Difference between revisions of "Scion2e:StairwaytotheHeavens: Aaron Windsor"

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(I know you had your reasons. But still, you hurt people- people who had nothing to do with your reasons. And I can't just let you get away with that.)
(Virtues)
 
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[[File:Avatar Icon 001.png|300px]]
  
==''It's just the way the world works. Good deeds are rewarded, and transgressions are punished.''==
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==''A law that hurts those who follow it is a corrupt law. And a corrupt law is worse than no law at all.''==
 +
:Aaron is the child of one Sera Windsor, a mortal woman, and an Incarnation of Anpu. Like with many other Scions, Aaron was abandoned by his divine parent before he was born. A few months after giving birth, Sera Windsor died and Aaron became an orphan.
  
Write Backstory here
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:Aaron was soon adopted by Vivian and Kiran Mercia. The couple had no luck conceiving a child of their own and decided to adopt one instead. The Mercias raised Aaron and they made no secret of his mortal parentage, though they had no idea of his divine parent, instead of believing Sera to be a widower or a single mother. While Aaron knows the Mercias are not his parents by blood, he loves them nonetheless.
 +
 
 +
:Aaron is stubborn, passionate, and eternally optimistic. He is someone who knows that tragedies can happen, that the World can be cruel, and despite that seeks to make the World a better place. When Aaron does something, he puts the whole of his being to doing it and almost impossible to sway from his path. This can put him at odds with those that disagree with him, or who thinks he's naive for having any faith in humanity, but it has also managed to inspire others to be better, to move on despite the tragedies.
 +
 
 +
:Since he was young, Aaron has always felt the need for both Balance and Justice within his soul. The need for the proper flow of the World to maintain order, and the opposing need to repay right and wrong alike. This struggle tends to externalize itself, to manifest as coincidences and Miracles around Aaron whenever he would act pursue either urge. When he would pursue Balance, the order of the World is strengthened and harmony is maintained, but people and their deeds will be ignored, virtue is unrewarded and injustice can bloom. When he would pursue Justice, boons would be granted to those who deserve it and wrongs will be righted, but the order of the World becomes vulnerable, allowing disorder to move in.
 +
 
 +
:Aaron has a preference to pursue Justice, giving the rightful rewards and consequence as needed, but this has also made him see the chaos that his pursuit allows to flourish. He knows that he needs to allow the World to rightfully account for actions, but he feels that allowing injustice to go unpunished is tantamount to spreading it himself.
 +
 
 +
:His internal struggle has led Aaron to become a judge, one of the youngest to be given such a position in fact. His skill in accounting and weighing the wrongs of others allows him to maintain the order of the world without forsaking justice, giving him some amount of inner balance.
 +
 
 +
:Aaron has made no shortage of friends and allies during his time as a judge and before that when he worked on his law degree. Aaron is known as an especially impartial judge, one who can't be bribed and would give fair judgments. Any case that enters his court will always find the truth. He's also known to be a bit of a workaholic, filling up his schedules with cases and community service whenever he can. Because of this, his colleagues and family have temporarily exiled him from his place of work and sent him off to see the world for a few months.
  
 
==Skills==
 
==Skills==
 +
'''Academics (OOO)''' (Law and Etiquette)
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 +
'''Close Combat (OOO)''' (Stun and Disable)
 +
 +
'''Empathy (OOO)''' (Read Between the Lines)
 +
 +
'''Integrity (OOOOO)''' (Impartial and Fair)
 +
 +
'''Leadership (OOO)''' (Uniting People)
 +
 +
'''Occult (OOOOO)''' (The Pantheons)
  
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.
+
'''Persuasion (OOO)''' (Inspiring)
  
 
==Attributes==
 
==Attributes==
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'''Social'''
 
'''Social'''
 
:'''Presence (OOOOO)'''
 
:'''Presence (OOOOO)'''
:'''Manipulation (OO)'''
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:'''Manipulation (O)'''
:'''Composure (OOOO)'''
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:'''Composure (OOOOO)'''
  
==Legend 0==
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==Legend 1==
  
'''Legend Points'''
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'''Legend Points''': [ ]
 
:'''Points Imbued''':
 
:'''Points Imbued''':
 
:'''Points Spent''':
 
:'''Points Spent''':
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  For each dot of Legend you have, you gain one Legendary Title. Use your Callings' keywords to build your Legendary Titles.
 
  For each dot of Legend you have, you gain one Legendary Title. Use your Callings' keywords to build your Legendary Titles.
 +
 +
====Blessed by Truth====
  
 
  '''Feats of Scale''': When doing an action that fits with your Legendary Title, you can spend a point of Legend and add [Legend/2, round up] Scale for the round or an action. Some Knacks or Boons can modify the cost or increase the effect of Feats of Scale, for example, a few Immortal Boons can reduce the cost from spending Legend to just Imbuing it.
 
  '''Feats of Scale''': When doing an action that fits with your Legendary Title, you can spend a point of Legend and add [Legend/2, round up] Scale for the round or an action. Some Knacks or Boons can modify the cost or increase the effect of Feats of Scale, for example, a few Immortal Boons can reduce the cost from spending Legend to just Imbuing it.
  
