I've spent all day today, meaning like.... more realistically the last 15 or so hours, nonstop pretty much, talking with my own DM about the Scion stuffs. Also, hanging out, watching youtube, and etc. But I digress, I now know the stuff that I wasn't sure was going to be different, in a manner that means I now know just in what way I'm going to be doing my Scion campaign, taking place in the years between the Three Year Winter, and his Campaign with the Return of Jesus and the Aesir.
So there's a couple changes, some you guys will like, others you may not. But, really, after talking for so long, and going over things, I can honestly say... it's for the best, really.
First thing's first. I'm removing the restriction of 'one player per pantheon' from at least THIS campaign. Following shortly after that, is also to make sure you guys don't think this is a limitation either, but there's not even a 'one player per god' rule. Multiple people want Scions of the same dude? Go for it. I now more understand the power scaling of enemies and Scions, and greatly understand Virtues over what I did before, and have some homebrew to take into account to make this work even better and make more sense. I kinda feel enlightened in that regard. Next on the list is battle, I've done some research and lecturing, and tests, and so it's slightly changed, but improved. So, all the good stuff at the beginning, ja?
Now the thing you may not like so much. With the rule that multiple players can be with the same pantheon comes the note that with this rule, you're going to have to do that, unless only two people are going to play at all. I'm shrinking the list of playable pantheons down, a WHOLE lot, so that it can stay focused, the 'band' can be more balanced and related, and things mesh easier. It should make for a better story, and experience in general. But, it does limit some degree of your freedom of choice. Limits it to two pantheons, rather. For the campaign, we're going to be working with two Pantheons, the Aztlanti and the Apu. Gods of the Aztecs and of the Inca.
This is done for a few reasons. 1, geographically, they're pretty close, meaning that characters will have a rough cultural similarity between them, fewer language barriers, and what not. 2, their virtues are similar, if not compatible, meaning that there shouldn't be a lot of diametrically opposed agendas for the Scions, therefore less risk of going through a Virtue Extremity ( which will be homebrewed to both be a bit in tune with how it should work given mythology, and to make it more of something you don't want, but won't kill the story if it happens, instead just being a character arc ), the culture of those pantheons, and their reactions due to the whole Ragnarok Fate Pull, where they CEASED TO EXIST for three years. Given their view on things, that's pretty fucking terrifying, and for the Aztecs, it almost works as a proof that the stream of blood flowing to them, and their work, is indeed needed for the world not to go to the shitter. And lastly, based off all of these, it makes for the best story that I can think of at the moment.
That said, who'd be interested in joining for this? My story's begun being planned out, the reboot fits well with things, and all in all, it'll be less of a clusterfuck. And in either case, as always, I'm more than willing to help you make your Scion fit in from either of the pantheons. Also, yes, there are totally spoilers in the thread title.
Also, again, return players get that 'minimal 14 XP after visitation' thing, as last time around. Also, yes, again, Fridays are Scion Days.
Name- This is your character's Mortal Birthname. What did their mortal parent, or adoptive mortal parent, name them?
God Name- This is either a personally claimed name, or a name given unto your character by their pantheon. A name befitting a God.
Pantheon- What pantheon is your parent a part of? The Apu or The Aztlanti in this case.
Divine Parent- What God or Goddess from the pantheon is your Divine Parent?
Calling- A short phrase, or perhaps a character trope, that describes your character's role in life
Nature- What nature, as found here, describes your god?
Role- What domain does your Scion have, for when they reach the point of Godhood? Note, stuff like "God of War" is likely already taken.
Gender- What is your character's gender?
Height- What is your character's height?
Weight- What is your character's weight?
Race- What is your character's ethnicity?
Citizenship- What nations does your character have citizenship of? Due to story reasons, try to keep it within one of the following
The United States of America; In charge of the northern midwest, and northern east coast the USA as we know, it currently has disputed claims on Florida, that it's in some conflict with the Confederate States of America. It's recently made some form of alliance with the new Republic of Texas, and Pacifica, although these are sketchy at best.
The Confederate States of America; In charge of most of what is traditionally associated with the old CSA, sometime along the Three Year Winter, the states again seceded in a blaze of war. A fundamental split in the Union's military ended with this being a tad more equal than before. Years later, they've entered a cease fire, with the CSA and USA mostly in dispute over whom owns Florida.
The Republic of Texas; Ranging from Texas to the edge of California of Pacifica, the Republic of Texas originally was a part of the Confederate States, but ultimately became a cash sink of theirs. They then split from the new CSA into an Independent state, that while sometimes backwards culturally, was still strong and stable economically, taking in other fractured states under their wing, while fighting off Mexico.
