Description

Control and discipline of the mind allows those with a psionic talent to reach a state of Iin, giving them the ability to damage and manipulate a target’s mental state from afar. For most, the hexer is viewed with a fear that verges on outright terror, and those who endure this training do nothing to change that impression, instead utilizing it for their own ends. In combat they assault their opponent’s minds with a series of damaging or manipulative attacks, relying on their limited physical skills to avoid attacks when it becomes necessary.

Build Notes

Starting with a blend of Iinilence Combat skills allows the hexer to effectively utilize their mental powers, while still having some general combat skills with which to fall back. The Ranged Combat specialty has the added bonus of keeping the character out of range, though it is possible to trade it out for Armed Combat, based on the design of the character. Most of the proficiency revolve around different ways of manipulating targets, though these can be traded for more physical skills at the player’s option.

Skill Trees

Iinilence Combat
(15 + 5 skills = 20 points)
• Agonize
• Distract
• Insight
• Mind Blank
• Missive

Ranged Combat
(10 + 3 skill = 13 points)
• Dodge
• Shoot
• Weapon Proficiency

Athletics
(1 skill = 1 point)
• Evade

Cunning
(2 skills = 2 points)
• Bluff
• Haggling
• Observation
• Persuasion

Vigilance
(3 skills = 3 points)
• Appraise
• Search

Starting Gear

Mental manipulation is a tricky business, so Hexers also have training in ranged combat; these characters begin with a suit of armor, ranged weapon, and a traveler pack, the quality of which is based on the starting wealth class. These gear packs do not have a specific monetary value, rather they are designed to ensure that starting characters have the basic gear they need to begin play. Substitutes for items of a roughly equal value may be made with GM approval.

♦ Impoverished
♦ Working Class
♦ Professional
♦ Capitalist
♦ Magnate
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