 
==Deeds==
 
==Deeds==
'''Short-Term Deed''':  
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'''Short-Term Deed''': Meet another Netjer Scion
  
'''Long-Term Deed''':  
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'''Long-Term Deed''': Bring an enemy over to your side
  
'''Band Deed''':  
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'''Band Deed''': Acquire and Protect the Relics
  
 
==Paths==
 
==Paths==
'''A Saint Blessed By Karma''' (Primary): Since Aaron was young, he always tried to do good and uphold justice. For each good deed Aaron does, Fate saw fit to repay him in kind with bouts of good luck to aid him in his goals.
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'''A Saint Struggling With Ma'at''' (Primary): Since Aaron was young, he has always struggled with the philosophy of Ma'at: the need to maintain the harmony of the World and the opposing need to give all deeds their due. This struggle reflects itself in the world around Aaron in the form of strange fortunes and coincidences. Should Aaron pursue Balance with the world, the order is maintained but may allow injustices to go unpunished. Should Aaron pursue Justice, good deeds and bad receive their proper consequences, but chaos and imbalance begin to creep in. Since his youth, Aaron was a passionate and optimistic person with an unwavering propensity to do what's right, to favor Justice over Balance, and such traits often attract others to follow his example and do what he asks of them. But after seeing the chaos that can follow he began to seek balance, to properly conduct the flow of the World while still pursuing justice.
:'''Connections''': Group, Contact, Access
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:'''Connections''': Kiran Mercia (Contact), Vivian Mercia (Contact), Friends of the Family (Group), Family Resources (Access)
:'''Skills''': Culture, Leadership, Persuasion
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:'''Skills''': Integrity, Leadership, Persuasion
  
'''Even-Handed Arbiter''' (Tertiary): Aaron works as a judge known for being impartial and just. Though he would usually take his job very serious, Aaron is currently on vacation, as encouraged by his coworkers and superiors alike.
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'''Even-Handed Arbiter''' (Tertiary): In his pursuit of tempering his passion for Justice Aaron became judge, one of the youngest elected to such a position when he first started. He is known for being impartial and just, unswayed by bribery or threats and always seeking out the correct judgment. Aaron has a reputation among both law enforcers and the general populace as someone who judges correctly, as any case brought before him inevitably uncovers the unvarnished truth. Aaron has much experience laying down the law, and with spotting and rooting out corruption among his 'peers' and other law enforcers. Such people are hardly conducive to seeking order or justice, and as such are best removed altogether. Aaron is a known workaholic, taking on as many cases as his schedule can fit, such that his colleagues had to force him to take a vacation.
:'''Connections''': Group, Contact, Access
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:'''Connections''': Jeanne Whitmore (Contact), Lewis Knight (Contact), Law School Colleagues (Group), Courthouses (Access)
 
:'''Skills''': Academics, Empathy, Integrity
 
:'''Skills''': Academics, Empathy, Integrity
  
'''Favored Son of Anpu''' (Secondary): Aaron is Anpu's favorite Scion. Both try to deny that's the case, but its pretty obvious to anyone that Anpu favors Aaron more than any of his other children.  
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'''Estranged Son of Anpu''' (Secondary): Though Aaron is one of Anpu's children, and he acknowledges his father as what he is, his relationship with the Weigher of Hearts is... strained to say the least. Aaron's birth mother, Sera Windsor, died a few months after his birth, and he was adopted by the Mercias instead. Aaron has long since made peace with the death of his mother and has accepted the Mercias as his parents, though he is unable to simply forget that Anpu wasn't there when his wife and child needed him. Neither he nor Anpu can be said to hate each other, and both do wish to reconcile. But the relationship between the pair has been wounded, and it will not be easy to heal.
:'''Connections''': Cultists (Group), (Contact), Pantheon Resources (Access)
+
:'''Connections''': Hakim Rashid (Contact), Samira Karim (Contact), Kemetic Cultists (Group), Pantheon Resources (Access)
 
:'''Skills''': Academics, Close Combat, Occult
 
:'''Skills''': Academics, Close Combat, Occult
 
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.
 
  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.
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==Virtues==
 
==Virtues==
'''Balance''' OO'''O'''OO '''Justice''': The Netjer are concerned with the proper and orderly flow of The World, yet all things demand an accounting. Justice pursued too vigorously leads to vengeance and the lack of Balance, but over-weighting Balance permits injustice to flourish.
+
'''Balance''' O'''O'''OOO '''Justice''': The Netjer are concerned with the proper and orderly flow of The World, yet all things demand an accounting. Justice pursued too vigorously leads to vengeance and the lack of Balance, but over-weighting Balance permits injustice to flourish.
  
 
  Every point of Momentum you spend to augment a roll with a Virtue receives an additional die that doesn’t come out of the pool.
 
  Every point of Momentum you spend to augment a roll with a Virtue receives an additional die that doesn’t come out of the pool.
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==Callings and Knacks==
 
==Callings and Knacks==
'''Judge (O)'''
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'''Judge (OO)'''
:'''Keywords''': weigher
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:'''Keywords''': weigher, fair
 +
:'''Objection!''': You mark a target, and anyone targeting them with an action gains +1 Enhancement to all rolls. This bonus applies before you roll. Gain access to the following Stunt, which you may apply to any of your attack actions:
 +
::'''Terrify''' (any successes above Defense): After applying this Stunt, the target must make a Clash of Wills roll. On a failure, they must flee the fight or suffer +2 Difficulty to attack rolls until the fight is over.
 +
:'''The Truth Arises''': When you engage in conversation (or other such interaction) with an alleged perpetrator of a crime, make a Knack Skill roll. On a success, if the target is guilty, he will leak a piece of information that connects him to his crime. Before expending effort on using this Knack, let the Storyguide know, and she should tell you if the target does not have any valuable information to leak — which in itself can be helpful in an investigation.
 +
 
 +
'''Leader (O)'''
 +
:'''Keywords''': lawgiver
 +
:'''Perfect Poise''': You cannot be shaken by panic or fear unless it is from another supernatural source — in which case, you gain 2 Enhancement to resist it (such as making Clash of Wills rolls) that applies before you roll. You also gain 1 Enhancement to all Social rolls involving grace, poise, or composure, and to keep a “poker face.” This also applies before you roll.
 +
 
 +
'''Saint (OO)'''
 +
:'''Keywords''': unshakable, blessed
 
:'''Miracle''': Once per session, a Saint may perform a Twist of Fate that’s not tied to their Path. This can be anything from healing the sick masses to bringing a newly-dead person back to life from being mostly-dead. This may border on the supernatural, though it’s rarely anything explicit; the dead man’s heart starts beating again, while the sufferers of plague feel their coughs recede over the course of a scene.  
 
