Hexen Ward: Chargen

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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, ties to the clergy, 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 or highlight your role in the inner circle of this minority community.

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.

Each distinction comes with the Hinder SFX



Check002.png Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a D4a.png instead of a D8a.png


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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 your Attributes d10 d8 d6 d6


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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 someone.
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 your Maneuvers d10 d8 d6 d6 d4


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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.

Forms d6Arrow03.png

Forms describe how a character shapes magical energies. Add one (1) Form die to every roll involving magic.

Each character is ranked in three (3) Free Forms and three (3) Stress Forms:



Free Forms: Free forms have no additional cost beyond a successful action roll.

Aura Sight: 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. The Sight may be maintained via concentration if no other substantial (rolled) actions are undertaken.

Conjuration: Conjuration 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. Conjuring swipes real things from the real world. It does not create them from whole cloth.

Knacks: Knacks call forth a brief surge of magical energy and causes it to interact with the physical world. Knacks might be used to trip someone, or disarm them, or jimmy a lock, or open a door, or cause an object to levitate.
As a general rule, if one can physically manipulate a thing, a knack can be made to create a similar effect. It is harder to affect living beings than non-living matter.
If it is reasonable that a knack might be maintained, the arcanist may do so via concentration if no other substantial (rolled) actions are undertaken, so long as they are not resisted.


Stress Forms: In addition to a successful action roll, stress forms require the character to step up one stress track (player's choice).

Abjuration: Abjuration is used to banish objects or creatures to their natural plane of existence. It can also be used to instantly move an object or creature within the mortal realm.
Line of sight to the target is required. To move something around the mortal realm the target destination must be well known or in sight.

Enchantment: Enchantments are magics that effect the mind and emotions of others.
Line of sight to the target(s) is required. For each being beyond the first affected by an enchantment, step this die back by one. This die cannot be stepped back below d4 Enchantments last for a scene or until dismissed. An arcanist may have only one enchantment active at a time.

Glamour (Illusion): Glamour consists of magic that deceives the senses.
Line of sight to the target area of the effect is required. For each sense engaged beyond the first, step this die back by one. This die cannot be stepped back below d4 Glamours last for a scene or until dismissed. An arcanist may have only one glamour active at a time.

Rank your Forms d10 d8 d6 d6 d6 d4