Hunters: Chargen

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Prime Trait Sets

Building your character 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 | CLIQUEBAIT | SECRET |


Birthright Distinction

Birthright determines two things: a character's lineage and their elemental affinity. Structure the name of this distinction Lineage Speaker of Affinity. For example, Human Speaker of Fire or Half Fae Speaker of Water.

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, scales, horns, or even tails.
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 hunter 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 hunter has affinity for one, they cannot work with the other. Earth and Air are considered adjacent elements to both Fire and Water.



Cliquebait Distinction

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

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 - and it could 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

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 rates 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 character shapes magical energies. Add one (1) Form die to every roll that is not a Mundane Actions (see below).

Each character is ranked in six (6) Forms:


Abjuration: This form is used to return objects or creatures to their natural plane of existence. Line of sight is required. It can also be used to instantly move an object or 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 to which the character has affinity. Scrying requires familiarity with the target or possession of an object closely associated with the target.
Evocation: This form is used to bring elemental forces to bear for attack or defense. The character may summon the element to which they have affinity 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 elemental affinity. 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 two (2) at d8 two (2) at d6 and one (1) at d4




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



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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.

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

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.

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 via Forms. As with Astral Projection, your physical form is vulnerable during this time. Dream walking also allows you to physically enter the Neverwhen.

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Knacks

Each character gets two (2) mundane knacks, non-magical things they are particularly good at. Knacks may only be used with Mundane Ability checks.

Knacks might include: Research, Persuasion, Athletics, Sneaking, Trickery, etc.


Rank one (1) knack d8 and one (1) d6


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Custom Distinction SFX

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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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. You can also ask that relationship for a favor, but if they grant it, that relationship die is stepped back by one until the GM declares a reset. Once stepped below d6 that relationship, though it still exists in the fiction, can no longer be used in action rolls.

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.


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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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.

Background Questions

As part of crafting your character's backstory, please answer the following questions:

Socioeconomic Background: What sort of life did you have before you joined the guild? Was your family wealthy? Military? Craftsmen/ Merchants? Serfs?
Guild Legacy: Those who can work the weft and weave of magic are rare. Were any of you ancestors, distant or recent, members of the guild?


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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