Hexen Ward: Chargen

From RPGnet
Revision as of 11:35, 29 January 2024 by Brahnamin (talk | contribs) (Maneuvers 32px|d4 24px)
Jump to: navigation, search

< < < Back to Main Page

Prime Traits

Building your character starts with selecting their Prime Traits. One die from each prime 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:


| STREETWISE | HEXEN | FAE |


Streetwise Distinction d8

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 or affiliation with a practical trade.

Hexen Distinction d8

What is your reputation among your peers? Among the younglings who count on the knowledge you can impart for their very survival? This distinction might foreshadow your preferred area of magical focus.

Fae Distinction d8

What is your reputation among the Fae? How do they know you? This distinction might be a nom de guerre or title by which the Fae know you and indicate the reason they consider you a threat.

< < < Back to Main Page

Attributes d4 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.


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


< < < Back to Main Page

Maneuvers d4 Arrow03.png

Maneuvers are your third Prime Trait. They define the underlying purpose for a given action. One (1) Maneuver die is added to every roll

Each character is ranked in five (5) Maneuvers.


| ATTACK | COUNTER | INFLUENCE | KNOW | TRICK |


Attack: This might include physically attacking someone, pressing someone in a social situation, or casting a spell at another.
Counter: This might be physically defending against an attack, countering a social argument, or deflecting a magical attack or undoing another's magic.
Influence: Influencing the physical world might mean fixing a broken chair or cooking dinner, while social applications might include doing someone a favor to get in their good graces or intimidating them to avoid a fight or force a concession. Magically, Influence is primarily used in enchantments.
Know: Divination magic is fueled by the need to know, even as social maneuvering requires knowledge, and a craftsman must know their craft to excell in it and teach others.
Trick: This maneuver might show itself physically via sneaking around or sleight of hand. Social deception depends on it, and it is the bedrock of glamour (illusion).

Rank one (1) Maneuver d10 one (1) d8 two (2) d6 and one (1) d4