The Republic of Deseret; A theocratic republic, Deseret is a majority Mormon nation centered around Utah. It's considerably weaker than its neighbors, due to calamity during the Three Year Winter.
The Republic of Pacifica; Stretching from California up to the edge of Canada, Pacifica is another solid splinter group from the USA that formed during the Three Year Winter. When the sky fell into the midlands of the USA, Pacifica was loyal to the Union, until it had to completely handle Chinese invasions in Alaska and Hawaii on its own while the USA fought the CSA. Ultimately, Pacifica seceded from the Union, and gave China Hawaii and Alaska in exchange for peace some time after the winter had ended.
The United Mexican States; Also simply called Mexico, during the Three Year Winter it expanded south during the era of darkened hearts, and made some war with the USA, and later Texas as well. Ultimately it was unable to stretch very far south, missing its goal of Panama and its canal, due to the surprising growth of Brazil.
The Federative People's Republic of Brazil; During the Three Year Winter, Brazil became slowly more and more fascist at first, before spiraling out of control, as a militia of black shirts rose to power, defending against the 'monsters' that came with the winter. Under their control, Brazil expanded violently, conquering nearby territory under the guise of protecting the people there.
The Republics of Chile and Argentine; Hit hard by the expansionist desires of Brazil, Chile and Argentina have maintained their independence from the Fascist State at a great cost to their people. They've made an impromptu alliance against the threat from the north.
Age- What is your character's age?
Birthdate- When was your character born?
Hair- What is your hair color?
Skin- What is your character's skin color?
Eyes- What is your character's eye color?
Attributes come in 3 categories. Physical, Social, and Mental. These stats make up the core of your character's being. The first thing you do is prioritize the three categories, priority 1, priority 2, and priority 3. Priority 1 attributes get 11 points to spend across it. Priority 2 attributes get 9 points to spend across it. Priority 3 gets 7 points to spend across it. Every attribute must have at least 1 point in it, no attribute may have more than 5 points in it at start. For those of you who did Scion before, this ultimately syncs up with having 8 points, and 1 free point in each, and so on, but I think wording it in this way makes it easier to know that every attribute gets a point, and etc. Remember, 2 points relates to normal man kind skill in that regard, 1 is below average, and 5 points is human perfection.
The upper limit of points in any given attribute is 10. The highest you may have at any moment is the higher of the following, while no more than 10, 5 or Legend-1.
The Physical Category covers Strength, Dexterity, and Stamina. Strength is your physical aptitude to exert itself. Lifting, hitting hard, throwing far, breaking things, etc. Dexterity is agility, speed, and similar. Stamina is your ability to take a hit, and keep going.
The Social Category covers Charisma, Manipulation, and Appearance. Charisma is your ability to negotiate, and barter. It is diplomacy, and it is leadership. At least, honest leadership. Manipulation is your ability to lie, deceive, and downright manipulate others. Appearance is not necessarily how good or bad you look, but your ability to use your looks. It needs to be expressed to be positive, or negative.
The Mental Category covers Perception, Intelligence, and Wits. Perception is your ability to take in and process information. Intelligence is book smarts, and creativity. Wits is quick thinking, mental sharpness.
Points are indicated by putting a 'O' after the attribute. Strength- OOO is 3 points in Strength.
Appearance- ( what type )
Epic Attributes represent divine enhancements of a mundane attribute. This is not directly factored into how many dice are needed for a roll, or values for most static defenses, like Defense Values. Instead, they add successes or value on top of what is rolled or already calculated, at an exponential rate of sorts.
The upper limit to how many points you can have in any given attribute is the lower of your mundane attribute's value, and your Legend-1. If you have a Legend of 5, but a mundane of 3, you cannot get a 4th point in epic as your mundane is too low for a 4th. If you have Legend 2, but a mundane of 3, you cannot get more than 1 point, even though your mundane is higher, due to your Legend.
Taking so much as a single point of an epic attribute allows you to take a knack associated with that epic attribute. You may have more knacks than you have points in the epic attribute, but you need at least one point. For every point, you automatically can take one knack.
At start, you have a pool of 10 points to spend across your Epics, and your Boons. Boons will be talked about more further down.
Knacks are not quite full powers, that are more akin to divine applications of certain attributes. Knacks can be purchased independently of Boons and Epics and Abilities, and do not have an upper limit on how many may be owned. Knacks can only be gained in Attribute types that you have at least 1 point of Epic in. For every point of Epic you gain, you get 1 free Knack with it. If you were to lose a point of Epic, you wouldn't necessarily lose the Knack you gained, but you would have to lose at least 1 Knack. If you lose all your points in a given Epic Attribute, you do lose all your Knacks.
