Difference between revisions of "Hexen Ward: Chargen"
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:'''Ur Hexen SFX:''' ''Choose one to start play.'' | :'''Ur Hexen SFX:''' ''Choose one to start play.'' | ||
− | ::'''Ur Wild:''' Spend a pp to lock a wildling in your line of sight in its | + | ::'''Ur Wild:''' Spend a pp to lock a wildling in your line of sight in either its mortal or wild form for an action. |
::'''Umbral Aura:''' Spend a pp to make someone in your line of sight immune to the next magic effect directly used against them in the scene. Aura will not affect passive effects. | ::'''Umbral Aura:''' Spend a pp to make someone in your line of sight immune to the next magic effect directly used against them in the scene. Aura will not affect passive effects. |
Revision as of 05:56, 3 February 2024
Prime Traits
Building your character starts with their Prime Traits. One die from each prime trait should be included every dice pool.
Distinctions ![d6](/images/thumb/2/24/D8a.png/32px-D8a.png)
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:
| STREETWISE | HEXEN | FAE |
Streetwise Distinction ![d8](/images/thumb/2/24/D8a.png/28px-D8a.png)
- What is your reputation on the streets of London? When folk look at you, what do they see? What does the random passerby expect from you? This distinction might point to criminal pursuits, ties to the clergy, or affiliation with a practical trade.
Hexen Distinction ![d8](/images/thumb/2/24/D8a.png/28px-D8a.png)
- What is your reputation among your peers? How do other Hexen see you? This distinction might foreshadow your preferred area of magical focus or highlight your role in the inner circle of this fragile minority community.
Fae Distinction ![d8](/images/thumb/2/24/D8a.png/28px-D8a.png)
- What is your reputation among the Fae? In the mortal world, you call yourself Hexen but every creature of faerie knows you to be a changeling. This distinction might be a nom de guerre or title by which they refer to you and perhaps indicates whether they consider you a pawn or a threat.
Each distinction comes with the Hinder SFX
Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a
instead of a
Attributes
![Arrow03.png](/images/thumb/9/93/Arrow03.png/24px-Arrow03.png)
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 four (4) Attributes.
| GUILE | NERVE | REFLEXES | SAVVY |
- Guile: Guile rates a character's innate facility with charm, persuasion, and trickery.
- Nerve: Sometimes you just gotta white-knuckle your way through. Nerve defines how adroit the character is at holding their grit in tense and stressful situations.
- Reflexes: How quick are you? How accurate? Reflexes are all about agility, dexterity, balance, and aim.
- Savvy: Savvy is a solid measure of a character's knowledge and understanding of the world around them, including people, places, laws, customs, and etiquette.
Roles ![d4](/images/thumb/2/27/D4a.png/32px-D4a.png)
![Arrow03.png](/images/thumb/9/93/Arrow03.png/24px-Arrow03.png)
Roles are your third Prime Trait. They describe you approach to accomplishing a given action. One (1) Role die is added to every roll
Each character is ranked in seven (7) Roles.
| CON | FIXER | HELPER | INFILTRATOR | LEADER | RESEARCHER | SCRAPPER |
- Con: Misdirection and trickery.
- Fixer: Repair, fabricate, and maintain stuff. Sometimes even people.
- Helper: Throwing your weight behind someone else's task.
- Infiltrator: Sneak about, get into places you weren't meant to get into.
- Leader: Inspire and direct others.
- Researcher: Track shit down. Locate people, resources, and rumors.
- Scrapper: Get into it. They ain't made the fight you didn't want a piece of.
Secondary Traits
Building your character continues with 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.
Tricks
![Arrow03.png](/images/thumb/9/93/Arrow03.png/24px-Arrow03.png)
Tricks are basic expressions of magic that all Hexen can perform. Add one (1) Trick die to any roll using a Trick.
Each character starts play ranked in THREE (3) Tricks:
| SECOND SIGHT | CONJURING | INTERDICTION |
Second Sight
- The Sight allows you to see the aura around living things and significant objects. This renders invisible creatures and magical wards visible (in outline). It also allows you to perceive prevalent emotion and decipher magical energies present in the aura. The Sight may be maintained via concentration if no other substantial (rolled) actions are undertaken.
- Second Sight is not a reliable way to detect glamour.
Conjuring
- Conjuring causes a mundane object to appear in the arcanist's grasp.
- Conjured objects last for the scene and are limited to things the character could lift and carry. Only one item may be conjured at a time. Effect die determines the item's asset value in the scene. It costs 1 PP to transfer the asset value to another character.
- Conjuring swipes real things from the real world. It does not create them from whole cloth.
Interdiction
- Interdiction calls forth a brief surge of magical energy primarily for the purpose of counteracting direct magical attacks, opening gates between realms, or activating/deactivating magic wards.
- It can also be used to interact briefly with the physical world (trip someone, disarm them, jimmy a lock, open a door, cause an object to levitate, etc).
