Scion Live-Action Origin Hero (Final Download)
Scion Live-Action Origin Hero (Final Download)
Scion Live-Action Origin Hero (Final Download)
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2 CREDITS
BOOK ONE: ORIGIN
TABLE OF CONTENTS 3
“Sheriff? This is Mandy from the mayor’s office. Another one’s been found.”
“In the middle of a hurricane? Text me the address. I’ll be there in ten.”
“I’ll let the mayor know, sir.”
Click.
Five minutes later, the sheriff emerged into the pouring rain, trench coat pulled tightly
over his coarse, leathery skin and Stetson on his mane of ivory hair and dark steel horns. The
rain fell like wet bullets. The storm roared, a crack of thunder echoing through almost empty
streets as the twisting, darkened clouds of Hurricane Clarence came into view over Elysian
Bay. Most humans would have been blown back by the force of the winds, but the sheriff
wasn’t exactly human.
His large frame powered its way to the address. A small man stood outside, with a smile
like an oil baron. He was impeccably dressed in a suit and top hat, totally dry as if the rain
itself wouldn’t dare.
“Raidou! My dear boy, you look like a damp rat,” he exclaimed with feigned concern,
taking a pull on his pipe.
The sheriff leaned against the building just under an awning that had long since given up
being any kind of shelter. With a large, red-skinned hand, he fished a cigar from his pocket.
“We can’t all have storm gods for uncles, Leslie,” he grunted out before snapping his fingers.
An ethereal blue flame leaped to the cigar. “What do we have?”
Leslie’s face turned dark. “Apartment 22. Probably best you see it yourself, old chap.
Rolento and I have the place on lockdown, per the mayor.”
The sheriff smelled blood and bourbon as he ascended the apartment stairs. He immedi-
ately saw blood and viscera, but he looked away and knelt at the feet of the body instead. It
appeared to be a man with goat’s legs, lightly covered with a linen sheet to protect his dignity.
“Moe,” the oni muttered under his breath as he lifted the sheet and saw the cold face of
his erstwhile friend.
“Sheriff! Sheriff!” a woman with elegant features yelled as she made her way across the
cramped apartment, dodging the empty beer bottles and half-eaten hoagies. “Sheriff!” she
yelled once more, mere inches from him. “Where have you been? Mandy called you over half
an hour ago!”
THE HURRICANE 7
E very journey has a beginning, and Scion: Origin
Live-Action is about those beginnings. Part of the
Scion Live-Action system, Scion: Origin Live-Action
heritage; and still others may be content simply to
stand forever between worlds.
However, they’re not the only beings de-
is a live-action roleplaying game (LARP for short) scended from Legend in the World. All manner
that concerns the creatures and persons of myth and of mythological creatures inhabit the World, and
legend and how they interact with the World, a place they sometimes reproduce with humans. The be-
where all myths are real and all stories have weight. ings resulting from these unions are usually called
Fate is its own force in the World, and the characters Denizens to differentiate them from Scions proper
in this book are feeling its first touches upon their when they’re called anything at all. In this book we
souls. Whether mundane or supernatural, Scion Live- also include Denizens with pre-Visitation Scions.
Action is the story of people in a liminal space where When it’s important to make a distinction, we will,
myth is swiftly becoming immediate. but assume any reference to “Scions” or “Origin-
level characters” in Scion: Origin Live-Action also
WHO ARE YOU? refers to Denizens.
SCIONS & DENIZENS develop urges they did not previously have
as inanimate objects, or even receive urges
Terra Incognita 11
the souls of the faithless, to pleasant western river
kingdoms, to mighty halls of great heroism and FONTS
feasting. They may be grand pleasure gardens,
sunny skies full of clouds, or deep abysses where
just punishments are meted out upon the wicked,
S cions gather at Fonts of magical energy to refresh
their powers and renew their communities. A Font
is essentially a fountain, an upwelling where energies
basically anything that has been believed or is be-
break through into the World to spill Ichor, ink, and
lieved is out there to be explored and sometimes
imagination upon the stones. A Font may become
things escape or come back.
special by being so notorious it passes into a Legend
Finally, we have spaces in between. The of its own, like a battlefield, a great monument, or
Olympian heights from which the Gods watch the scene of a historic murder. Other places become
humankind may have some of the dead there as Fonts because they’ve been the scene for unrecorded
attendants. The souls of musicians or artists may turning points of Fate: the birthplace of a king, the
wander the realms of the fae, and many a dead factory floor where the gun that shot a tyrant was
creature or thing unborn and undying lurks in the made, the site of destined lovers’ trysts. Then there
forests in which the Ohdowas hunt but they’re not are places that are Fonts for unearthly reasons: where
places primarily for the dead, nor are they worlds Titans have struck the land, where the wars of Gods
from before creation. Instead, these are the worlds touched mortal clay.
beside the mortal realm, watching, sometimes
Resting at a Font refreshes and refuels the part
touching in an eternal dance of the cosmos. Here’s
of the soul attached to one’s mythic aspect. Here, the
where we find Terra Incognita and other places
soul is inspired to write poems, reflect deeply upon
on the edges of maps, where creations beside your
life, take up a crusade, or simply rest and meditate.
own dwell. “Here Be Dragons”, as they say!