:'''Miracle''': Once per session, a Saint may perform a Twist of Fate that’s not tied to their Path. This can be anything from healing the sick masses to bringing a newly-dead person back to life from being mostly-dead. This may border on the supernatural, though it’s rarely anything explicit; the dead man’s heart starts beating again, while the sufferers of plague feel their coughs recede over the course of a scene.  
 
:'''Somebody's Watching Me''': A Scion’s Godly parent has eyes and ears everywhere, and even if they don’t Visit their child, they’re often ready to lend a hand to aid their child in need. During a scene where the Scion would be in danger, their parent sends in reinforcements, usually resulting in either two Mooks or one Professional to fight on their side. These allies leave at the end of the scene, however.
 
:'''Somebody's Watching Me''': A Scion’s Godly parent has eyes and ears everywhere, and even if they don’t Visit their child, they’re often ready to lend a hand to aid their child in need. During a scene where the Scion would be in danger, their parent sends in reinforcements, usually resulting in either two Mooks or one Professional to fight on their side. These allies leave at the end of the scene, however.
:'''The Truth Arises''': When you engage in conversation (or other such interaction) with an alleged perpetrator of a crime, make a Knack Skill roll. On a success, if the target is guilty, he will leak a piece of information that connects him to his crime. Before expending effort on using this Knack, let the Storyguide know, and she should tell you if the target does not have any valuable information to leak — which in itself can be helpful in an investigation.
 
 
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.
 
  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.
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==Purviews==
 
==Purviews==
 
This is locked until after the Scion's Visitation.
 
 
After Visitation, the Scion has two Purviews from their Parent, and may draw additional ones from Guides and Relics. For innate Purviews, choose the Pantheon Specialty Purview, and an additional Purview from your divine Parent.
 
 
Choose Two Boons from your Purviews, either from innate Purviews or Birthright Purviews
 
  
 
===Marvels===
 
===Marvels===
'''Pantheon Motifs''': Description
+
'''Motifs'''
 +
:'''Pantheon''': Speaking the sacred ritual words releases sekhem, lending power to the soul
 +
:'''Sekhem Scepter''' (Relic; Earth and Fertility): The essence of life flows through the world and in your veins.
 +
:'''Leopard-Skin Robe''' (Relic; Beasts and Epic Strength): The fearsome might of the guardian of the dead
  
 
  Marvels are freeform expressions of divine power. If you want to do something, and nothing else on your sheet allows you to do it, you can do it with Marvels.  
 
  Marvels are freeform expressions of divine power. If you want to do something, and nothing else on your sheet allows you to do it, you can do it with Marvels.  
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  Using a Marvel on a trivial character waives the usual Legend costs.
 
  Using a Marvel on a trivial character waives the usual Legend costs.
 
   
 
   
  Because Marvels are so broad, you may wish to write down what sorts of Marvels your character is likely to use.
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  Because Marvels are so broad, you may wish to write down what sorts of Marvels your character is likely to use.<!--
 +
 
 +
'''Example Marvels'''
 +
:'''Shadow Weapon''' (Heku, Attacking): Aaron Spends 1 Legend and speaks a ritual phrase, channeling his sekhem into his ''Sheut''. His shadow animates and gains form, allowing him to use it as a weapon for the rest of the scene. The Shadow Weapon can be a ranged or melee weapon depending on the situation and uses Occult + Presence to attack. The shadow is a Versatile (2) weapon, and has either Reach (1) or Arcing Tag if it is a melee or ranged weapon, respectively.
 +
:'''Heku Marvel''' (Heku, ): Weaponize the passions of your Ba. Speak to the Ba of objects. Astral projection.
 +
:'''Heku Marvel''' (Heku, ): Empower yourself using your Ka. Consume the Ka within offerings to fuel your own Ka. Make food unfulfilling by consuming its Ka.
 +
:'''Standard Issue''' (Order, Equipment): Aaron invokes the ritual name of a specific title or position.
 +
:'''Order Marvel''' (Order, ):
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:'''Order Marvel''' (Order, ):
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:'''Beastial Intimidation''' (Beast, Complication):
 +
:'''Beast Marvel''' (Beast, ):
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:'''Beast Marvel''' (Beast, ):
 +
:'''Call Specters''' (Death, Upheaval):
 +
:'''Death Marvel''' (Death, ):
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:'''Death Marvel''' (Death, ):
 +
:'''Living Earth''' (Earth, ):
 +
:'''Earth Marvel''' (Earth, ):
 +
:'''Earth Marvel''' (Earth, ):
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:'''Chaotic Strength''' (Epic Strength, ):
 +
:'''Epic Strength Marvel''' (Epic Strength, ):
 +
:'''Epic Strength Marvel''' (Epic Strength, ):
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:'''Healing''' (Fertility, ):
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:'''Fertility Marvel''' (Fertility, ):
 +
:'''Fertility Marvel''' (Fertility, ):
 +
-->
  
===Pantheon Specific Purview===
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===Heku===
Purview Description
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Heku is a tradition of magic that originated in ancient Egypt, practiced by the Netjer and their followers. It holds dominion over rebirth and the afterlife, exerting outward power in the form of sekhem, external life force, and through the many-part soul: Ren (name), Ib (heart), Sheut (shadow), Ba (personality), Ka (vital essence), and Ha (the sum of all these).
  
'''Innate Power''': Power Description
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'''Innate Power''': You hold power over those whose ren, or true name, you know. For most mortals, this is their full given name, while the ren of mythical beings, cautious occultists, or Gods require more extensive research or subterfuge to uncover. Knowledge of a character’s ren grants Enhancement 2 on rolls to gain knowledge or understanding of them.
  
