Editing Hunters: Chargen
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__NOTOC__ | __NOTOC__ | ||
[[Hunter's_Guild:_Fall_of_the_Feywild|< < < Back to Main Page]] | [[Hunter's_Guild:_Fall_of_the_Feywild|< < < Back to Main Page]] | ||
− | = | + | =Primary Traits= |
− | Building your character starts with selecting their | + | Building your character starts with selecting their Primary Traits. <u>'''One die from each primary trait should be included every dice pool'''</u>. |
==Distinctions [[file:d8a.png|32px|d6]]== | ==Distinctions [[file:d8a.png|32px|d6]]== | ||
− | Distinctions are your first | + | Distinctions are your first Primary 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. '''<u>Include one (1) Distinction die with every roll</u>''' |
Each character is ranked in three (3) Distinctions: | Each character is ranked in three (3) Distinctions: | ||
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===Birthright Distinction [[file:d8a.png|28px|d6]]=== | ===Birthright Distinction [[file:d8a.png|28px|d6]]=== | ||
− | Birthright determines two things: a character's lineage and their elemental affinity. Come up with a colorful title that encompasses the character's flavor | + | Birthright determines two things: a character's lineage and their elemental affinity. Come up with a colorful title that encompasses the character's flavor followed by the parenthetical <u>(Lineage/Affinity)</u>. For example, Minstrel of the Winds (Human/Air), or Fist of Blackmount (Fel/Earth). |
'''Lineage:''' Is your character full blooded Human? Half Fel? or Half Fae? | '''Lineage:''' Is your character full blooded Human? Half Fel? or Half Fae? | ||
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Each of your distinctions has the '''Hinder SFX:''' ''Sometimes a distinction works against you.'' <u>Roll [[file:d4a.png|18px|d4]] instead of [[file:d8a.png|20px|d8]] to gain 1 PP</u> | Each of your distinctions has the '''Hinder SFX:''' ''Sometimes a distinction works against you.'' <u>Roll [[file:d4a.png|18px|d4]] instead of [[file:d8a.png|20px|d8]] to gain 1 PP</u> | ||
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==Maneuvers [[file:d6a.png|32px|d4]] [[File:Arrow03.png|24px]]== | ==Maneuvers [[file:d6a.png|32px|d4]] [[File:Arrow03.png|24px]]== | ||
− | Maneuvers are your | + | Maneuvers are your second Primary Trait. They define the underlying purpose for activating a Form or engaging in social concourse or confrontation. '''<u>One (1) Maneuver die is added to every roll</u>''' |
Each character is ranked in four (4) Maneuvers. | Each character is ranked in four (4) Maneuvers. | ||
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:'''Socially:''' This maneuver is used to introduce a new course of action. | :'''Socially:''' This maneuver is used to introduce a new course of action. | ||
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'''MAINTAIN''' | '''MAINTAIN''' | ||
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:'''Socially:''' This maneuver represents standing for the status quo. | :'''Socially:''' This maneuver represents standing for the status quo. | ||
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'''REACT''' | '''REACT''' | ||
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:'''Socially:''' This maneuver is used for standing against a new course of action. | :'''Socially:''' This maneuver is used for standing against a new course of action. | ||
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'''UNMAKE''' | '''UNMAKE''' | ||
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[[Hunter's_Guild:_Fall_of_the_Feywild|< < < Back to Main Page]] | [[Hunter's_Guild:_Fall_of_the_Feywild|< < < Back to Main Page]] | ||
− | = | + | ==Forms [[file:d4a.png|32px|d6]][[File:Arrow03.png|24px]]== |
− | + | ||
+ | Forms are your third and final Primary trait, and describe how a character shapes magical energies. '''<u>Add one (1) Form die to every roll</u>'''. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | :'''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. | ||
− | + | :'''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. | |
− | + | :'''Evocation:''' This form is used to bring elemental forces to bear for attack or defense. | |
− | + | :'''Illusion:''' This form is used to deceive the senses. | |
− | + | :'''Transmutation:''' This form changes the nature of matter altering it from one state to another. | |
+ | ---- | ||
+ | ---- | ||
+ | See [[Hunter:_Laws_of_Magic|'''Laws of Magic]] for limits, restrictions, and requirements associated with each Form. | ||
+ | ---- | ||
+ | ---- | ||
+ | ---- | ||
+ | Rank one (1) Form at [[file:d10a.png|24px|d10]] one (1) at [[file:d8a.png|24px|d8]] three (3) at [[file:d6a.png|24px|d6]] and one (1) at [[file:d4a.png|24px|d4]] | ||
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− | ' | + | [[Hunter's_Guild:_Fall_of_the_Feywild|< < < Back to Main Page]] |
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− | + | =Secondary Traits= | |
+ | Building your character continues with selecting Secondary Traits. Secondary traits represent character abilities or assets that may or may not apply to an action. | ||
− | ''' | + | <u>'''Dice from these sets can be added to the dice pool only when they specifically apply to the action at hand.'''</u> |
− | |||
− | + | ==Cantrips== | |
+ | 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. |
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− | ''' | + | ==Strange Magics== |
− | + | 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. Dream walking also allows you to physically enter the ''Neverwhen''. | ||
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− | + | Only one type of strange magic can be initiated by a character at one time. | |
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:'''Journeyman:''' You have a [[file:d8a.png|24px|d8]] relationship with one of the journeymen of the guild. Name the journeyman and the master they directly serve. | :'''Journeyman:''' You have a [[file:d8a.png|24px|d8]] relationship with one of the journeymen of the guild. Name the journeyman and the master they directly serve. | ||
− | :'''Apprentice:''' You have a [[file:d10a.png|24px|d10]] relationship with another apprentice. Name the apprentice and how you know them. | + | :'''Apprentice:''' You have a [[file:d10a.png|24px|d10]] relationship with another apprentice. Name the apprentice and how you know them. Do not name another PC. |
:'''Coterie:''' You have a [[file:d8a.png|24px|d8]] relationship with your coterie (the other PCs). This relationship is not stepped back if another PC opts to grant yours a favor. | :'''Coterie:''' You have a [[file:d8a.png|24px|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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− | + | ---- | |
+ | '''Relationships and Social Confrontations:''' | ||
+ | ---- | ||
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