Abilities are skills, learned things, not innate parts of your being. Each parent is associated with some set of skills, and these skills come more easily to your character than others. Unlike Attributes, Abilities do not need a minimal amount of points, but using any ability that you have no points in, incurs a -2 penalty to associated rolls. Abilities can not at start exceed 5 points, 3 points is the average number of points one would have as a mundane professional of that skill. 5 points is the peak of human ability in that regard. The upper limit of an ability is similarly limited as attributes are, with maximum limit at 10. For those who don't want to scroll up to find it, here it is
The upper limit of points in any given attribute ability is 10. The highest you may have at any moment is the higher of the following, while no more than 10, 5 or Legend-1.
You have 40 points to spend across Abilities. 8 points must be spent in Abilities that are associated with your Divine Parent. However, in addition to the limits placed in the previous hider, at character creation, no ability may have more than 3 points unless it is associated with your divine parent. This limitation is dropped post creation.
Academics- Represents your character's higher education, ability to research, and memory
Animal Ken- Comes with a subtype for type of animal. Understanding animals, handling them, and knowing about their basic biology
Art- Comes with a subtype, for type of art. Your ability to perform and understand various arts, from paint, to music, to sculpting
Athletics- Your ability to apply your physical stats to do deeds, jumping around, lifting things, breaking things in your hands
Awareness- Your ability to apply your perception to notice subtle things in a general context
Brawl- Your ability to fight unarmed
Command- Your ability to order people around in a way that they do what you tell them to do
Control- Comes with a subtype, for type of vehicle. Your ability to, under stressful circumstances, pilot or drive the specific vehicle type
Craft- Comes with a subtype, for type of craft. Your ability to create things from a template and understanding of them, blacksmithing, automobile repair, etc
Empathy- Your ability to read the motives of others, and sense the mood of a situation from subtle body language of those around you
Fortitude- Your ability to endure things physically, such as poisons, and prolonged labor
Integrity- Your ability to endure things mentally, withstand manipulation, and focus on the task at hand
Investigation- Your ability to gather hidden information, from the lips of others, or from the hidden felt of a room
Larceny- Your ability to subtly cheat, pick pocket, and understanding of the craft
Marksmanship- Your ability to handle firearms, and knowledge of them
Medicine- Your ability to mend wounds, treat illnesses, and otherwise for humans
Melee- Your ability to fight with either improvised or legitimate non-ranged weaponry
Occult- Your knowledge and understanding of the supernatural
Politics- Your ability to negotiate, and handle situations between multiple parties
Presence- Your ability to pick up on, utilize, and understand social norms, to do small talk without making a fool of yourself
Science- Comes with a subtype, for field of science. Your understanding of a particular field of science, theoretical bits of it as well
A high craft, does not mean you can necessarily create something new of the type in some amazing way. Craft is the practical putting things together. Science is a required skill of similar subtype to craft new and creative things. One without the other still functions, but they work better together
Stealth- Your ability to speak, act, or just be unseen and unheard
Survival- Your ability to survive in the elements without the comfort of modern life
Throw- Your throwing arm, accuracy, distance, and speed
Boons are true Godly powers, from creating soaring waves of fire, lightning storms, sun blocking darkness, and the like. Boons are organized into Purviews. There are two types of Purviews, General Purviews, and Pantheon Specific Purviews ( PSPs ). General Purviews contains boons that may be taken by anyone, regardless of their pantheon, but do require that you are either already a God associated with the purview, or have a relic granting you access to that purview, in order to use the boons. You may have boons purchased that you can't use. Pantheon Specific Purviews are Purviews that are limited to a given Pantheon. Only Gods belonging to that Pantheon can access that Purview, and use its boons. Gods of other Pantheons can not even purchase Boons of another Pantheon's PSP. All Purviews' Boons must be purchased in order, in so much as you can not buy a 3Dot Boon until you have bought at least one 2Dot Boon. If you have a 1, 2, 3, and 4Dot Boon, you may buy another 2Dot Boon of the same Purview, but you may not buy a 6Dot Boon until you've bought at least one 5Dot Boon. The upper limit on Dots of a Boon is equal to your Legend-1. If you are Legend 4, you may only buy 1, 2, and 3Dot boons. To display your Purview, do it in ways similar to Epics or Abilities, with a list below it of the Boons you have.
The pool of 10 points mentioned with Epic Attributes is also split with buying Boons here.