Almost all Fonts require maintenance of some sort.
Now we’ll speak of distance and depth. Those that sprung from places of natural beauty
There’s no real distance between the realms, but are sometimes simple, in that all one needs to do is
there is difficulty of travel. Imagine you live in a clean up the litter and keep people from developing
city. There’s a store ten blocks away and another strip malls over them. More complex buildings and
one twenty, but you have a train stop two blocks monuments can require anything from light jani-
away that takes you right to the second store. Are torial work to full-time crews constantly updating
you closer to the first or the second? For those pos- their infrastructure. Usually, local Scions work to
sessing the token or talisman of passage through preserve Fonts while Ichor-touched heroes, villains,
the underground (a farecard), the second store and monsters attempt to reap the benefits. As such,
is mere moments away, whereas the first is quite these places are usually considered neutral territory
the hike. For those who must travel without such where all can rest and refresh freely and violence is
talisman, both are a hike, but the first is closer. The verboten.
paths one takes to reach any realm vary based on
The existence of neutral territory for the dis-
the person doing the traveling and the require-
cussion of important matters is critical to the beings
ments of the realm.
of Scion, even more so than it is to humankind.
Some realms, usually realms where the Gods Without the treaties and truces negotiated at Fonts,
themselves dwell, are barred against any except there would be no way to tell when fighting should
other beings of their level. Some can be reached end and hostilities cease, only conflict as unending
only by those thinking happy thoughts, or only by as the entities that wage it. The trappings of hos-
the seventh son of a seventh son, or a child born pitality, therefore, are also key to the supernatural.
under a caul. The more restrictions or more diffi- Some beings literally live and die on the rules of
cult the restriction, the greater the metaphysical hospitality. These rules are numerous and varied,
distance away a realm is said to be, regardless of but they have some common threads.
its theoretical physical distance. Some powers
Time: There’s a clearly defined amount of time
may alter this subjective distance or allow one to
for which someone can rest and recuperate without
take their little bands of Dantes along with their
fear of reprisal or being expelled. This may differ
Virgilian guides. Some beings are simply powerful
between Fonts; the standard is 72 hours, but some
enough to batter down the walls. As it’s often said,
places use one night and one day, until the next
your mileage may vary.
sunrise, or perhaps 28 days in inhospitable climates
where storms last weeks. Some who keep the oldest
traditions even use a year and a day.
Enclaves 13
meeting, and their contributions are obliged to be • Council of Elders: While the Keeper is ded-
heard in full by the other members of the session. icated to their singular purpose, the Council
Of course, the community is only required to listen tends to the broader community. This is
to speakers, not to take their advice or address their generally a group of older Scions who have
complaints, which often causes tension when a amassed money, time, magic, or other power
Scion does not feel properly heeded. enough to be granted the authority to make
Each Enclave also observes a cycle of festivals decisions for the Enclave as a whole.
that may overlap or coincide with those of other • Enforcers: These community members
Enclaves. Usually, each festival is headed by a dif- function as a neighborhood watch or con-
ferent individual Scion from the community so that stabulary to execute the local Enclave rules
no one person oversees all of them. Festival heads and the Elders’ wills.
may volunteer or be assigned; there may be several
people eager to host a Yule revel, while no one wants • Deputy: Every Enclave needs a liaison to the
to be responsible for the heavy workload involved mundane domain to ensure harmony with
with the yearly town cleanup. While there tends to the regional government and local mortals.
be strict rules on whether guests to the Font may Outside of the Enclave, the Deputy operates
attend routine Enclave meetings, all but the most with the full authority of the Council of
secretive of festivals are generally open to any who Elders in dealings with mortals.
wish to celebrate with the community. • Envoy: As a supernatural counterpart to
In conjunction with the meeting and festival the Deputy, the Envoy interfaces with other
schedule, Scions of the Enclave hold roles to ensure Enclaves and magical communities. They
smooth daily functioning within the community. monitor goings-on in the World of Scion so
Some roles or titles may differ between Enclaves, the Council may determine where to form al-
but these tend to be the most common general liances and allocate resources or assistance.
responsibilities: • Talebearer: There is always someone, often
• Keeper of the Font: As each Enclave draws self-appointed, who feels obliged to keep
lifeblood from its Font, so there must be abreast of everyone’s business within the
someone who maintains that wellspring of Enclave. Sometimes unkindly referred to as
power. This is also the person who may claim the tattletale, this person disseminates news
hostrights from guests to the territory. and helps the Council to ride the ever-chang-
ing tide of community sentiment.