'''Boon''': Boon Description
+
'''Sekhem Blaze''': You manifest the power and energy of your living soul as a brilliant light shining in your eyes, exerting your dominance over all you behold. The target must either flee from, or is cowed into submission and ceases hostilities — your choice. If you know their ren, you treat their Attitude as two points higher for the rest of the scene. This does not stack with other magical Attitude bonuses.
:'''Cost''': ; '''Duration''': ; '''Subject''':
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:'''Cost''': Imbue 1 Legend; '''Duration''': Indefinite; '''Subject''': One Character
:'''Clash''':
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:'''Clash''': Presence + Legend vs. Resolve + Legend
:'''Range''': ; '''Action''':
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:'''Range''': Medium; '''Action''': Simple
  
===Parent Purview===
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===Order===
Purview Description
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The Order Purview holds power over those things which bind civilizations and societies together in order: the sovereignty of kings and queens, the wisdom of judges and the justice of lawgivers, codes of law, social customs, and hierarchical authority
  
'''Innate Power''': Power Description
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'''Innate Power''': You can sense the laws that govern any jurisdiction you stand in, letting you tell whether any action you witness or contemplate would be legal according to them. Any mortal law enforcement acting in their official capacity that attempts to take action against you for a lawful act or overreach the bounds of authority is physically unable to do so — their body betrays them in the face of true justice
  
'''Boon''': Boon Description
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'''Nothing But the Truth''': Your imposing presence strikes divine terror into the hearts of liars. An affected character can’t lie, omit the truth, or make any misrepresentation of a material fact, and consequently never imposes the Misleading Complication (p. XX) on any information they give.
:'''Cost''': ; '''Duration''': ; '''Subject''':
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:'''Cost''': Imbue 1 Legend; '''Duration''': Indefinite; '''Subject''': One Character
:'''Clash''':
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:'''Clash''': Presence + Legend vs. Manipulation + Legend
:'''Range''': ; '''Action''':
+
:'''Range''': Short; '''Action''': Simple
 +
 
 +
===Beasts===
 +
This is the Purview of divine authority over the animal kingdom. It holds sway over all animals, as well as the iconic and mythological symbolism which humanity has given to them: the lion’s courage, the eagle’s swift wings and sharp eyes, and the owl’s wisdom are all part of the Beasts Purview.
 +
 
 +
This Purview is granted by the Leopard-Skin Robe Relic. The Relic ceases to function should Aaron refuse to protect the resting place of the dead.
 +
 
 +
'''Innate Power''': Animals will never attack or harm you, unless they are compelled by magic or Legendary creatures themselves.
 +
 
 +
===Death===
 +
You do not need to be told what Death is. Whether they fear it, ignore it, or embrace it, all mortals live in the shadow of their mortality. Those with this Purview hold sway both over the end of life and that which comes after death, wielding divine authority over corpses, funeral grounds, the undead, and underworlds.
 +
 
 +
This Purview is granted by Aaron's Guide, the Ghost of Duat.
 +
 
 +
'''Innate Power''': You can see and communicate with ghosts, shades, and other forms of the undead that are normally imperceptible or incomprehensible (the Storyguide should feel free to send plot hooks your way in the form of the dead seeking favors or aid). In addition, you can perceive entryways to the Underworld (p. XX).
 +
 
 +
===Earth===
 +
This Purview governs and shapes the elemental stuff of Earth, such as stone, soil, sand, metal, and crystal. It embodies the inexorable resilience with which the mountains and canyons weather the passage of centuries and the fury of the elements, but also the terrible strength of the avalanche and the earthquake.
 +
 
 +
This Purview is granted by the Sekhem Scepter Relic. The Relic must be activated before Aaron can call upon its Marvels.
 +
 
 +
'''Innate Power''': As long as you are standing on the ground (the bottom floor of a building counts) or an earthen surface, you cannot be forcibly moved from your location by any amount of physical force, and gain Enhancement 1 on Might and Stamina rolls.
 +
 
 +
===Epic Strength===
 +
This Purview encompasses the divine might of the Gods. It is supreme raw physical power, allowing those Scions with Epic Strength to utterly overwhelm their lessers by force of arms, accomplish deeds of impossible strength, or show up any gym rat who dares try to out lift them
 +
 
 +
This Purview is granted by the Leopard-Skin Robe Relic. The Relic ceases to function should Aaron refuse to protect the resting place of the dead.
 +
 
 +
'''Innate Power''': You have +1 Scale for purposes of lifting, breaking, or carrying large objects. You can use Might in place of Presence for intimidation, seduction, or building Bonds of camaraderie.
 +
 
 +
===Fertility===
 +
Fertility Gods hold power over the soil in which crops take root, the bonds of family, and sexuality and childbirth. This Purview holds sway over the vitality of plants, animals, and mortals, capable of bestowing powerful blessings on fields or families. However, it also governs famine, blight, and infertility, and can lay terrifying curses by withholding the gifts of Fertility.
 +
 
 +
This Purview is granted by the Sekhem Scepter Relic. The Relic must be activated before Aaron can call upon its Marvels.
 +
 
 +
'''Innate Power''': Once per session, you can radiate an aura of vitality, causing flowers and other plant life to bloom and grow. All allies out to long range may resolve a single Bruised or Injured Condition. This cannot heal Maimed Conditions.
  