Pantheon Specific Purview ( change this to the name of your Pantheon Specific Purview )-
Birthrights come in four types. Relics, Creatures, Followers, and Guides. You have 10 points to spend on Birthrights. At this level, no Birthright may be more than '5 Dots'. Only Relics may be more than '5 Dots' at all. Dot cost is shown in the following hider
Relic- Relics are artifacts of power, crafted by Godly, or better, craftsman, and imbued with special powers. They can be weapons, divine tattoos, tools, clothing, or even something like a prosthetic hand or pacemaker. Relics can be made with guide from here. For weapons and armors to use as a base to modify for a relic, look here, under the Equipment Tab.
You may notice that that link has some contradictory information to what's been given elsewhere. The link has nearly none of the homebrew used here, and so a lot of the information present isn't entirely useful in this setting, compared to the gothambynight links and information.
Creature- Creatures are loyal animals, mundane and not. They gain legend along with your character, and are always considered to have one less Legend than you do.
1 Dot; Small Mundane Animal, such as a dog, or very weak mystical animal, such as a baby dragon. 1 Dot Creatures gain 1 power every 2 Legend.
2 Dots; Large Mundane Animals, such as a horse, or weak mystical animals, such as a mystical rabbit. 2 Dot Creatures gain 2 powers every 2 Legend.
3 Dots; Moderate Mystical Animal, such as a minor golem. 3 Dot Creatures gain 1 power every Legend
4 Dots; Semi-Powerful Mystical Animals, such as an adult coatl. 4 Dot Creatures gain 1 power every Legend, and a second power every other Legend.
5 Dots; Powerful Mystical Animal, such as an adult dragon. 5 Dot Creatures gain 2 powers every Legend.
Followers- Followers are mortals, or mystical humanoids who follow and work for you. They gain legend along with your character, and are always 2 Legend behind you.
1 Dot; Average Joe, someone without a highly unique skillset, and aren't too strong, but can be useful, at start at least. 1 Dot Followers gain 1 power every 2 Legend.
2 Dots; Skilled Mortal, someone with a professional, or slightly better, set of skills in a certain field, that are at least average in some other fields as well, a more useful companion. 2 Dot Followers gain 2 powers every 2 Legend.
3 Dots; Excellent Mortal, Lesser Immortal, someone who is either not only a professional in their field, but in many fields, with an area of expertise that reaches human perfection as well, or a Lesser Immortal, a mystical humanoid that is stronger in more blatant ways, although lacking as much of a skill set. 3 Dot Followers gain 1 power every Legend.
4 Dots; Skill Immortal, a mystical humanoid who has some training in a field to be considered a professional within it, that is at least average in most other fields as well. A sturdier version of a Skilled Mortal. 4 Dot Followers gain 1 power every Legend, and a second power every other Legend.
5 Dots; Powerful Immortal, not only are they stronger, or otherwise excel in some attribute unlike a normal human can, they are also well trained in many fields, with a level of expertise in one that's very well to do. 5 Dot Followers gain 2 powers every Legend.
Guides- Guides are a bit more ethereal than Followers and Creatures. They don't have the physical presence to help you out, but they make up for it with a wide breadth of knowledge.
1 Dot; Learned Mortal, this is a mortal who has a large understanding of a certain area of mundane life, that is always willing to be there to share what they've learned. Can also include very ignorant divine guides.
2 Dot; Expert Mortal, this is someone who not only has a large understanding of things, but is considered and expert in their field, and can also hold some sway over others in it, to further help you in your efforts to acquire knowledge. Can also include not so knowledgeable divine guides.
3 Dot; Divine Guide, the benchmark for when one knows a decent portion of the divine and mundane. Perhaps another Scion, or some young Immortal
4 Dot; Legendary Being, this guide is not quite a minor God, but has been around, and among the supernatural for enough time to know a lot about many things related to it. However, such beings are not always the most apt to share what they know, and while they are loyal to you and won't share this information with someone else if it would hurt you, they may ask for you to do something in return for the knowledge
5 Dot; Minor God, someone who has been around and seen most if not all the workings of their own pantheon, and know much about everything else in the world around them. It's true, your divine parent is going to be very busy handling things, and can't fill you all the way in, but this Minor God isn't likely to be as needed, and can fill you in, although again, in return for a favor.
Values are bits of information that need to be quick referenced for various bits on your character, to make sure things are easy to find from stats above. While the formulas for them are typically straight forward, there are Knacks that can alter these in various ways
Defense Value is a static value that represents your character's innate mobility to dodge things and the sort, or parry as the case may be. You do not roll your Dodge Values, and instead they represent the difficulty that someone else must beat in order to hit you at all
Dodge Defense Value- Dodge Defense Value = ( Legend + Dexterity + Athletics ) / 2, and then bonus from Epic Dex added on
Parry Defense Value- Parry Defense Value = ( Legend + Dexterity + ( Brawl + 2 or Melee + Weapon Defense ) ) / 2, and then bonus from Epic Dex added on. Keep in mind, parrying something like a bladed weapon with your hands may not be the best idea.