Enclaves 15
S cion: Origin Live-Action uses a unique resolution
system of drawing color-coded stones from a
mythic pouch.
• Pull: Reach into your pouch without looking
and retrieve a stone at random. Successfully
pulling a stone whose color matches the sit-
Before the game starts, each player should be uation’s theme will confer a bonus to your
given (or bring) an opaque bag to function as their attempt; a non-matching color confers no
mythic pouch. This will hold the stones that they bonus. Return the stone to your pouch after
will use to take actions, perform Skill checks, and the outcome has been decided. Also called a
resolve conflicts and other challenges. It is highly check when used with Skills.
useful but not strictly necessary for pouches to be • Expend: After a pull but before the outcome
able to be carried hands-free. is decided, you may choose to return a pulled
In the physical sense, stones can be any small stone to the general Font pool rather than
object available in five colors (red, black, green, blue, your mythic pouch at the end of your turn.
and white) and otherwise uniform to the touch (same If the color of a stone expended in this way
size, shape, texture, etc.) when grouped together. matches the check’s theme, it’s considered
Uniformity to touch is critical because the Scion a perfect success. If the stone’s color does
Live-Action resolution system requires players to not match the check, expending it will allow
draw stones from their mythic pouches without look- you to claim the bonus as if it did. Anytime
ing. Marbles, poker chips, and basic six-sided dice a perfect success needs a numerical value,
with pips are all examples of objects that can be used that value is 5.
as stones. Actions, Skills, and challenges in Scion
• Rummage: Color: Like a pull, certain boons
Live-Action generally fall under five themes, each
require you to reach into your pouch and
corresponding to a stone color that must be drawn in
retrieve a particular color of stone without
order to successfully perform or pass it.
looking. However, unlike a standard pull,
• Battle (Red): Related to fighting and war. after rummaging you may only return the
stone to your pouch if it was the desired col-
• Speaking (Black): Related to persuading
or. If it was not, you must expend it instead.
others or understanding emotions.
The rummage text of the boon will specify
• Journey (Green): Related to traveling or which color stone is required.
destinations.
• Remove: Draw a stone from your pouch
• Insight (Blue): Related to the mind in any without looking and return it to the Font
capacity, be it tactical, investigative, or pool. This is usually done as a consequence
strategic. for failing a challenge or done to activate a
• Magic (White): Related to the supernatural Knack or Boon. Unlike expend, removal is
and their powers. not the player’s choice and does not confer
benefits to any actions or Skills used. Effects
Players generally start each session of Scion Live-
that prevent or alter expending a stone do
Action with five stones, though they may earn or be
not impact removal.
granted more. When a player is given their pouch, and
at the beginning of each game thereafter, they are also • Empty: Take all stones from your pouch and
allowed to choose the color composition of stones the return them to the Font pool. Some Boons
pouch holds. While a basic strategy is to choose one require emptying your pouch to activate.
stone of each color, a specialized character may sacri- If your pouch is empty, you can make checks
fice one or more colors in order to have more stones of
but cannot gain the tier bonus. You may refill your
their preferred type. After all players have filled their
mythic pouch by resting at the Font to replace ex-
pouches, the remaining stones are held at the Font in a
pended or removed stones. For every 15 minutes at
general pool available throughout the game. the Font, you may select one stone from the pool
and place it in your pouch. This does not have to
USING STONES be the same color as the stone(s) you expended or
removed, so resting at a Font can be an opportunity
M ost actions, challenges, Skill checks and other to change the color composition of your pouch if
situations in which the outcome is uncertain needed. Some Keepers of the Font or other mem-
will require you, the player, to use stones from your bers of the Enclave may choose to sit in attendance
mythic pouch in at least one of the following ways. at the Font to offer services to resting players.
Using Stones 17
TIERS STATIC CHALLENGES
Whenever a player attempts to interact with or
tier bonus, then add any relevant Equipment bonuses. In this Conflict Diego goes first. He dashes
Additionally, each theme also has one Skill designated forward and misses the storm with his dagger.
as Defensive. The defender may only add their Skill Diego’s player decides that Raidou will go next.
rating to their challenge total if they possess the defen- Raidou pulls out his Relic katana and moves
sive Skill that belongs to the challenge theme. closer. Now Raidou’s player decides the Storm
The party with the higher challenge total wins. should go next. The Living Storm sends a bolt of
In the case of a tie, the aggressor wins. However, lightning at Diego, blasting him to the ground.
if both parties expend an on-color pulled stone, the The Storyguide playing the Storm sends the
guaranteed success on defense beats the guaranteed initiative to Rashida, since she’s the only player
success on aggression. yet to act in the round. Rashida uses a boon to
heal Diego, and then is the first to act in the
STEPS
C onflict refers to any scene in which time is of the
essence, be it combat or other urgent situations.
