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The Hexicon Character Generation chapter guides the player through the steps required to detail and describe their character - taking the fledgling character from his or her birth (astrological house), upbringing and adolescence (parents' occupations), apprenticeship and career. Characters in Hexicon are described in some detail but the extra effort spent in creation brings out its own rewards in terms of variety and individuality. The resulting Character is a rounded and individual creation with a fully developed personality and set of abilities reflecting not only the Character's cultural and racial background but also the player's vision. Additionally, the system strongly encourages and rewards the development of the 'softer' elements of a Character as well as the statistical values helping to add depth to the game as it is played. Hexicon players have a huge amount of choice available when creating a Character. Only a small number of Character features are decided by the roll of a dice, the rest are up to the player, including choice of Occupation, Skills, Race, Equipment, Spells and direction of advancement. Statistics are rolled initially as a set of numbers and then assigned to the various Statistics as a player wishes. See the Hexicon Character Sheet or the example rules for more details… Character advancement in Hexicon is centred around the accumulation of Experience Points (EPs). Each Character starts with an amount based on Race, age and Occupation (usually between 4000 and 15000 EPs) and more are gained at the end of each game session (at the GM's discretion) based on the quality of role-playing, innovative thinking and campaign landmarks (commonly between 2000 and 4000 EPs per session). Broadly speaking, EPs are used in two ways. Firstly a Character's accumulated EP total is used as a guide to a Character's competence or level of experience. For example a 10000 EP Knight is relatively green while a 100000 EP Assassin is almost certainly lethal in every respect. This total is also used to determine which Spells and abilities are available to magic-using Occupations; Spells are graded into EP levels (4000 EPs, 8000 EPs, 16000 EPs and so on) and a magic-user must accumulate that number of EPs before having access to them. Secondly EPs are used to increase Character Skills (climbing, swordsmanship etc), Attributes (Damage Modifier, Saves etc) and Spell usage. Each Skill or Attribute has an associated advancement cost measured in EPs and defined by a Character's Occupation. For example, a Knight can advance his One-handed Sword Skill for 400 EPs while a common or garden Man-at-Arms may have to spend 500 EPs to achieve the same advancement. Players may choose to advance their Characters in any way they choose although it is always easier (cheaper) to advance along lines dictated by the Character's Occupation! EPs are also used to purchase new skills, abilities and the like.
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