 
==Birthrights==
 
==Birthrights==
 +
'''Ghost of Duat (Guide OOO)''': A guide sent by Anpu to help Aaron on his journey.
 +
:'''Asset Skills''': Empathy, Occult
 +
:'''Guide Stunt''' (1 success): The Storyguide reveals to you the presence of one non-verbal deception, mystery, or concealed secret present in the scene, although you don’t learn any details about what’s deceptive about it or what it hides.
 +
:'''Purview''': Death
 +
 +
'''Sekhem Scepter (Relic OO)''': Wesir’s scepter, used as ruler of the Underworld. The scepter denotes power and the vital essence of life energy and resurrection.
 +
:'''Purviews''' (4): Earth, Fertility
 +
:'''Motif''': The essence of life flows through the world and in your veins.
 +
:'''Tags''' (-1): Bashing (0), Melee (0), Pushing (1), Reach (1), Stun (1), Unconcealable (-1)
 +
:'''Flaw''' (-1): The Scion must speak the sacred ritual phrase to use the scepter's powers at the beginning of any scene in which he wishes to use it. This activates the Relic for one scene.
 +
 +
'''Leopard-Skin Robe (Relic OO)''': The flayed skin of Set. When used through the Pelt, Beast Purview manifests in the form of Leopards or one of Set's own animal purviews.
 +
:'''Purview''' (4): Beast (varies), Epic Strength
 +
:'''Motif''': The fearsome might of the guardian of the dead
 +
:'''Tags''' (0): Hard (3)
 +
:'''Flaw''' (-2): As a symbol of Anpu's strength as the protector of the dead, the robe is reluctant to grant its power to those who would not protect the resting place of the dead. All Difficulties to use the Relic rise by one for the scene should the Scion refuse to protect the dead or their tombs. A Scion who deliberately desecrates corpses or the resting place of the dead may lose access to the Relic altogether.<!---
 +
 +
'''Ushabti (Followers OOO)''': A set of Egyptian funerary figurines traditionally buried with their owner. When their owner reaches Duat, the Ushabti performs the duties and chores demanded of master in their place. This particular set is able to perform duties even while their master is alive. They come with a box and the set consists of five contingents of ten Ushabti each.
 +
:'''Description''': Mystical Servant Figurines
 +
:'''Type''': Heavy
 +
:'''Tags''': Group, Mob, Helpful
  
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 increases to seven.
+
---><!--- Future Relics ---><!---
  
'''Birthright Name (Rating)''': Birthright Description
+
'''Lucky Coin (OO)'''
 +
:'''Purview''': Fortune
 +
:'''Motif''': ''Heads or tails, I win''
 +
:'''Knack''': Imbue a point of Legend. For as long as you keep it imbued, you gain +1 Defense against attacks and 2 Enhancement for any roll in which failing could lead you to damage. The point stays imbued for the duration of the scene, and cannot be reclaimed until the end of it.
 +
:'''Flaw''': Losing this coin inflicts "Really Bad Luck" as a -2 Complication to all of your actions until you either reclaim it, or give up on finding it again (which means you give up on the Relic and remove it from your character sheet).
 +
 
 +
---><!---
 +
 
 +
'''Scarab Amulet (OOO)'''
 +
:'''Purview''': Sun, Moon
 +
:'''Motif''': ''The eyes of Heru gazes upon the world''
 +
:'''Flaw''': The Amulet's Purviews can only be used when the Scion can see their respective celestial bodies. The Sun Purview is only accessible during the day, and the Moon Purview can only be used during the night (and then, not during New Moons).
 +
 
 +
---><!---
 +
 
 +
'''Shadow Box (OO)''': A small black boxc carved with hieroglyphic characters and Egyptian symbolism. It contains a part of Aaron Windsor's ''Sheut'', a piece of his very soul.
 +
:'''Purviews''': Darkness
 +
:'''Motifs''': ''A vessel for your soul and shadow''
 +
:'''Knack''': Allows you to learn the Doppelganger as a Liminal Knack.
 +
:'''Flaw''': The box contains a part of Aaron's soul, which is a dangerous thing to lose. Anyone who possesses the box can target Aaron with their Knacks or Boons from anywhere as if they were touching him.
 +
 
 +
--->
  
 
==Fatebindings==
 
==Fatebindings==
Line 170: Line 295:
 
==Weapons and Armor==
 
==Weapons and Armor==
  
'''Weapon/Armor Name''': Weapon/Armor Description
+
'''Sekhem Scepter''': Weapon/Armor Description
:'''Tags''': Tag, Tag, Tag
+
:'''Tags''': Bashing (0), Melee (0), Pushing (1), Reach (1), Stun (1), Unconcealable (-1)
 +
 
 +
'''Leopard-Skin Robe''': Weapon/Armor Description
 +
:'''Tags''': Hard (3)
  
 
==Character Advancement==
 
==Character Advancement==
'''Experience Earned''': 0
+
'''Experience Earned''': 4
  
'''Experience Spent''': 0
+
'''Experience Spent''': 4
  
 
===Advancement Log===
 
===Advancement Log===
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  To help keep track of both new additions and changes in your character, you may record such changes in this section.
 
  To help keep track of both new additions and changes in your character, you may record such changes in this section.
 +
 +
Session 1:
 +
:Shifted 1 dot of Manipulation to Composure (Manipulation 2, Composure 5 -> Manipulation 1, Composure 5)
 +
:Purchased 2 dots of Occult (Occult 3 -> Occult 5)
  
 
=[[Scion2e:StairwaytotheHeavens | Back to Main Page]]=
 
=[[Scion2e:StairwaytotheHeavens | Back to Main Page]]=

Latest revision as of 05:14, 12 December 2020

Back to Main Page

Aaron Windsor[edit]

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A law that hurts those who follow it is a corrupt law. And a corrupt law is worse than no law at all.[edit]