Soaks are essentially your damage resistance. It's how much you subtract from any damage that is going to be done against you. Damage comes in three different types, and you have different Soaks for each of them. Bashing damage ( sometimes Blunt damage ) is what you would typically get from being punched, hit with a baseball bat, or otherwise bludgeoned. It's the easiest damage type to Soak. Lethal damage, is damage from things like bullets, blades, and arrows, or otherwise cut in a way to bleed out. It's the second easiest damage type to Soak. Aggravated damage, is damage that doesn't necessarily harm the body, but instead harms your very essence. It's a type of hurt that mundane medicine can not heal at all, and is the hardest damage to Soak
Natural Bashing Soak- Natural Bashing Soak = Points of Stamina + Bonus from Epic Stamina
Armor Bashing Soak- Armor Bashing Soak = Soak Listed on Armor
Total Bashing Soak- Total Bashing Soak = Armor Bashing Soak + Natural Bashing Soak
Natural Lethal Soak- Natural Lethal Soak = ( Points of Stamina / 2, round up ) + Bonus from Epic Stamina
Armor Lethal Soak- Armor Lethal Soak = Soak Listed on Armor
Total Lethal Soak- Total Lethal Soak = Armor Lethal Soak + Natural Lethal Soak
Natural Aggravated Soak- Natural Aggravated Soak = Points of Epic Stamina ( not bonus from it ) + ( Points of Epic Stamina / 5, rounded down )
Armor Aggravated Soak- Armor Aggravated Soak = ( Armor Lethal Soak / 2, rounded down )
Total Aggravated Soak- Total Aggravated Soak = Armor Aggravated Soak + Natural Aggravated Soak
These values cover your speed in yards per second, from your maximum stable run, your hectic dash, and a full sprint. This also covers climb and swim speeds.
Movement is your stable run, how fast you can go in yards per second without incurring any penalties.
Dash is faster than movement by always 6 yards per second, but you are able to do other actions while dashing, although at a -2 dice penalty
Sprint is faster still than Dash, and typically impossible to do any other action while moving at this speed, even with penalties
Jump is your long jump from a stand still. Half this distance is your vertical jump.
Movement- Movement = Points of Dexterity + Bonus from Epic Dex yards per second
Dash- Dash = Movement + 6 yards per second
Sprint- Sprint = Dash x 2
Climb- Climb = ( Points of Dexterity / 2, rounded up ) + Bonus from Epic Dex yards per second
Swim- Swim = ( Points of Dexterity / 2, rounded up ) + Bonus from Epic Dex yards per second
Jump- Jump = ( ( Points of Strength + Athletics ) /, 2 rounded up ) + Bonus from Epic Str yards
This covers some miscellaneous information, such as perception, lifting, join battle, and what ever.
Perception- The distance at which you can effectively perceive things Beyond this is still possible to notice, but it won't be as clear as with other people. For the specifics of any value, see here.
Join Battle- Join Battle represents your ability to react quickly to the fact that shit is going down in an obvious manner. Unlike the other stats here, Join Battle is actively rolled.
Lift and Toss- The upper limit of what you're able to pick up, and how far you can effectively throw it. For more information on what the value gained here means, look here.
Join Battle- Join Battle = Wits + Awareness dice, with Bonus Successes from Epic Wits
Lift and Toss- Lift and Toss = ( Strength + Athletics ) / 2 + Bonus from Epic Strength
Stats covers things such as Legend, Legend Points, Moments of Truth, Points of Determination, and Health, all important things to keep track of.
Legend- Legend is how Legendary your Scion is. It's not something that can be bought with XP like Boons or Abilities, Legend is earned through Roleplaying your Character in a way that makes them more Legendary, while also being within the story, making things fun for everyone. Therefore, Legend can only increase at Story Teller's discretion, slowing and speeding things up as the story calls for.
Legend Points- Essentially your 'Mana Pool'. Legend Points are the bits you spend in order to use Knacks, or Boons, and other such actions. When you perform Legendary Deeds, or try to rewrite your Legend to your advantage ( by means of rerolling a failed or botched roll ), you spend Legend Points. Legend Points can be regained through doing cool actions, or roleplaying well
Points of Determination- As shown earlier with your character's Nature, Points of Determination are gained when you go above and beyond to act in accordance with your Nature. These can be used to help prevent Virtue Extremity, or exchanged for Moments of Truth to cancel a Virtue Extremity out completely. If you are about to do a Virtue Extremity, you may trade Points of Determination to remove dice from the Virtue Extremity roll.
