Difference between revisions of "Hunters: Chargen"

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'''Rapport:''' Rapport rates a character's ability to relate to and connect with others.
 
'''Rapport:''' Rapport rates a character's ability to relate to and connect with others.
 
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Rank one (1) Mastery at [[file:d10a.png|24px|d10]] one (1) at [[file:d8a.png|24px|d8]] and two (2) at [[file:d6a.png|24px|d6]]
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Rank one (1) Attribute at [[file:d10a.png|24px|d10]] one (1) at [[file:d8a.png|24px|d8]] and two (2) at [[file:d6a.png|24px|d6]]
 
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Revision as of 16:00, 15 January 2024

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Prime Trait Sets

Building your Champion starts with selecting their Primary Traits. One die from each primary trait should be included every dice pool.

Distinctions d6

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 | BACKGROUND | ASPIRATION |

Attributes d4 Arrow03.png

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

Each character is ranked in four (4) Attributes.


| COMPOSURE | GUILE | PRESENCE | RAPPORT |


Composure: Composure rate's a character's ability to stay in control in the face of external influence.

Guile: Guile rates a character's innate facility with charm, persuasion, and trickery.

Presence: Presence rates a character's natural appeal and magnetism.

Rapport: Rapport rates a character's ability to relate to and connect with others.


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


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Forms d6Arrow03.png

Forms are your third and final Prime Trait, and describe how a champion shapes magical energies. Add one (1) Form die to every roll except for Mundane Actions (see below).

Each character is ranked in six (6) Forms:


Abjuration: This form is used to return extraplanar objects or creatures to their natural plane of existence. It can also be used to instantly move a creature within the mortal realm. This secondary use is limited by line of sight and/or familiarity with the target destination.
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 if that being's true name is known.
Divination: This form is used to scry for beings within the mortal realm or to cast auguries for information. This form requires the use of the element over which the character has mastery. Scrying requires familiarity with the target.
Evocation: This form is used to bring elemental forces to bear for attack or defense. The character may summon the element over which they have mastery with no penalty. They may summon adjacent elements by stepping this die back by one. This die cannot be stepped back below d4 The character may not summon the element opposed to their element of mastery. Area of effect is limited to line of sight.
Illusion: This form is used to deceive the senses. The character must have line of sight to the target area of the effect. 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.

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


Mundane Actions that don't require a Form are ranked d8 by default.


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Distinctions

Birthright: The Fel have mostly faded from the world, and the Fae are still trying to reclaim it from the tribes of Man. Apprentices of the Guild are either Human, Half Fel, or Half Fae. More than that, they are in the fight to prevent the Fae from enslaving the world again. What is your stake in the fight? How are you significant in the tapestry of the world?

Examples of Birthright distinctions might include: Redeeming the Elves (Half Fae)? Last of the Giantkin (Half Fel)? High King's Sword (Human)? Kitsune (Half Fae)? Son of the Oni (Half Fel)? Mark of the Mystic (Human)?

Human birthrights are untouched by Fel or Fae ancestry. Because they are less susceptible to its negative magical influence, Humans may spend a pp to step back their Iron stress track and step up either Fatigue or Discouragement once per active (non-downtime) scene.
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, scales, molten eyes, or even tails. Because they are naturally hardy, Half Fel may spend a pp to step back their Fatigue stress track and step up either Iron or Discouragement once per active (non-downtime) scene.
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 color changing eyes or skin. Because they are socially nimble, Half Fae may spend a pp to step back their Discouragement stress track and step up either Iron or Fatigue once per active (non-downtime) scene.

Social Role: How do you rank in the pecking order? What is your place in the hierarchy of apprentices? So many interactions both in and out of the guild are social in nature. Where do you fit in?

Examples of Social Role distinctions might include: Do You Know Who my Father Is? Little Miss Know it All? The Jock? The Scamp? Queen Bee? Kiss with a Fist? Research Nerd?


Special Studies: While each apprentice serves the Guild as a whole, apprentices with unique talents or perceived potential are chosen for special studies within the guild.

Examples of Special Studies distinctions might include: Dueling? Travel? Glyphs and Wards? Structural Defense? Human/Fae Relations? Languages of Magic? Fel Beasts?


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Secondary Traits

Elemental Affinity

Earth:

Air:

Fire:

Water:

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Relationships

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Familiar Spirit

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