Aaron is the child of one Sera Windsor, a mortal woman, and an Incarnation of Anpu. Like with many other Scions, Aaron was abandoned by his divine parent before he was born. A few months after giving birth, Sera Windsor died and Aaron became an orphan.
Aaron was soon adopted by Vivian and Kiran Mercia. The couple had no luck conceiving a child of their own and decided to adopt one instead. The Mercias raised Aaron and they made no secret of his mortal parentage, though they had no idea of his divine parent, instead of believing Sera to be a widower or a single mother. While Aaron knows the Mercias are not his parents by blood, he loves them nonetheless.
Aaron is stubborn, passionate, and eternally optimistic. He is someone who knows that tragedies can happen, that the World can be cruel, and despite that seeks to make the World a better place. When Aaron does something, he puts the whole of his being to doing it and almost impossible to sway from his path. This can put him at odds with those that disagree with him, or who thinks he's naive for having any faith in humanity, but it has also managed to inspire others to be better, to move on despite the tragedies.
Since he was young, Aaron has always felt the need for both Balance and Justice within his soul. The need for the proper flow of the World to maintain order, and the opposing need to repay right and wrong alike. This struggle tends to externalize itself, to manifest as coincidences and Miracles around Aaron whenever he would act pursue either urge. When he would pursue Balance, the order of the World is strengthened and harmony is maintained, but people and their deeds will be ignored, virtue is unrewarded and injustice can bloom. When he would pursue Justice, boons would be granted to those who deserve it and wrongs will be righted, but the order of the World becomes vulnerable, allowing disorder to move in.
Aaron has a preference to pursue Justice, giving the rightful rewards and consequence as needed, but this has also made him see the chaos that his pursuit allows to flourish. He knows that he needs to allow the World to rightfully account for actions, but he feels that allowing injustice to go unpunished is tantamount to spreading it himself.
His internal struggle has led Aaron to become a judge, one of the youngest to be given such a position in fact. His skill in accounting and weighing the wrongs of others allows him to maintain the order of the world without forsaking justice, giving him some amount of inner balance.
Aaron has made no shortage of friends and allies during his time as a judge and before that when he worked on his law degree. Aaron is known as an especially impartial judge, one who can't be bribed and would give fair judgments. Any case that enters his court will always find the truth. He's also known to be a bit of a workaholic, filling up his schedules with cases and community service whenever he can. Because of this, his colleagues and family have temporarily exiled him from his place of work and sent him off to see the world for a few months.

Skills[edit]

Academics (OOO) (Law and Etiquette)

Close Combat (OOO) (Stun and Disable)

Empathy (OOO) (Read Between the Lines)

Integrity (OOOOO) (Impartial and Fair)

Leadership (OOO) (Uniting People)

Occult (OOOOO) (The Pantheons)

Persuasion (OOO) (Inspiring)

Attributes[edit]

Favored Approach: Force

Mental

Intellect (OOOO)
Cunning (OO)
Resolve (OOOO)

Physical

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

Social

Presence (OOOOO)
Manipulation (O)
Composure (OOOOO)

Legend 1[edit]

Legend Points: [ ]

Points Imbued:
Points Spent:
You have a pool of Legend points equal to your Legend dots. Imbued Legend points return once the Boon they are imbued into lapses. Spent Legend points do not recover until you either receive a sacrifice or accept a Fatebinding.

Each time you raise Legend, you gain a new Boon, and may rearrange which Boons you know 'permanently'. At Legend 2 and 4, you gain an extra Calling dot. At Legend 3, you gain an omen, a cosmetic supernatural effect that occurs whenever you imbue or spend Legend, and a +1 Enhancement on the Attitude of any worshipper of your Pantheon. You may also rearrange your Calling dots, though each of your Callings must still have at least one dot.

You may raise Legend by completing one set of Short, Long, and Band Deeds.

Legendary Titles[edit]

For each dot of Legend you have, you gain one Legendary Title. Use your Callings' keywords to build your Legendary Titles.

Blessed by Truth[edit]

Feats of Scale: When doing an action that fits with your Legendary Title, you can spend a point of Legend and add [Legend/2, round up] Scale for the round or an action. Some Knacks or Boons can modify the cost or increase the effect of Feats of Scale, for example, a few Immortal Boons can reduce the cost from spending Legend to just Imbuing it.

Deeds[edit]

Short-Term Deed: Meet another Netjer Scion

Long-Term Deed: Bring an enemy over to your side

Band Deed: Acquire and Protect the Relics

Paths[edit]

A Saint Struggling With Ma'at (Primary): Since Aaron was young, he has always struggled with the philosophy of Ma'at: the need to maintain the harmony of the World and the opposing need to give all deeds their due. This struggle reflects itself in the world around Aaron in the form of strange fortunes and coincidences. Should Aaron pursue Balance with the world, the order is maintained but may allow injustices to go unpunished. Should Aaron pursue Justice, good deeds and bad receive their proper consequences, but chaos and imbalance begin to creep in. Since his youth, Aaron was a passionate and optimistic person with an unwavering propensity to do what's right, to favor Justice over Balance, and such traits often attract others to follow his example and do what he asks of them. But after seeing the chaos that can follow he began to seek balance, to properly conduct the flow of the World while still pursuing justice.

Connections: Kiran Mercia (Contact), Vivian Mercia (Contact), Friends of the Family (Group), Family Resources (Access)
Skills: Integrity, Leadership, Persuasion

Even-Handed Arbiter (Tertiary): In his pursuit of tempering his passion for Justice Aaron became judge, one of the youngest elected to such a position when he first started. He is known for being impartial and just, unswayed by bribery or threats and always seeking out the correct judgment. Aaron has a reputation among both law enforcers and the general populace as someone who judges correctly, as any case brought before him inevitably uncovers the unvarnished truth. Aaron has much experience laying down the law, and with spotting and rooting out corruption among his 'peers' and other law enforcers. Such people are hardly conducive to seeking order or justice, and as such are best removed altogether. Aaron is a known workaholic, taking on as many cases as his schedule can fit, such that his colleagues had to force him to take a vacation.

Connections: Jeanne Whitmore (Contact), Lewis Knight (Contact), Law School Colleagues (Group), Courthouses (Access)
Skills: Academics, Empathy, Integrity

Estranged Son of Anpu (Secondary): Though Aaron is one of Anpu's children, and he acknowledges his father as what he is, his relationship with the Weigher of Hearts is... strained to say the least. Aaron's birth mother, Sera Windsor, died a few months after his birth, and he was adopted by the Mercias instead. Aaron has long since made peace with the death of his mother and has accepted the Mercias as his parents, though he is unable to simply forget that Anpu wasn't there when his wife and child needed him. Neither he nor Anpu can be said to hate each other, and both do wish to reconcile. But the relationship between the pair has been wounded, and it will not be easy to heal.

