two (2) d6 and one (1) d4


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Maneuvers d4 Arrow03.png[edit]

Maneuvers are your third Prime Trait. They define the underlying purpose for activating a Form or engaging in social concourse or confrontation. One (1) Maneuver die is added to every roll

Each character is ranked in four (4) Maneuvers.


| INITIATE | MAINTAIN | REACT | UNMAKE |


INITIATE

Magically: This maneuver is for triggering a form for your own unique intents and purposes.
Socially: This maneuver is used to introduce a new course of action.

MAINTAIN

Magically: This maneuver lets you concentrate on an a form's effect to keep it going. (Not all effects can be maintained).
Socially: This maneuver represents standing for the status quo.

REACT

Magically: This maneuver is used to trigger a form in immediate response to another's form as they initiate it.
Socially: This maneuver is used for standing against a new course of action.

UNMAKE

Magically: This maneuver is used to banish a form that another is maintaining.
Socially: This maneuver is used to tear down the status quo.

Rank one (1) Maneuver at d10 one (1) at d8 and two (2) at d6


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Secondary Traits[edit]

Building your character continues with selecting Secondary Traits. Secondary traits represent character abilities or assets that may or may not apply to an action.

Dice from these sets can be added to the dice pool only when they specifically apply to the action at hand.

Forms d6Arrow03.png[edit]

Forms describe how a character shapes magical energies. Add one (1) Form die to every roll involving magic.

Each character is ranked in six (6) Forms:


Abjuration: This form is used to banish objects or creatures to their natural plane of existence. It can also be used to instantly move an object or creature within the mortal realm.

Line of sight to the target is required. To move something around the mortal realm the target destination must be well known or in sight.

Conjuration: This form is used to cause a mundane object to appear in the character's hand. It can also be used to summon entities from outside the mortal realm.

Conjured objects last for the scene and are limited to things the character could lift and carry. When summoning beings from outside the mortal realm, that being's true name must be known.
Summoned beings will return to their plane of origin after a scene (but if they have the means, may leave sooner). They are not compelled to obey their summoner.

Divination: This form is used to scry for beings within the mortal realm or to cast auguries for information using the character's affinity element.

Scrying and auguries both require the use of a prepared elemental focus of the diviner's affinity: a bowl of clear water, a candle or lamp, a black mirror, or a hand fan. Scrying further requires familiarity with the target or possession of an object closely associated with the target.
You cannot scry outside the mortal realm.

Evocation: This form is used to bring elemental forces to bear for attack or defense.

Line of sight is required to target an attack or put up a defense. The character may call forth their affinity element with no penalty. Calling forth an adjacent element requires them to step back their Evocation die. This die cannot be stepped back below d4 They cannot call forth the element opposed to their affinity element.

Illusion: This form is used to deceive the senses.

Line of sight to the target area of the effect is required. For each sense engaged beyond the first, step this die back by one. This die cannot be stepped back below d4

Transmutation: This form changes the nature of matter altering it from one state to another.

Line of sight is required to target a creature or object for transmutation.

Rank one (1) Form at d10 one (1) at d8 three (3) at d6 and one (1) at d4


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Custom Distinction SFX[edit]

Create two (2) custom SFX, each associated with one of your Distinctions.


SFX guidelines may be found in the Prime handbook on pages 61-63 (excepting limits). Do not use the guidelines for distinctions found on pages 191-213.


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Talisman[edit]

Your talisman might take any number of forms: Wand, Staff, Orb, Amulet, Ritual Dagger, Ring, etc, so long it is small enough to be regularly on or near your person.

Your talisman grants you the resource of stored magical energy. At full charge it has d6 d6 d6 you can spend on actions.

Like Hero Dice, resource dice are rolled separately and added to your total as a third die. Once used, they are spent until your character can recharge the talisman.

Talismans can be fully recharged during downtime scenes (but only once per such scene).


Special: You can roll multiple talisman dice on a single action to give yourself better odds, but only the highest is added to the final total and all dice rolled are spent.


Relationships[edit]

Each character begins play with three relationships within the guild outside their coterie (the other PCs). You may use a relationship in any roll to which it might apply. Alternately, you can also ask a relationship for a favor, but if they grant it, that relationship die is stepped back by one until the GM declares a Story Break and it resets. Once stepped below d6 that relationship, though it still exists in the fiction, can no longer be used in action rolls or for further favors until the reset occurs..

Only one (1) relationship die can be applied to a given action.

Master: You have a d6 relationship with one of the masters of the guild. Select a master from the list of GMCs HERE
Journeyman: You have a d8 relationship with one of the journeymen of the guild. Name the journeyman and the master they directly serve.
Apprentice: You have a d10 relationship with another apprentice. Name the apprentice and how you know them. Do not name another PC (See Below).
Coterie: You have a d8 relationship with your coterie (the other PCs). This relationship is not stepped back if another PC opts to grant yours a favor.

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Cantrips[edit]

Cantrips are small elemental magics that you can do without needing an action roll. Such cantrips might include lighting or putting out candles or small fires, summoning or stilling a breeze, or conjuring a small bit of earth or water or sweeping away or evaporating same.

Being small magics, cantrips are not limited by rhe character's elemental affinity.

Cantrips offer no asset die and once forgotten will begin to fade.

Strange Magics[edit]

Unlike normal apprentices and journeymen of the guild, you and your coterie are unique in your ability to tap into the magics of the Neverwhen, the lands between the mortal realm and the Feywild. Your connection to that place allows you to reach beyond the grasp of normal magic. These abilities do not require action rolls, and their effects last for a scene or until consciously ended, but they can only be activated by stepping up a stress track (player's choice).

Astral Projection: Allows you to leave your physical body behind and go where it otherwise might not. Physical barriers do not hinder you, but neither can you interact with the physical world. While you are astral projected, your body is vulnerable. A silver cord links your spirit to your physical form, but if that link is severed, your body dies and your spirit cannot return.
Aura Sight: Allows you to see the aura around living things and significant objects. This renders invisible creatures and wards visible (in outline). It also allows you to perceive prevalent emotion and decipher magical energies present in the aura.
Dream Walking: Allows you to psychically enter the dreams of others and somewhat control what happens there (tho rolls may be required). As with Astral Projection, your physical form is vulnerable during this time, but your silver cord is not vulnerable to attacks from the astral plane.
Gating: Allows you to physically enter the Neverwhen or teleport within the mortal realm to a space you can see or know well.

Only one type of strange magic can be initiated by a character at one time.


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Description and Backstory[edit]

Building your character concludes with giving them a name, (if you haven't already), describing their appearance and personality, and filling in details of their backstory.



Note: Please do not include siblings or other family members as current residents of the guildhall. I have no narrative justification for this, only past experience running similar games including such GMCs makes running the game exponentially harder.



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