Scion2e:StairwaytotheHeavens: Aaron Windsor

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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.

Write Backstory here

Skills

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

Favored Approach: Force

Mental

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

Physical

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

Social

Presence (OOOOO)
Manipulation (OO)
Composure (OOOO)

Legend 0

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

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

Short-Term Deed:

Long-Term Deed:

Band Deed:

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.

Connections: Group, Contact, Access
Skills: Culture, 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.

Connections: Group, Contact, Access
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.

Connections: Cultists (Group), (Contact), Pantheon Resources (Access)
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.

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

Virtue 1 Vs Virtue 2: Blurb about virtues

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

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

Calling (Rating): Calling Description

Keywords:
Knack Name: Knack Description

Calling (Rating): Calling Description

Keywords:
Knack Name: Knack Description
Knack Name: Knack Description

Calling (Rating): Calling Description

Keywords:
Knack Name: Knack Description
Knack Name: Knack Description
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.

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

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

Pantheon Motifs: Description

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.

Pantheon Specific Purview

Purview Description

Innate Power: Power Description

Boon: Boon Description

Cost: ; Duration: ; Subject:
Clash:
Range: ; Action:

Parent Purview

Purview Description

Innate Power: Power Description

Boon: Boon Description

Cost: ; Duration: ; Subject:
Clash:
Range: ; Action:

Birthrights

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.

Birthright Name (Rating): Birthright Description

Fatebindings

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

Weapon/Armor Name: Weapon/Armor Description

Tags: Tag, Tag, Tag

Character Advancement

Experience Earned: 0

Experience Spent: 0

Advancement Log

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.

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