In any Conflict, Initiative comes into play.
Movement is a precious and limited resource
during a conflict. On a player’s turn, they may take
2 steps without using an action to run, which allows
INITIATIVE them 4 steps.
The first thing to determine in any Conflict is
who gets to act first. Scion Live-Action uses a ro- DAMAGE
tating choice initiative system where each player When an attack successfully lands the target
chooses the next player or SGC to act. The very first takes damage. The base damage of any attack is 1,
player to act is determined by who has the highest but some Relics and Boons do more.
initiative rating. This is the sum of the character’s
skill points between Empathy, Defense, Integrity, HEALTH
Pattern, and Alertness and should be noted on ev- At character creation, all Scions have 6 health
ery player’s sheet. After the first player acts, they levels (4+tier.) Once all their health levels are filled
choose who goes next by pointing at another player with damage, they fall over unconscious. There is no
or Storyguide in the conflict; they must pick some- differentiation between different types of damage in
one who has yet to act in that round. The player Scion Live-Action. Once a character is unconscious,
or Storyguide who takes the last turn of one round if they suffer another level of damage, they die.
gets to start the next round, effectively acting twice
in a row. Some Enemies have multiple actions, so if DEATH AND DYING
they are the last to move in a turn, they get to take When a character checks off their last health
multiple actions in a row without the players getting box they fall to the ground. While not necessarily
a chance to react. unconscious, they’re no longer capable of taking ac-
Example: Raidou, Rashida, and Diego are tions like moving, attacking. They may speak but they
in combat with the Living Storm. Raidou’s may not initiate any challenges. Scions do not bleed
Initiative is the sum of his initiative skills. out, though normal humans do. If another character
Empathy (1) Defense (2) Integrity (0) Pattern wishes to kill a downed Scion, they must take an addi-
(1) Alertness (2), so 6. Rashida has a 4, Diego tional attack action on the downed character to do so.
has a 9, and the Living Storm has a 7. Once a character has been finished off, they are
dead. This doesn’t necessarily mean they’re gone
for good. Myth and Legend is replete with stories of
Conflict 19
characters coming back from death. If they have a IMMEDIATE RED ACTIONS
friend or group of friends that genuinely care for them, Most immediate Red actions have to do with
enough to travel to the Underworld, they may one day causing harm to another character or object.
live again. Doing so will almost always require a quest Combat in Scion Live-Action seeks to tell a story of
of some sort and is the domain of a game’s Storyguide. clashing swords, daring duels, and thrilling battles
between dragons, demons, and Desert Eagles. Most
ACTIONS battle actions take place in Conflict.
Attacking: One of the most common actions
A ctions come in three lengths based on their
complexity and how much time they take to
complete. Immediate actions are simple and last a
a character may wish to perform while in a fight is
attacking. A character may declare an attack action
against any target within the range of his weapon
few seconds. Long actions are more complicated and
on their initiative. The result of a successful attack
last ten minutes. Between-Game actions are ongoing,
action is that the target suffers damage equal to their
complex endeavors that happen after or between
weapon’s damage. The default is 1. Their target may
games and events.
choose to actively defend or reflexively defend.
IMMEDIATE ACTIONS Example: Ashron the Minotaur brandishes
Immediate actions are happening right now and his massive glaive and swings it at Mattie the
only last a few seconds. They’re discreet events result- Medusa. Mattie, not wanting their hair to be
ing in a single change to the environment, like swinging turned into snakeskin boots, wants to avoid
a weapon at an enemy with your Close Combat Skill being hit by Ashron. Ashron pulls a Red stone
or moving a large rock with your Athletics. Immediate on his attack action so Mattie knows that the
actions happen one after the other, they can’t happen attack will be relatively accurate and that their
simultaneously. Immediate actions are the only ones reflexive defense may not be enough to get her
that can happen during a conflict. out unscathed. She decides to sacrifice her next
The immediate actions one can take are or- action and use an active defense. She pulls a
ganized below by theme. Taking any of the below Black stone and expends it so that it acts like a
actions during a conflict consumes a character’s Red stone.
actions for the round except for reflexive Defense Defending: When in conflict making a pull to
and surrender. defend yourself is called an active defense and con-
THEMELESS IMMEDIATE ACTIONS sumes your next action in the initiative order. The
Aid: Aid can be used under most circumstanc- other option is to use a reflexive defense, which does
es to help another character perform a task. On not consume the character’s action. A character can
the character’s Initiative, they may declare the aid choose to actively defend or reflexively defend any-
action, a target, and a single skill. There is no pull. time they are attacked reflexive defense is a static
Later when the selected character performs an number equal to the character’s defensive skill rat-
action they gain a +1 to their action total if they are ing + 1.