Moment of Truth- When you have earned as many Points of Determination as you have Points in your highest Virtue ( noting you can't go above this number ) you may convert these points into a Moment of Truth. If such a time comes where you're at risk to enter a Virtue Extremity, you may spend a Moment of Truth to cancel it out completely.
Health- Also called Health Boxes. These keep track of just how wounded, and in what ways, your character is as things go on. Earlier boxes always get the more horrible wounds first. For every ( Dots of Stamina * 2 ) Boxes with damage ( rounded down ), you take a -1 die penalty.
Death- You aren't dead just because all your Health Boxes have damage in them. You may be unable to act, but you aren't dead... yet. When all your DEATH boxes are filled, then you're dead.
Legend- Your Legend is 2 at start.
Legend Points- Your max Legend Points is your Legend^2. At start this means that you will start with 4 out of 4 Legend Points
Points of Determination- You start with 0, and can earn them through sessions
Moments of Truth- You start with 0, and can earn them through sessions
Health- You have a number of health boxes equal to ( Legend * Stamina ) + Successes from Epic Stamina
Death- You have Legend + Dots of Epic Stamina death boxes
Virtues are akin to your Scion's morality, it's not always something they think is the best thing to do, but it's something they feel in their blood that guides them to do certain things, and behave in certain ways. Given as not all Virtues will be available for use in this campaign, I'm going to be going over the ones that will be in use, and note which pantheon they belong to.
Conviction- Found in both the Apu and Aztlanti, Conviction is how strong you hold to your own personal beliefs, your willingness to go to great, and horrible, extremes to follow through for your beliefs, and your ability to win people over to your cause. Following your virtue is doing that, but going against it would be essentially doing anything that hampers your beliefs. Its virtue extremity sends you blinding zeal for your beliefs, where you will not stop until you have done a grand gesture or act for your beliefs. Time will not stop you, and while you are under such extremes, you will ignore anything that doesn't itself further your cause's goals.
Courage- Found in only the Aztlanti, courage helps you face powerful foes, and go into battle in glorious, and gory ways. Going along with the virtue is doing that, and anything cowardly is against it. Its virtue extremity sends you into a murderous rage, attacking friend and foe alike, until there is nothing left that you can see to battle, or until you are defeated. However, while in this berserker rage, you are much harder to defeat.
Duty- Found in both the Apu and Aztlanti, Duty is following your role in life, serving others, and ensuring the survival of the whole. Following your virtue is doing that, while doing anything that is destructive to the community, or goes against your rank or station is going against it. Duty's extremity leads you to part with your belongings. All of your belongings, or alternatively, punish yourself so harshly to the point of near death to atone for your selfishness.
Endurance- Found in only the Apu, Endurance is holding out against the elements, and all manner of trials and tribulations. It is never giving up when the going gets tough, or when the risks grow larger and larger. Faltering in your actions goes against this virtue, leading you to its extremity, where your sense of self is misplaced. Your goals that you tried to avoid, become all that matter, to the point of incredulous stupidity.
Harmony- Found in only the Apu, Harmony is working to maintain balance, and prevent chaos and commotion where it may happen. Finding balance and compromise between parties flows with Harmony, while sowing discontent and creating disorder goes directly against it. If in the course of unbalancing things you enter an extremity, you swing hard the other direction. If the simplest way to balance a situation, is to hurt both sides until they're equally miserable, that's what you'll do.
Loyalty- Found in only the Aztlanti, Loyalty is a trust and reliance upon your friends; aiding them where they need it. To betray a friend is hard on those of this virtue, and runs the risk of the extremity, where Loyalty is placed above all else, even common sense. No matter how far in the wrong your friend is, your extreme loyalty will make you stand by their side until the problem in question is resolved.
You get the four virtues associated with your Pantheon, and have 10 points to spend across them. Each Virtue must have at least 1 point put into it, and no virtue may at present have more than 5 points put into it. After character creation, the Virtue Limit is 10 points in a given Virtue.
Lastly, there is Willpower, which is used to both channel your Virtues so that you gain extra dice towards virtuous actions, or suppress your impulses to act virtuous if you do not desire to act as such. Willpower is also used in some of the more powerful Boons and Knacks.
Willpower- Willpower = Points from two Largest Virtues added together
Equipment & Notes
Equipment- List here your Items, and their stats and such
Notes- List various notes, about history, allies, enemies, or whatever, here
Now, through all of that, there were a few things that I linked to. I'll now refer to them all here.
