Five More Hellvetics Potentials
More tools for the White Army
From time to time the inspiration reaches you with bursts of creative energies, others the tide is low. I have been deeply working on the Hellvetics, one of the cults I am the least fascinated in. Having set the last section of my historical Degenesis campaign in Hellvetia I did have to confront my lack of love for the men and women of the White Army.
With most of their inner workings and history of the cult not being a subject of the main official material, I did have to make my decisions in understanding how to represents Hellevetics and their inner subdivisions and factions. While HellBound (the name for the last campaign) is set in metaplot and intrigue, the following potentials are more grounded and useful feats you can be inspired by or add to the options you offer to your players in your Degenesis games.
GUNNER TRAINING
PREREQUISITE: Hellvetics, BOD+Force 6, AGI+Projectiles 6
RULES: The Soldier adds 1 T per potential level to calculate the number of meters of the Deviation weapon Quality that granades or other similar weapons have. Being used to heavy equipment, he also reduces the effective encoumbrance of a Heavy weapon by 1 per Potential Level, when he carries one ( to a minimum of 1).
Comment: I always had a lot of Hellvetics players but not a single one used something different from a Trailblazer. Make sense, the rifle is the best gun in Degenesis but the idea of a gunner man in Hellvetic squads is quite vivid in me.
BRACED FOR WAR
PREREQUISITE: Hellvetics, Primal
RULES: Like a drum, when the battle commence, the soldier shifts his inner rithm. Adrenaline fuels the fibers in his body, fear subsides. Where the everyman wavers, the Hellvetic rushes. Every round of combat the Soldier consumes Ego and moves, he gains an additional +1 Armor per Potential Level against incoming bullets and enemy fire. He also adds +1T per Potential Level to any BOD+Athletic roll.
Comment: The Hellvetics firm and stern aura matches the imaginary of a war machine. There are however no official potentials for the Primal side - while there are plenty for the Focus.
TRIGGER RESPONSE
PREREQUISITE: Hellvetics, Grenadier, Spotter or Sentinel, Primal, INS+Perception 8
RULES: The Hellvetic has a keen awareness for minute details. His left eye twitches, hair tingles, a cold shiver on the back of the nack. A signal foreboding danger. The Soldier can respond to sudden events with un-natural speed and precision. When this happens. he may always declare an action by combining the relevant desired main skill with INS+Primal (6), with the challenge being reduced by 1 per Potential level. This includes rolling initiative and reaction to being ambushed. If INS+Primal is failed the character is simply not quick enough. A character with the Danger Sense Potential can apply the same bonus to the INS+Primal test.
Comment: Following the same trail, Trigger Response has been inspired by one of my player and is long lasting Hellvetic Infiltrator in my on going campaign.
UNITE THE RANKS
PREREQUISITE: Hellvetics, CHA+Leadership 7
RULES: The Hellvetics motivates and leads by example. As long as he doesn’t fail a mental defense, he may combine CHA+Expression (3) with his PSY+Reaction to inspire allies and companions alike. He may give up to 1 Success or Trigger he rolled per Potential Level to any ally, moving them up in initiative or granting them enough triggers for an additional action.
Comment: The leader and officier side of the White Army does not get potential’s to express themselves. There are plenty of neutral potentials filling this niche (which I think it is a clever idea) but I wanted something specific and unique that would further give uniqueness for an inspiring soldier.
FAST INTERVENTION
PREREQUISITE: Hellvetics, Medic, PSY+Willpower/Faith 8
RULES: Trained to save the soldiers of the Cantons in the worst condition, medics of the Brotherhood are rapid, and act with absolute confidence in the midst of battle. An exceptional medic can patch up someone wounds during combat in a single round. Moreover, they lower the penalty for bad environmental condition in which they perform a surgery and first aids by 1 per Potential level.


Awesome additions for the white army! I'm curious would you ever post about your HellBound campaign, sounds really cool! I want to try GMing for Degenesis, how would you advise starting that process? Love all your work, keep it up!