performing an action using the Skill selected by the Example: Mattie’s reflexive defense value
aiding character. A single character can only receive would be 3 (Defense Skill of 2+ 1) but since they
aid from three people for a single pull. expended an off-color stone, their defense value
Example: Sheila the Unicorn, declares she’s aid- is 5 against Ashron’s attack. Ashron has a Close
ing Pyrrhus, the cyclops in a close combat attack Combat of 2 and pulled a Red stone for a total of
action. On his turn, Pyrrhus attacks and gains a 4. He would have hit Mattie’s reflexive defense,
+1 to his attack total thanks to Sheila. However, but since they took an active defense the boorish
if instead, Pyrrhus chooses to throw a rock at a minotaur’s blade sails harmlessly over her head.
distant hawkman, using his Firearms Skill, he If instead, Ashron had chosen to expend the Red
gains no benefit from Sheila’s action. stone he pulled for a perfect attack, he would hit
Skill, Boon and Knack Use: Using a Boon or regardless of how high Mattie was able to boost
Knack is typically an immediate action. Some take their Defense Skill.
longer and will say so in their descriptions. The
amount of time it takes to use a skill is set by the
Storyguide.
Actions 21
required to answer in a yes / no format, although bowling alley. The Storyguide running the scene
this is encouraged to speed play. has some guards in the main room, but the main
interaction and conflict is in the back. Rolento
IMMEDIATE WHITE ACTIONS
and Leslie could talk their way into the back but
There are no immediate white actions they choose to “go loud” and just beat the hell out
of anyone who gets in their way. The Storyguide
LONG ACTIONS doesn’t want the front room to take a lot of time
Long actions are events that don’t happen in an so she gives them the option of using the dispatch
instant. Rather than one, single change; they are a action and resolve the fight with the 12 human
series of connected actions that result in multiple guards out front as a single pull. Rolento pulls
changes to the environment over the course of 10 and Leslie uses the aid action, giving them an
minutes. During a Long action, you might search a action total far higher than the Difficulty of 2.
room for clues with your Alertness skill or disable
the alarms on a building with the Security skill. LONG BLACK ACTIONS
More than one long action can happen simultane- Most social actions are long actions. All social
ously. Long actions typically take place over the actions must be roleplayed. For example, if attempt-
course of a scene. ing to persuade someone you must at least make a
THEMELESS LONG ACTIONS token attempt to persuade them with your words
before offering them stones.
Aid: Aid works the same in long actions as it
does in immediate actions. The aiding character Persuade: Persuade represents a character
must spend the same amount of time performing the attempting to talk another character into taking an
action as the person they are helping. action. To persuade choose a number of stones from
your stone pouch equal to or less than your Skill
Use Skill (appropriate color): At the
in the Persuasion Skill. Offer them to a character
Storyguide’s discretion, any Skill may be used for a
in exchange for performing any immediate or long
long action as its very own type of action.
action. If they make a good faith effort to take this
LONG RED ACTIONS action (even if they fail), give them the stones to put
Dispatch: Not every fight can be a tense show- in their pouch.
down between equals. Sometimes, a character may Dressing Down: Dressing down represents
need to fight a group of people who aren’t nearly as giving someone a verbal tongue lashing. Select a
powerful as she is. Rather than attacking them one color and target character. Make a Persuasion Skill
at a time and making a separate challenge for each check against a target, if successful the target gains
one, you can take a long combat action to take them the discouraged status for one hour.
all down with a single challenge. This is appropriate Feel Out: Feel out allows a character to un-
when fighting groups that can be defeated easily, derstand another character’s emotional state. On a
and which are similar to each other. The Storyguide successful Empathy pull, the target must tell them
will make the final call as to whether you can take a a short (one to five word) description of the current
long combat action, or whether you need to play out emotional state.
the fight in moment-to-moment combat.
Disguise: Disguise is used to allow a character
When performing the dispatch action, the to don a new appearance. When donning the dis-
Storyguide will set a difficulty rating of 2, 5, or 8 for guise make a Subterfuge pull as normal. The chal-
the challenge based on the power of the opposition. lenge total from that Subterfuge pull becomes the
The character will then make either a Close Combat Difficulty that someone will need to surpass with an
or Firearms pull as normal. Other characters can Alertness check when attempting to see through the
assist with an aid action. disguise. To show that you are disguised hold your
If successful, the enemy group is rendered fingers up to your chin, pointing at your face.
unconscious or killed at the discretion of the person
who made the skill check. If unsuccessful, the ene-
LONG GREEN ACTIONS
mies are still defeated but the character who made Hide: Stealth is used to allow a character to
the skill check takes three damage, as does anyone hide. To hide, a character must be behind some form
who was assisting them. of cover. They must then make an Athletics check
as normal. The action total from that Athletics pull
Example: Rolento and Leslie are tracking down becomes the Difficulty that someone will need to
a crime boss. They’ve tracked him to a local surpass with an Alertness check when attempting to
conditions | bands 25
T his chapter covers steps to designing your own
mythical protagonist. These are the steps to
creating any Scion:
ORIGIN PATHS
An Origin Path is a representation of the charac-
ter’s history, who they were and what they did before
• Decide on a Concept. Figure out what you the game started. For some people, who they were
want your play experience as the character might be remarkably similar to who they are now. For
to be like, and make sure it fits with the game. others, it may be the opposite. The Origin should inform
• Choose an Origin Path. the way a character looks at and interacts with the uni-
verse. Origin Paths grant characters access to five Skills.
