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 they refer to you and indicate the reason they consider you a threat. Alternately, this distinction might instead focus on a different faction of the secret war, such as the wildlings, the arcanists, or the church.

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 certain forms directly against someone.
Counter: This might be physically defending against an attack, countering a social argument, or dealing with a magical attack.
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: Aura Sight is fueled by the need to know, even as social maneuvering often requires knowledge to be effective, and a craftsman must know their craft to excel 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 starts play ranked in all Free Forms and one (1) Stress Form:



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.


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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. 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.


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Interdiction: Interdiction calls forth a brief surge of magical energy primarily for the purpose of counteracting a magical attack, but they can also be used to interact briefly with the physical world, 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.
Objects or creatures being interacted with must be within line of sight.
If it is reasonable that a knack might be maintained, the Hexen may do so via concentration if no other substantial (rolled) actions are undertaken (and the knack is not being resisted).


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Nexus: Hexen can draw energies together in a nexus that opens on another realm and cross over. There are two types of nexus: Dream and Hard.
Dream nexus allow the Hexen to psychically travel into the dreams of another or to project their consciousness onto the Astral plane. In both cases the physical body is left behind and vulnerable.
Hard nexus allow the Hexen to physically enter the Neverwhen or Faerie. Gates into Faerie can only be opened from within the Neverwhen.
Regardless of the type of nexus, the Hexen can instantly cross back at will, returning to their body or to the point where they entered the Neverwhen or Faerie.


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Stress Forms: In addition to a successful action roll, stress forms require the character to step up one stress track (magical or physical) of the GM's choosing.

Boneweaver: Some Hexen are able to alter the shape and function of their own bodies.
Transformation (whether full body or parts) takes a full action, but the form then remains stable until changed again or until any stress track exceeds d12 (at which time the Hexen reverts to their natural form).
Additional transformations each step up stress. Returning to natural form does not step up stress.
Speaker for the Dead: If they are touching a piece of human bone, the Hexen can ask a single question of the deceased and receive an answer on a successful action roll without stepping up stress.


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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, and their asset value is determined by the effect die.
A Hexen may have only one enchantment active at a time.
Beastmaster: The Hexen can elicit any emotional response from an animal in their line of sight on a successful action roll without stepping up stress (small animals (eg-dogs) may be affected in groups of four or fewer; tiny animals (eg-rats) and insects may be affected in swarms).


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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, and their asset value is determined by the effect die.
A Hexen may have only one glamour active at a time.
True Seeing: The Hexen can see through the personal glamour of any being on a successful action roll without stepping up stress.


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Teleporting: Teleporting lets a Hexen instantly translocate themselves (or another object or creature) within the mortal 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).
Anchor: The Hexen can translocate to a predetermined destination on a successful action roll without stepping up stress. The Hexen must be physically present in a location to set the anchor point, and they cannot change their anchor point more than once per scene.


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Ur Hexen: Ur Hexen are adept at ripping magics up by the roots. They can undo or turn the magics of other hexen, arcanists, priests, and even Fae. They have no real power over wildlings.
Ur Hexen must have a line of sight to the effect they wish to unravel or turn.
Devourer: If the effect targeted is an expression of aura sight, banishment, conjuration, knacks, or nexus, it can be unmade on a successful action roll without stepping up stress.



Rank your Free Forms d8 d8 d6 d6 Rank your Stress Form d10


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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.


Specific Guidelines for this Game:

SFX should be player-triggered as opposed to GM triggered.
SFX should be designed to give the character a mechanical edge rather than cinematic carte blanche.
SFX that affect another's stress should be worded along the lines of: Step back another character's stress track by stepping up one of your own.
SFX that affect your own stress should be worded along the lines of: For X cost, step up one of your stress tracks to step back another.

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Focus

Each Hexen possesses a focus, a small item or implement that they are so attuned to they can store a bit of their personal magic energy in it. 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 d6 d6 d6 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 (overnight).


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.


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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.