Connections: Hakim Rashid (Contact), Samira Karim (Contact), Kemetic Cultists (Group), Pantheon Resources (Access)
Skills: Academics, Close Combat, Occult
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]

Balance OOOOO Justice: The Netjer are concerned with the proper and orderly flow of The World, yet all things demand an accounting. Justice pursued too vigorously leads to vengeance and the lack of Balance, but over-weighting Balance permits injustice to flourish.

Every point of Momentum you spend to augment a roll with a Virtue receives an additional die that doesn’t come out of the pool.

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]

Judge (OO)

Keywords: weigher, fair
Objection!: You mark a target, and anyone targeting them with an action gains +1 Enhancement to all rolls. This bonus applies before you roll. Gain access to the following Stunt, which you may apply to any of your attack actions:
Terrify (any successes above Defense): After applying this Stunt, the target must make a Clash of Wills roll. On a failure, they must flee the fight or suffer +2 Difficulty to attack rolls until the fight is over.
The Truth Arises: When you engage in conversation (or other such interaction) with an alleged perpetrator of a crime, make a Knack Skill roll. On a success, if the target is guilty, he will leak a piece of information that connects him to his crime. Before expending effort on using this Knack, let the Storyguide know, and she should tell you if the target does not have any valuable information to leak — which in itself can be helpful in an investigation.

Leader (O)

Keywords: lawgiver
Perfect Poise: You cannot be shaken by panic or fear unless it is from another supernatural source — in which case, you gain 2 Enhancement to resist it (such as making Clash of Wills rolls) that applies before you roll. You also gain 1 Enhancement to all Social rolls involving grace, poise, or composure, and to keep a “poker face.” This also applies before you roll.

Saint (OO)

Keywords: unshakable, blessed
Miracle: Once per session, a Saint may perform a Twist of Fate that’s not tied to their Path. This can be anything from healing the sick masses to bringing a newly-dead person back to life from being mostly-dead. This may border on the supernatural, though it’s rarely anything explicit; the dead man’s heart starts beating again, while the sufferers of plague feel their coughs recede over the course of a scene.
Somebody's Watching Me: A Scion’s Godly parent has eyes and ears everywhere, and even if they don’t Visit their child, they’re often ready to lend a hand to aid their child in need. During a scene where the Scion would be in danger, their parent sends in reinforcements, usually resulting in either two Mooks or one Professional to fight on their side. These allies leave at the end of the scene, however.
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.

For each dot of a Calling you have, choose one keyword appropriate for that Calling and your character. These keywords are your Legendary focus in that Calling, and will be used to build up your Legendary Titles.

Like with a Legendary Title, you can invoke a Calling's keyword to add Scale to an appropriate action. This requires spending one Legend and two Momentum, and adds 1 Scale to the action.
 
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]

Marvels[edit]

Motifs

Pantheon: Speaking the sacred ritual words releases sekhem, lending power to the soul
Sekhem Scepter (Relic; Earth and Fertility): The essence of life flows through the world and in your veins.
Leopard-Skin Robe (Relic; Beasts and Epic Strength): The fearsome might of the guardian of the dead
Marvels are freeform expressions of divine power. If you want to do something, and nothing else on your sheet allows you to do it, you can do it with Marvels. 

Once per scene, as a Simple Action, you can use a Marvel. Choose one of your Purviews and one of your Motifs, either from your Pantheon, Relics, or other sources, and select an effect from Scion: Hero (pg.238) and pay the Legend cost for that effect.

Using a Marvel on a trivial character waives the usual Legend costs.

Because Marvels are so broad, you may wish to write down what sorts of Marvels your character is likely to use.

Heku[edit]

Heku is a tradition of magic that originated in ancient Egypt, practiced by the Netjer and their followers. It holds dominion over rebirth and the afterlife, exerting outward power in the form of sekhem, external life force, and through the many-part soul: Ren (name), Ib (heart), Sheut (shadow), Ba (personality), Ka (vital essence), and Ha (the sum of all these).

Innate Power: You hold power over those whose ren, or true name, you know. For most mortals, this is their full given name, while the ren of mythical beings, cautious occultists, or Gods require more extensive research or subterfuge to uncover. Knowledge of a character’s ren grants Enhancement 2 on rolls to gain knowledge or understanding of them.

Sekhem Blaze: You manifest the power and energy of your living soul as a brilliant light shining in your eyes, exerting your dominance over all you behold. The target must either flee from, or is cowed into submission and ceases hostilities — your choice. If you know their ren, you treat their Attitude as two points higher for the rest of the scene. This does not stack with other magical Attitude bonuses.

Cost: Imbue 1 Legend; Duration: Indefinite; Subject: One Character
Clash: Presence + Legend vs. Resolve + Legend
Range: Medium; Action: Simple

Order[edit]

The Order Purview holds power over those things which bind civilizations and societies together in order: the sovereignty of kings and queens, the wisdom of judges and the justice of lawgivers, codes of law, social customs, and hierarchical authority

Innate Power: You can sense the laws that govern any jurisdiction you stand in, letting you tell whether any action you witness or contemplate would be legal according to them. Any mortal law enforcement acting in their official capacity that attempts to take action against you for a lawful act or overreach the bounds of authority is physically unable to do so — their body betrays them in the face of true justice

Nothing But the Truth: Your imposing presence strikes divine terror into the hearts of liars. An affected character can’t lie, omit the truth, or make any misrepresentation of a material fact, and consequently never imposes the Misleading Complication (p. XX) on any information they give.