• Choose a Role Path.
CHOSEN
• Choose a Supernatural Path.
At a young age, the Chosen was selected for
• Pick one Knack and one Boon as allowed by greatness. It could have been their parents, the head
your Paths. of an elven nation, the old witch who lived down the
• Choose 7 points of Skills, none of which can block, or even the Gods themselves. Great expecta-
be higher than 2. They must be on one of tions have always rested on the Chosen’s shoulders,
your paths. and while those expectations may have choked and
strangled them at times, they have also given the
• Assign up to two points of Fatebinding Chosen access to resources for which others would
• Choose a name, a short description, and cal- kill. Whether they seek to embrace the destiny they
culate your character’s Health and Initiative were chosen or strive against it is up to the individu-
scores. al, but they will be forever defined by it.
• Health: All Scions start with 6 Health. This Skills: Academics, Athletics, Integrity, Occult,
can be modified with Knacks. Persuasion
PATHS their way home, a feeling of being lost is core to their expe-
rience. They came here from somewhere detached from
P aths are a collection of Skills, abilities, and the World. Whether it was the sunlit jungles of Aztlan,
descriptors to help design and flesh out who your the pits of Hades, or the frozen tundra of Niflheim, the
character is and how they interact with the world. place of their birth was one where Gods and the Titanic
All starting characters have three paths: an beasts of legend did battle. For the Outsider, the works of
Origin Path, a Role path, and a Supernatural Path. Gods and myths that may frighten and intimidate mor-
Each Path comes with a small list of Knacks, Boons, tals are commonplace, but the actions of humankind may,
Purviews, and Skills. Characters cannot purchase in turn, shock and intrigue them.
Boons, Knacks, or Skills that don’t appear on their Skills: Alertness, Close Combat, Defense,
Paths. Occult, Pattern
concepts | paths 27
PRIVILEGED and the destination that lies at the end of their life’s
For the Privileged, life came cut up into neat struggles. This normalcy is the defining factor of the
squares without the crust. Childhoods bereft of Suburbanite. Two car garage, public school, and par-
suffering have left the Privileged more than a little ents that always provided enough that he or she never
out of touch with the rest of the world. Whether worried about money or where their next meal would
they still live on “daddy’s” dime or their upbringing come from. They had an average childhood with sports
left a bad taste in their mouth, they continue to be and community pools. They were normal, but then the
defined by how they grew up. Theirs is a journey illusion of mundanity broke all over their normalcy
of self-discovery — to see whether or not they can and nothing was ever “normal” for them again.
make it without training wheels. Skills: Academics, Craft, Culture, Persuasion,
Skills: Academics, Culture, Empathy, Science
Persuasion, Subterfuge SURVIVALIST
STREET RAT Some people are content to sit at home and let
Every city, no matter how beautiful, how cul- the story of the world pour over them. In fact, most
tured or how pious, has its street rats. Hiding in the people are all right with being carried through the
shadows of splendid cathedrals and imposing sky- river of life and going where the current leads. Not
scrapers, the unwanted scurry while society turns a so with the Survivalist. For them, nothing could be
blind eye. Though denied access to the sophistication more tiresome than taking the easy path. For them,
and comfort of privileged urban life, they do enjoy the road less traveled is the only road. They go
certain benefits. Their experiences made them able where others won’t and see that which others can
to take care of themselves. Beyond the watchful eye only dream of.
of police, clergy, or even parents; a whole other city is Skills: Alertness, Athletics, Defense, Firearms,
waiting, and it’s a city the Street Rat knows well. Survival
Skills: Athletics, Craft, Firearms, Security, WAR-TORN
Subterfuge They hear it when they sleep — the screams of
SUBURBANITE a populace long dead and erased from history. Even
Mundanity, some people spend their entire lives now that they’re far away from the “Ra-Tat-Tat-Tat”
running away from it. To them it is the bane of all exis- of machine gun fire and long hollow whistle of fall-
tence. But to others, normalcy is the desired outcome ing bombs they hear it still. The War-Torn rests with
paths 29
warning systems. If all the Oracles suddenly fall face
SUPERNATURAL PATH first, everyone knows to steel themselves for what’s
The last Path a player selects for their character to come. Many races are loath to trust Oracles in po-
is the Supernatural Path. While the Origin Path de- sitions of power since it can be hard to tell if they’re
termines the character’s past and the Role Path deter- planning for reality or a desired outcome.
mines how they interact with others, the Supernatural
Keep in Mind: As an Oracle, you can see the fu-
Path determines what type of supernatural monster of
ture, but you may not always want to speak what you
legend and lore they most resemble, thus setting them
see aloud. Once you tell someone a future you have in
apart from the mortal inhabitants of the earth.
many ways made it that much more “real” or likely to
The Supernatural Path grants Scions ac- happen. Being an Oracle is much like being the most
cess to Purviews, Knacks (pp. 42-43), and Skills. famous person at a party, but also being the loneliest.
