Scion2e:StairwaytotheHeavens: Maya Ikeda

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Maya Ikeda[edit]

https://i.pinimg.com/564x/1f/40/f6/1f40f65b8f9c0412d4b09eb686bbc11a.jpg

Cosmo and Onigiri? No sweat, but that guy over there wants your number.[edit]

Like more than a few Scions, Maya grew up raised by a single parent. Her father Ken would have honestly preferred the stark honesty of having Maya left on his doorstep in a basket, rather than her mother disappearing less than a week after giving birth, but he committed himself to raising her just the same. His job prospects didn't exactly increase to match his new responsibilities, and the combination of only being able to afford rent in better-off neighborhoods and constantly working multiple jobs left Maya unsupervised and educationally under-served.

Things seemed to get better when Ken won a small local lottery when Maya was in her teens. He used the money to open a bar and restaurant with a few of his brothers and Maya dropped out to work there as soon as she'd worn down her father enough to allow it. Kagura Sushi has become a popular spot while maintaining blue-collar charm, especially since Maya moved up from washing dishes to run the Izekaya-esque bar. A desire for a more stable community has always led her to set aside extra food for struggling families and let local kids hang around the restaurant patio instead of more dangerous areas, but recently the clientele seems to be getting stranger and the problems much harder to solve.

Skills[edit]

Close Combat OOOO (Bouncing) Leadership OOOO (Community Organization) Empathy OOOO (Good Listener) Persuasion OOOO (Calming Influence) Integrity OOO Culture OOO Subterfuge OO Athletics O

Skills from your Primary Path gains three dots, Secondary Path skills gain two dots, and Tertiary Path skills gain one dot. You also gain five Skill dots to distribute freely. Every Skill with 3+ dots gains a free Specialty at Character Creation only. You cannot have any Skill higher than five dots.

Attributes[edit]

Favored Approach: Resilience

Mental

Intellect (OO)
Cunning (OO)
Resolve (OOO)

Physical

Might (OOO)
Dexterity (OOO)
Stamina (OOO)

Social

Presence (OOOO)
Manipulation (OOOO)
Composure (OOOO)
Each Attribute starts at one dot. Divine six dots between your Primary Arena, four dots between your Secondary Arena, and two dots between your Tertiary Arena. Attributes using your Favored Approach also gain +2 dots. You have one free Attribute dot to put in any Attribute you want. You cannot have any Attribute higher than five dots.

Legend 0[edit]

Start with Legend 0, going to Legend 1 upon becoming a Hero

Legend Points

Points Imbued:
Points Spent:
Imbued points return once the Boon they are imbued into lapses. Spent points do not recover until a specific action is taken.

Legendary Titles[edit]

Write Titles As You Get Them

Deeds[edit]

Short-Term Deed: Resist the Effect of Supernatural Fear or Compulsion

Long-Term Deed: Defend the Helpless

Band Deed:

Paths[edit]

Origin Path (3): Street Kid Named Desire

Connections: Local Community Workers, Her Father, Access to ?
Skills: Subterfuge, Athletics, Close Combat

Role Path (1): Neighborhood Bartender

Connections: Group ?, Tanya Watanabe (Attorney, Regular), Access to ?
Skills: Leadership, Empathy, Persuasion

Pantheon Path (2): Dawn Brings an End to Darkness

Connections: The Irregulars, ? Contact, Access to ?
Skills: Close Combat, Culture, Integrity
Two Pantheon Path Skills are chosen based on your Pantheon. You may choose the third as usual.
Paths always give access to things relevant to your character concept, such as disposable income if you're filthy rich. Once per session, you can call upon a Connection or a Contact for free, with additional uses per session inflicting a Path Suspension. Once per session, you may add +2 dice to any roll that applies to your Path experience and may spend successes on special Stunts to make a Twist of Fate.
A Path's connections can have obligations, as determined by the Storyguide. Once per session, a Path's connections may ask the character to perform a task, which can be taken on as an additional Short-Term Deed or can be completed to regain a Connection rating after it has been used.  If the character does not complete their obligation by the end of the session, their first attempt to use their connections next session suffers a Complication 2.
Each Contact start with one dot and one Tag. When invoked, the Contact gains two points, each granting one dot or one Tag. Tags define what rolls the Contact can help with, they grant Enhancement equal to their dot rating for those rolls. The points fade at the end of the session.
When leveraging a connection, roll an appropriate Skill + 2. Success means that the Contact or Group acts appropriately. When leveraging Access, you instead gain Enhancement equal to successes for your next roll.

Virtues[edit]

Sincerity Vs The Right Action:

Health[edit]

Bruised:

Injured:

Maimed:

Taken Out:

Characters gain an additional Bruised slot with Stamina 3 or 4, and two additional Bruised slots with Stamina 5.

Callings and Knacks[edit]

Lover (1): Domain over relationships, attention, and other's emotions

Soothing Presence: Reduce Attitude by 1 in initial social encounters. +1 Enhancement to all other interactions to be calming, relaxing, or welcoming.
Perfect Partner: Double benefit you provide from Teamwork rolls
I am a Fire: Stoke affection between two people. If you are one of them, +1 Social Enhancement for the session.


Pre-Visitation Scions have one Calling and one dot in that Calling. After Visitation, the Scion gains two additional Callings. You may choose one Calling to be at one dot, and the other two Callings to have at two dots.
Pre-Visitation Scions start with one Knack. They may choose between gaining two additional Knacks or four points of Birthrights. After Visitation, the Scion's number of Knacks advanced to five.
You can have as many Knacks active as you have dots in it's Calling, e.g having Healer 1 and Trickster 2 means you can have one Healer Knack and two Trickster Knacks active at once. An Origins-level character has one Calling (which must be from their Paren's list of Callings, unless said parent is Loki) and one dot in that calling. 
It should be noted some Knacks have different descriptions in Scion: Origins and Scion: Hero. Pre-Visitation Scions use the descriptions in Origins, but change it to those in Hero after their visitation

Purviews[edit]

This is locked until after the Scion's Visitation.

Birthrights[edit]

Pre-Visitation Scions start with no points of Birthrights. They may choose between gaining two additional Knacks or four points of Birthrights. After Visitation, the Scion's number of Birthright points advanced to seven.

Birthright Name (Rating): Birthright Description

Fatebindings[edit]

Write Fatebindings here if you have any

Fatebinding Name (Rating): Fatebinding Description

Weapons and Armor[edit]

Write Weapons and Armor here if you have any

Weapon/Armor Name: Weapon/Armor Description

Tags: Tag, Tag, Tag

Character Advancement[edit]

Experience Earned: 0

Experience Spent: 0

Advancement Log[edit]

In addition to gaining and spending Experience, each Player can Tweak their character at the end of each session. They may shift a single Attribute dot to another Attribute or a single Skill dot to another Skill, swap out an existing Knack with a new Knack, write a new Short-Term Deed, and alter a single phrase in one of your Paths. These changes have to be justified, with shifting dots needing the character to work towards increasing their Skill or Attribute, and Path changes needing appropriate circumstances.
To help keep track of both new additions and changes in your character, you may record such changes in this section.

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