- As a general rule, if one can physically manipulate a thing, an interdiction can create a similar effect. It is harder to affect living beings than non-living matter.
- Objects or creatures being interacted with must be within line of sight.
- If it is reasonable that an interdiction might be maintained, the Hexen may do so via concentration if no other substantial (rolled) actions are undertaken (and the interdiction is not being resisted).
Mastery ![d10](/images/thumb/b/bf/D10a.png/32px-D10a.png)
Mastery represents the defining area of of magic with which the Hexen is uniquely adept. Add your Mastery die to any roll using that mastery.
There are five (5) Masteries. Each character starts play ranked in only one (1):
| Boneweaver | Enchanter | Glamour | Traveler | Ur Hexen |
Boneweaver
- Some Hexen are able to alter the shape and function of their own bodies and force changes in other shapeshifters (certain Fae and all wildlings).
- Physical transformation (whether full-body or just parts) takes a full action, but the form then remains stable until changed again or until either stress track exceeds
(at which time the Hexen or their target reverts to their natural form).
- Buffs are paired with a specific action and must be rerolled for subsequent actions.
- Boneweaver SFX: Choose one to start play.
- Second Skin: Spend a pp to immediately alter your shape.
- Forceshift: Spend a pp to force a wildling in your line of sight to assume its human or nonhuman form.
- Impervious: Spend a pp to shrug off a physical or magical attack as if your skin was made of impenetrable iron.
Enchanter
- Enchantments are magics that effect the mind and emotions of others.
- Line of sight to the target(s) is required. Enchantments last for a scene or until dismissed, and their asset value is determined by the effect die.
- A Hexen may have only one enchantment active at a time.
- Enchanter SFX: Choose one to start play.
- Beastmaster: Spend a pp to elicit a specific emotional response (player determined) from an animal in your line of sight. Small animals (eg-dogs) may be affected in groups of four or fewer; tiny animals (eg-rats) and insects may be affected in swarms.
- Speaker for the Dead: If you are touching a piece of human bone, spend a pp to ask a single question of the deceased and receive an answer (player's choice if the answer is verbal or telepathic).
Glamour
- Glamour consists of magic that deceives the senses.
- Line of sight to the target area of the effect is required. To affect more than one sense, step this die back by one for that action. Glamours last for a scene or until dismissed, and their asset value is determined by the effect die. Detecting glamour may be maintained via concentration if no other substantial (rolled) actions are undertaken.
- A Hexen may have only one glamour active at a time.
- Glamour SFX: Choose one to start play.
- True Seeing: Spend a pp to see through the personal glamour of any being in your line of sight.
- Phantasmal Trigger: Spend a pp to create an instant personal glamour (pick two senses to be affected).
- Changeling's Whim: Spend a pp to change the sense affected by an existing glamour or add one additional sense to that glamour.
Traveler
- Traveling lets a Hexen instantly translocate themselves (or another object or creature) within the mortal realm or force a Fae being back to the faerie realm.
- Line of sight to the target is required, and the target's destination must be well known or in sight. Target may not be more than twice the Hexen's mass and may not otherwise be anchored to greater mass (like a tree rooted to the ground, a door fastened to a frame, masonry held by mortar to a wall, etc).
- Note: When in another realm, such as the astral, neverwhen, or faerie, a traveler's power functions within that realm rather than the mortal realm.
- Traveler SFX: Choose one to start play.
- Trading Places: Spend a pp to instantly switch places with an object or another being in your line of sight.
- Banish: Spend a pp to translocate a Fae being in your line of sight back to the faerie realm.
- Dodge: Spend a pp to safely translocate yourself or someone in your line of sight away from immediate danger.
Ur Hexen
- Ur Hexen are adept at ripping magics up by the roots, unravelling magical constructs such as conjurings, glamours, enchantments, and body morphing. They can also create magical dead zones (30' hemisphere) that last for the scene or until dispelled.
- Ur Hexen must have a line of sight to the effect they wish to unravel or to an area they wish to affect with a dead zone.
- Ur Hexen can only have one dead zone active at a time. Dead zones do not affect wildlings.
- Ur Hexen SFX: Choose one to start play.
- Ur Wild: Spend a pp to lock a wildling in your line of sight in either its mortal or wild form for an action.
- Umbral Aura: Spend a pp to make someone in your line of sight immune to the next magic effect directly used against them in the scene. Aura will not affect passive effects.
- Salted Earth: Spend a pp to cause a dead zone to immediately manifest within our line of sight.
Focus
Each Hexen possesses a focus, a small item or implement from the mortal world of such personal significance that it can store a bit of their personal magic energy. Foci may take on nearly any form, a ring, a riding crop, a pistol, a feather, a saber, an amulet, a lucky penny.
Your focus grants you the resource of stored magical energy. At full charge it has
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 the focus is recharged by the Hexen (like stress, this can only happen during downtime scenes).
Special: You can roll multiple resource 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.
Description and Backstory
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.