Cost: Imbue 1 Legend; Duration: Indefinite; Subject: One Character
Clash: Presence + Legend vs. Manipulation + Legend
Range: Short; Action: Simple

Beasts[edit]

This is the Purview of divine authority over the animal kingdom. It holds sway over all animals, as well as the iconic and mythological symbolism which humanity has given to them: the lion’s courage, the eagle’s swift wings and sharp eyes, and the owl’s wisdom are all part of the Beasts Purview.

This Purview is granted by the Leopard-Skin Robe Relic. The Relic ceases to function should Aaron refuse to protect the resting place of the dead.

Innate Power: Animals will never attack or harm you, unless they are compelled by magic or Legendary creatures themselves.

Death[edit]

You do not need to be told what Death is. Whether they fear it, ignore it, or embrace it, all mortals live in the shadow of their mortality. Those with this Purview hold sway both over the end of life and that which comes after death, wielding divine authority over corpses, funeral grounds, the undead, and underworlds.

This Purview is granted by Aaron's Guide, the Ghost of Duat.

Innate Power: You can see and communicate with ghosts, shades, and other forms of the undead that are normally imperceptible or incomprehensible (the Storyguide should feel free to send plot hooks your way in the form of the dead seeking favors or aid). In addition, you can perceive entryways to the Underworld (p. XX).

Earth[edit]

This Purview governs and shapes the elemental stuff of Earth, such as stone, soil, sand, metal, and crystal. It embodies the inexorable resilience with which the mountains and canyons weather the passage of centuries and the fury of the elements, but also the terrible strength of the avalanche and the earthquake.

This Purview is granted by the Sekhem Scepter Relic. The Relic must be activated before Aaron can call upon its Marvels.

Innate Power: As long as you are standing on the ground (the bottom floor of a building counts) or an earthen surface, you cannot be forcibly moved from your location by any amount of physical force, and gain Enhancement 1 on Might and Stamina rolls.

Epic Strength[edit]

This Purview encompasses the divine might of the Gods. It is supreme raw physical power, allowing those Scions with Epic Strength to utterly overwhelm their lessers by force of arms, accomplish deeds of impossible strength, or show up any gym rat who dares try to out lift them

This Purview is granted by the Leopard-Skin Robe Relic. The Relic ceases to function should Aaron refuse to protect the resting place of the dead.

Innate Power: You have +1 Scale for purposes of lifting, breaking, or carrying large objects. You can use Might in place of Presence for intimidation, seduction, or building Bonds of camaraderie.

Fertility[edit]

Fertility Gods hold power over the soil in which crops take root, the bonds of family, and sexuality and childbirth. This Purview holds sway over the vitality of plants, animals, and mortals, capable of bestowing powerful blessings on fields or families. However, it also governs famine, blight, and infertility, and can lay terrifying curses by withholding the gifts of Fertility.

This Purview is granted by the Sekhem Scepter Relic. The Relic must be activated before Aaron can call upon its Marvels.

Innate Power: Once per session, you can radiate an aura of vitality, causing flowers and other plant life to bloom and grow. All allies out to long range may resolve a single Bruised or Injured Condition. This cannot heal Maimed Conditions.

Birthrights[edit]

Ghost of Duat (Guide OOO): A guide sent by Anpu to help Aaron on his journey.

Asset Skills: Empathy, Occult
Guide Stunt (1 success): The Storyguide reveals to you the presence of one non-verbal deception, mystery, or concealed secret present in the scene, although you don’t learn any details about what’s deceptive about it or what it hides.
Purview: Death

Sekhem Scepter (Relic OO): Wesir’s scepter, used as ruler of the Underworld. The scepter denotes power and the vital essence of life energy and resurrection.

Purviews (4): Earth, Fertility
Motif: The essence of life flows through the world and in your veins.
Tags (-1): Bashing (0), Melee (0), Pushing (1), Reach (1), Stun (1), Unconcealable (-1)
Flaw (-1): The Scion must speak the sacred ritual phrase to use the scepter's powers at the beginning of any scene in which he wishes to use it. This activates the Relic for one scene.

Leopard-Skin Robe (Relic OO): The flayed skin of Set. When used through the Pelt, Beast Purview manifests in the form of Leopards or one of Set's own animal purviews.

Purview (4): Beast (varies), Epic Strength
Motif: The fearsome might of the guardian of the dead
Tags (0): Hard (3)
Flaw (-2): As a symbol of Anpu's strength as the protector of the dead, the robe is reluctant to grant its power to those who would not protect the resting place of the dead. All Difficulties to use the Relic rise by one for the scene should the Scion refuse to protect the dead or their tombs. A Scion who deliberately desecrates corpses or the resting place of the dead may lose access to the Relic altogether.

Fatebindings[edit]

Once per session, you may acquire a new Fatebinding at Strength +1 (from a minimum of 0) to regain 1 point of Legend. You and the Storyguide must work together to decide on an appropriate Fatebinding Condition and Storyguide character to be Fatebound; this can be a new character if no extant characters seem to fit.

You cannot have more Fatebindings than you have dots of Legend. Only Storyguide Characters can be Fatebound, and only to characters of a higher Tier. You cannot Fatebind other PCs.

Fatebinding Name (Rating): Fatebinding Description

Weapons and Armor[edit]

Sekhem Scepter: Weapon/Armor Description

Tags: Bashing (0), Melee (0), Pushing (1), Reach (1), Stun (1), Unconcealable (-1)

Leopard-Skin Robe: Weapon/Armor Description

Tags: Hard (3)

Character Advancement[edit]

Experience Earned: 4

Experience Spent: 4

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 their 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.

Session 1:

Shifted 1 dot of Manipulation to Composure (Manipulation 2, Composure 5 -> Manipulation 1, Composure 5)
Purchased 2 dots of Occult (Occult 3 -> Occult 5)

Back to Main Page[edit]