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Hexed Warrior

Hexed Warrior

AX.GHW.13.04.04

Type: Cursed/Possessed, Elite

Power Package: Elite (9D, curse has granted significant power at significant cost)

Curse Removal: Difficult, the hex is old and deeply integrated; or the individual chose this

Size: Medium
Attributes: Body 4D · Speed 3D · Wit 2D
Talents: Athletics 2D · Brawl 2D · Intimidate 1D · Resolve 2D (hex-augmented)
Health: 54 (20 + 4 + 15, Elite modifier; curse enhances Body for Health purposes)
Defense: 2 (1 + (3+0)÷3)
Saves: Body 7D · Speed 4D · Wit 4D

Attacks

  • Hex Strike (Primary Action): Body + Brawl vs Defense, 6 damage; the strike carries curse resonance, target makes a Body Save (Threshold 3) or takes -1D to their next Body Save (curse transfer, minor)
  • Unbreakable Advance (Primary Action): Body + Athletics vs Speed Save, 4 damage; target cannot disengage from Close range until their next turn. The Hexed Warrior cannot be slowed or stopped by obstacles short of a wall, they walk through furniture, light barriers, crowd control.
  • Curse Eruption (Primary Action, when below half Health): Body + Resolve, no target roll; the hex destabilizes, dealing 4 damage to all targets in Close range (including allies). The Hexed Warrior also takes 3 damage.

Special Abilities

  • Hex Resilience: The Hexed Warrior's curse includes a durability component. Wounds that would disable a normal person slow them but do not stop them; they fight at full capacity until reduced to 0 Health. After combat, unaddressed wounds create severe deterioration.
  • Curse Aura: Characters in Close range of the Hexed Warrior feel the hex as physical pressure, nausea, dread, the sense of being watched by something that is not there. Wit Saves in Close range take -1D from the constant low-grade curse resonance.
  • Pain Resistance: The Hexed Warrior cannot be knocked unconscious by pain, concussion or non-lethal takedown methods. Tranquilizers require Body Save (Threshold 4) to have any effect; taser/electrical still works but only staggers rather than incapacitates.

Tactics

The Hexed Warrior closes range and stays there. They are not tactically sophisticated, the hex has simplified their decision-making toward violence. They target whoever hurt them most recently, advance through anything in their way, and do not retreat. The Curse Eruption is triggered by desperation, not strategy, characters should be prepared for it when they push hard enough to get the Warrior below half Health.

The moral question: is this person a victim (hexed against their will) or complicit (they chose the power)? The tactical answer is the same either way. The ethical answer changes what happens after.

Curse Removal

This hex is deep-rooted. Standard removal methods are at +1 Threshold (Mediumship or Sacred Fire vs Threshold 4; Ritual Warding vs Threshold 5). To attempt removal at all, the individual must be incapacitated or cooperative, the hex generates resistance to removal attempts while the individual is active. Identifying the hex's origin is essential; the correct tradition reduces the difficulty by 1.

Scene Materials

Investigation: the individual has a documented history of unnatural resilience or violence, unusual curse marks covering significant body area, dead zones in EMF readings wherever they've been. Combat: close-quarters, sustained, brutal. Do not separate from group; the Unbreakable Advance punishes isolation.