Increasing a Trait
Trait Increase- Cost
Attribute- rating x 4
Ability favored by divine parent- (rating x 2) - 1
Ability- rating x 2
Willpower- rating x 2
Epic Attribute (associated with divine parent)- rating x 4
Epic Attribute (not associated with divine parent)- rating x 5
Boon (associated with divine parent)- rating x 4
Boon (not associated with divine parent)- rating x 5
Buying a New Trait
New Trait- Cost
Epic Attribute (associated with divine parent)- 8
Epic Attribute (not associated with divine parent)- 10
Knack- 5 ( +5 per prereq, so 10 total for Knack with 1 Prereq Knack. 15 Total for Knack with 2 Prereq Knacks ( or a Knack whose Prereq has one Prereq as well ) )
Virtues increase by 1 dot every time you reach a new odd level of legend. This one dot goes to whatever virtue you want.
Whenever you go up in Legend ( an event tied to story, not XP gain ), you earn a free dot of any epic ( not exceeding your normal limits ) or a free boon available to you. At Demigod, you may get one of each. At God, you may get two dots of epic, two boons, or do as you did at Demigod. THIS IS CHANGED. When you go up in Legend at Hero, you earn a free dot of an epic, or a free boon. At Demigod, you earn one or the other, and a free dot in a mundane attribute. At God you earn a free epic, free boon, and free mundane attribute.
Last, but not least...
Unlike before, where a list of from the book weapons and armors was used, you will instead have a simpler, smaller, arrangement to pick from. They will be incredibly generic'd, so feel free to fluff them how you want, within reason.
( Note: Brawl is not equipment. It is merely included to show a comparison to unarmed. Remember, brawl does not use the Melee skill for accuracy and damage. It uses Brawl. ) Brawl- +1 Acc, +2B, +2 Def, Speed 4
Small Slicing Weapon- +2 Acc, +3L, +1 Def, Speed 4 Medium Slicing Weapon- +1 Acc, +5L, +2 Def, Speed 5 Large Slicing Weapon- +1 Acc, +8L, +2 Def, Speed 6
Small Blunt Weapon- +1 Acc, +3B, +1 Def, Speed 4 Medium Blunt Weapon- +2 Acc, +5B +2 Def, Speed 5 Large Blunt Weapon- +1 Acc, +10B, +1 Def, Speed 6
( Note: All crushing weapons ignore armor ) Small Crushing Weapon- +0 Acc, +4B, -1 Def, Speed 4 Medium Crushing Weapon- -1 Acc, +7B, -2 Def, Speed 5 Large Crushing Weapon- -1 Acc, +10B, -3 Def, Speed 6
( Note: All stabbing weapons ignore armor ) Small Stabbing Weapon- +1 Acc, +2L, +1 Def, Speed 4 Medium Stabbing Weapon- +0 Acc, +3L, +0 Def, Speed 5 Large Stabbing Weapon- -1 Acc, +5L, -1 Def, Speed 6
Unlike in previous campaigns, you will not get bonus points for character creation. You will start at Legend 2, and go up in Legend not based on XP, but based on RP. Also, all boons, pantheon specific or not, must be purchased in order. Further the 'up to 3 dot' rule is gone as well. You're going to start as a weaker, more mortal Scion for this campaign.
Recent History, IC Knowledge
Starting December 21st 2012, all the world began to grow colder, and darker. The dark and cold was more than just a physical change in the world, it would have been as if the hearts of man grew cold as well. Malice, and cruel ambition became to rise, as food supplies slowly began to dwindle over the next three years, until eventually the Three Year Winter ended, the sun became as normal, and the unnatural chill left.
Locally, the United States began to fall apart during those three years, as claims on Alaska, and the debt to China were inflamed into full war. China launched a naval invasion, targeting facilities in Hawaii first, before beginning a slow invasion of Alaska. At the same time, they were battling with Russia over control of a recent Volcanic island in the territory. Such conflicts were some of the only reprieve for the West Coast. A series of meteors crashed through the heavens and into the American Midwest, crashing along Canada, and even down to Utah. Conditions became difficult for any supplies of the North East to reach the West Coast, and demands were put more heavily on the South to aid the likes of California. Already struggling from the winter, the South decided it would be better off to have its money going to liberating itself as seperationist drives were at an all time high since the Civil War. Originally, Texas was part of the new Confederacy, until it experienced a similar degree of being used for a growingly unpopular war.
West Coast USA, and the Confederacy became prime targets for a Mexico that had successful military campaigns marching south, and now wanted to push its borders north to reclaim old territory. At this point, China was becoming a true threat to the West, and Mexico wasn't helping. To make peace, California officially formed Pacifica along with its neighbor states, and in exchange for both peace, and China to ignore any debts between them, gave China the rights to Hawaii and Alaska. Pacifica was then able to focus on the wildly less terrifying threat of Mexico. The separate Texas took a stronger stance against Mexico, and together with Pacifica a new alliance of sorts was formed for mutual protection. In the ruins of Utah and the like, a small republic rose as well, Deseret.