Further, Supernatural Paths come with Obligations. No one else can understand the existence you lead.
Obligations are supernatural compulsions that kick
Knacks: Augury, Divination, Prediction
in as a character is more tied to Fate. The more
Fatebindings a character has, the more sway the psy- Skills: Alertness, Defense, Empathy, Occult
chic pull of humanity has over them. A Scion gains a Purviews: Moon, Stars
new Obligation when they hit 1, 3, and 5 Fatebindings. Obligations: Seeing all the possibilities can
The form these Obligations take is determined by make seeing reality difficult.
the Scion’s supernatural path. More information on
1 The Oracle takes a −1 on all Green pulls made
Obligations can be found in “Fate,” p. 56.
to find something in her environment.
There are two types of Supernatural Paths:
Humanoid Paths and Mythical Paths. 3 The Oracle must make a Pattern pull
(Difficulty 3) before making an Academics
HUMANOID PATHS pull.
Humanoid Paths are used to represent mortals 5 At this point, the Oracle begins to have trou-
who have been empowered in some way or gained ble understanding where and when she is
access to magical power without forsaking their She is at a −1 on all Skill pulls that do not in-
human form. Characters on a Humanoid Path look volve activating a Knack. However, she gains
like everyday people, but as a trade-off, they have ac- a +2 when activating any Knack or Boon.
cess to less magical might than their more mythical
counterparts. Humanoid Paths gain access to fewer PRE-VISITATION SCION
Purviews but more Skills. Scions yet to receive their Visitation fall into
this category. They are the children of the Gods and
ORACLES
while some may be looking to expand their divine
Oracles occupy a space between your standard heritage into something more, just as many are con-
mortal and the chosen divine. They’re born with tent to live a mortal life. The Gods are well known for
gifts and blessed (or cursed) with the ability to see sowing their seeds in many places around the world,
every possibility. Almost every faith holds some sort but the number of Scions who receive Visitation and
of mystic practitioner of divination in high regard, begin their ascent is relatively few. Many join the
though they often have the responsibility of being supernatural community out of a sense of wonder
bearers of bad news. or maybe just for the safety that it provides, even
An Oracle cannot decide what they see, nor can without the benefits of Visitation.
they always determine when they’ll see it. They possess Role: Pre-Visitation Scion is usually the outsider
tricks and tools allowing them to guide their visions, but looking in. Most Pre-Visitation Scion weren’t raised in
it is less like driving a car than trying to direct a rampag- the supernatural community, so they’re treated as out-
ing bull. Oracles bear a heavy burden and throughout siders. In the worst of cases, they can be treated with
history have relied on all manner of vices from drugs outright hostility from Scion communities who have
and sex to harder fare to help them cope with the unre- dealt with wandering “heroes” looking to prove their
lenting torrent of nightmarish possible futures. worth through a mountain of Scion corpses.
Role: Most Fonts have at least one Oracle mut- Keep in mind: You are a nascent God. Your
tering to themselves in a corner or whispering in connection to your supernatural parent makes you
the ears of the local government bodies. Oracles are different than everyone else, even other Scions. How
seen as a necessity in magical society since they’re so you deal with this connection will define you.
attuned to the strands of Fate that they serve as early
paths 31
Role: One finds the Beasts in the places hu- of being free in the wild. After several weeks of
mans only visit, and rarely live. Most Beasts dwell in dreaming, their first change comes. Some stay,
forests, caverns, and small camps made up of their balancing their animal self with schoolwork and
own kind. When they do choose to reside in cities or other necessities of adolescence. Others venture
towns it’s almost always on the outskirts. As mem- into the wild to find themselves and their people.
bers of a supernatural community, Beasts usually
Knacks: Shapeshift
take up the role of protector or guardian, identifying
and hunting down threats to the community before Skills: Alertness, Pattern
they become big problems. When they have regular Purviews: Beast, Moon, War, Wild, Passion
jobs and aren’t just in the employ of the community, Obligations: The struggle between savagery
they unsurprisingly work as trappers, fishermen, and community defines the Beast, but fate favors the
park rangers, or in some rare situations, family pets. predator.
