WDH Paths Rules
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About Paths
Paths represent aspects of a character's past and identity. In Character Generation they come into play to help assign skill points, but they continue to be a valid, even necessary tool going forward.
In play, Paths have a few default abilities:
- A character may always be assumed to have assets and that are appropriate to a Path. A professional athlete has whatever equipment and income is appropriate to her sport, for instance.
- A character may reach out to Contacts or Connections to assist them, normally once a session.
- A character may reach out multiple times to either bolster a contact or for multiple forms of assistance. If they do so, however, it shakes their bond: Calling upon Contacts or Connections twice in a session strains your connection with the Suspended Condition, which adds a minor Complication when interacting with NPC's associated with the Path in question. Path Suspension usually resolves at the end of a session.
- Leaning on Connections while the Path is Suspended (or just really, really screwing up) leads to the Path being Revoked. This lasts longer, requiring a Long-term Deed to earn your way back in; in the meantime, the Connections and other benefits of your Path are inaccessible.
- Finally, a PC may simply benefit from being That Kind of Person, adding two dice once a session to a roll. For these rolls, a special kind of Stunt called a Twist of Fate can be used, creating implausible happenstance to play out in the character's favor.
All characters start out with three Paths, again, as part of Character Generation. But experiences and stories can lead to acquiring more. For the most part, a PC can maintain five paths.
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Mythic Titles are treated effectively as Paths, and can be invoked for bonus dice as well as bolstering Scale. The Twists of Fate invoked by these traits can be outright supernatural in nature. The children of Gods, after all, live very strange lives indeed.