There's animosity between Pacifica and the United States, but political differences with Texas have made an treaty to rebuild with the USA, while awkward, at least more workable in the eyes of their people. The United States has recognized Pacifica as its own nation, begrudgingly, mostly so as to focus with its war with the CSA. Texas has remained mostly neutral in the aftermath of the Three Year Winter, and maintains at least amiable relations with the rest of the former USA. In recent years, a truce of sorts between the CSA and USA has been written up, although there is still much dispute as to whom owns Florida.
In the south, Brazil has had a change in government, after the Milícia Negras came into power. A fascist group, their militant actions saved the lives of many people in the face of an unknown threat, and otherworldly threat. When reports came in that nearby peoples were having run ins with similar threats, the new leaders of Brazil were able to mobilize forces to occupy the territories of other nations, somehow able to handle the battles against all odds. They quickly gained popular support from those they were occupying, and overthrew the governments when they arrived, to establish true order. An offshoot of Catholicism has become prominent within Brazil, that espouses the deviant creatures they are fighting as demons.
Chile and Argentina, watching the rest of South America falling under Brazil, made an impromptu alliance, and are currently in a slow, almost cold war, with their neighbors to the north. There are many military outposts and bases in the Amazon, and along the mountains now, a continent spanning DMZ, akin to a No Man's Land as the forces have ground to an attritionary halt with the end of the three year winter.
It is currently 2017, it's been 2 years since the winter ended, and the world is still slowly recovering. That is when you are contacted by your divine parent for the first time, and our story begins.
For every session that you write a journal style entry, chronicling your character's thoughts, actions, what they learned, and whatever, in a way that sounds like it's In Character, you get a bonus 5XP. Flesh out your character, get rewarded.
WHEN MAKING A CHARACTER
Keep this in mind
Originally Posted by Elendra
Because multiple layers of self posting to self post is awesome, I'm going to give a little bit on just how not good things are after the Three Year Winter.
There is no internet. The Physical Infrastructure of the Internet was severely damaged if not entirely destroyed in some places. Satellites have been knocked from the skies. Technology has been set back quite a bit.
There is little food. With the prolonged winter and little sun, food supplies dwindled and the price of food went through the roof. Economies were hurt before even the wars began, and before the sky began to fall. The world is currently recovering from something that's akin to a Global Great Depression.
There's been a lot of war. The Three Year Winter not only heralded technological and some degree of societal collapse, it coincided with a rise in aggression in nations and peoples as the world around them seemed like it was falling apart, and some cases was falling apart. There was nuclear war in Asia, amidst the Arctic / Northern Europe, and many other non-nuclear wars globally.
There's been a lot of death. I've not really been able to calculate exactly how many people have died, but it's roughly, if not more, than a billion people. Nations have crumbled, and sometimes entire cities, and in one case, entire countries have simply been wiped out, dead. Not always from Starvation, War, Plague, or Space Rocks. Demonic creatures have also been some sort of problem.
There's a reason that the USA was willing to make peace with Pacifica, who both rebelled and 'sold' USA territory to China. Because of all the shit that's happened recently, it's getting very hard for people to keep fighting, the cost is rising too high, too fast, for it to continue.
Things are bad.
So, remade the sheet again... huh.
Originally Posted by Alphakoka
So, remade the sheet again... huh.
At least you should be good at it by now <3?
Name - Jagger Glenn
Gender - Male
Age - 27
Role - God of Crusade
Height - 5'9"
Weight - 89 kg
Race - Native american
Citizenship - Republic of Texas
Birthdate - 22 March
Hair - Black
Skin - Bronze
Eyes - Dark Brown
Calling - Watcher
Nature - Gallant
Pantheon - Atzlanti
Parent - Huitzilopochtli
STR - •••
DEX - ••••
STA - ••••
CHA - •••
MAN - ••
APP - •• (negative)
PER - ••••
INT - ••
WIT - •••
ACA - ••
ANI - •
ATH - ••• AWA - ••••
BRA - ••• COM - •••
CON - • (motorcycle)
EMP - ••
FOR - •• INT - •
LAR - •
MAR - •••
MED - •
MEL - •• OCC - •
POL - •
PRE - ••
STE - •• SUR - ••• THR -
- Mask of the Crusader(••): A mask that grants access to War, and Death purviews.
- Heart Gloves(•••): A pair of shooting gloves that add Legend to MAR and grants Justice purview.
- Something(••••): A small crude hand-carved wooden eagle statue that double legend gain from Itzli boon when the blood from the ritual is poured on it.