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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]]
 
=Prime Traits=
 
=Prime Traits=
Building your character starts with selecting their Prime Traits. <u>'''One die from each prime trait should be included every dice pool'''</u>.
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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]]==
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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 like Minstrel of the Winds or Fist of Blackmount.
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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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'''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.
 
'''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.
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:Conjurations create scene-long assets but 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.  
 
'''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.  
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'''Evocation:''' This form is used to bring elemental forces to bear for attack or defense.  
 
'''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 [[file:d4a.png|24px|d4]] They cannot call forth the element opposed to their affinity element.
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:Evocation is instantaneous and cannot be maintained through concentration. 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 [[file:d4a.png|24px|d4]] They cannot call forth the element opposed to their affinity element.
  
 
'''Illusion:''' This form is used to deceive the senses.  
 
'''Illusion:''' This form is used to deceive the senses.  
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'''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.
 
'''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.
 
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==Relationships==
 
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 [[file:d6a.png|24px|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 [[file:d6a.png|24px|d6]] relationship with one of the masters of the guild. Select a master from the list of GMCs <u>[[Hunter:_Notable_GMCs|'''HERE''']]</u>
 
 
:'''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. '''Do not name another PC''' (See Below).
 
 
:'''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.
 
 
[[Hunter's_Guild:_Fall_of_the_Feywild|< < < Back to Main Page]]
 
  
 
==Cantrips==
 
==Cantrips==
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:'''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.
 
:'''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.  
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:'''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''.
 
 
:'''Gating:''' Allows you to physically enter the ''Neverwhen'' or teleport within the mortal realm to a space you can see or know well.
 
  
 
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