Keep in Mind: You are the Beast. You don’t 1 The Beast takes −1 on black pulls against
think, you act. No decision worth making should humans.
take longer than one heartbeat. Fight or Flight.
Every action or decision can be broken down into 3 The Beast shuns equipment and refuses to
one of those two choices. use any non-Relic equipment.
paths 33
Obligations: Guardians are slow to anger, and Ragnarok, where their souls will be called to
Fate prefers them to be the unmoving uncaring sen- fight once again in the final battle between Gods
tinels that movies make them out to be. and Titans. For some though, this existence be-
comes dull and since they are the honored guests
1 The Guardian takes a −1 on all Black stone
of the halls and not prisoners, they are free to
pulls that do not involve what she is currently
leave and wander.
guarding.
Once on the mortal plane again, an Einherjar
3 The Guardian must make a Pattern (Difficulty
is indistinguishable from any other lingering
3) pull for each hour she is “off duty” and not
spirit. Like all the other Haunted, they have
guarding whatever it is that she needs to
the choice to bond their soul to a still breathing
guard.
mortal and have one more go at glory, albeit not
5 The Guardian must spend an extra stone their own. Einherjar approach mortals on their
from her pouch any time she initiates an death beds and offer them the chance to bond
action that has nothing to do with the focus with the ghost, making their two souls one and
of her guardianship. However, she does gain stave off death for another day. Once joined, the
a +1 on all Green pulls. mortal’s life is forever changed. The Einherjar
gains the ability to act in the mortal world, but
HAUNTED
in exchange, the path back to Valhalla is forever
Haunted began life as someone with a pow- barred to him, unless their new partner can earn
erful soul. A soul dedicated to a cause. They faced her place there as well.
the odds, stood in defiance of those who sought to
make them kneel. They rose to the occasion against Knacks: Two Minds
impossible odds, and for their efforts, they were Skills: Empathy, Pattern
slain. They linger still in the world of the living, not Purviews: Death, Frost, Passion, Sky, War
content to move on to the afterlife. The Haunted are Obligations: Normally the possessed has con-
disembodied spirits. They have difficulty interacting trol of their body, but when Fate has its way, the
with the mortal world but tend to do so by bonding spirits of the dead walk again.
with a mortal. In doing so, they grant their hosts a
chance at succeeding where the spirit failed. 1 The Haunted takes a −1 on all Green pulls.
Their host body is still at its core merely
Role: Haunted tend to take on a militaristic
mortal.
role in supernatural society. Most of their kind are
accomplished warriors of the distant past who drift 3 The Haunted is especially susceptible to
around supernatural communities searching for a beings with the Death Purview. Any being
cause worthy of their afterlife. Their hosts, on the with the Death Purview gains +1 against the
other hand, are not necessarily soldiers, nor are they Haunted on all challenges
necessarily willing.
5 The Haunted must make a Pattern pull
Keep in Mind: You’re two minds trapped in a (Difficulty 3) whenever they’re rendered un-
single body. Feel free to argue with yourself or conscious. If they fail, the Haunted is in full
even roleplay out a one-sided argument. Using control of the body when the possessed host
“We” as a pronoun is an excellent way to distin- wakes. Storyguides should feel free to assign
guish yourself. You are a paradox, alive and dead, new priorities to the spirit.
ancient and young.
HELPERS
Example: Einherjar The Helpers are without question the most
The Æsir honor strength of arms and a willing- populous group of Scions. Every culture has some
ness to sacrifice oneself for their people. When version of those who help, whether it be the tiny
the mortal saints of the Æsir fall in battle, they house Gods of the Kami and the Theoi, the brownies
are not forgotten by the Gods. A Valkyrie is of the Tuatha or the ancestor spirits of the Òrìshà.
dispatched to retrieve the soul of a fallen saint They, for the most part, do precisely what their
before it’s dragged to Hel or hurried off to one name implies: help. This type of help can range from
of the countless afterlives. The Valkyrie ushers advice and protection to tasks like house cleaning or
them to the halls of Valhalla where they can shoemaking. Unlike many of the other Scion catego-
war and feast till their heart’s content. They ries, there is little that ties Helpers together besides
train day in and day out for the end of days,
paths 35
protecting Scions and their chosen communities 1 Hunters focused on their quarries take a
from things that go bump in the night. −1 to all Blue pulls not against someone or
Role: Hunters are skilled trackers, rangers, something they’re actively hunting.
and survivalists who seek out and eliminate threats 3 Hunters must make a Pattern (Difficulty 3)
to their communities. They are the first (and often pull for each hour she’s not actively seeking
last) line of defense against external threats, such out or dealing with threats to their commu-
as monstrous beasts shaped by magic or forgotten nity. This need not be violent but must be
creations of the Gods left to wander the world. working toward reducing danger.
Hunters may even find themselves tracking down
other Scions when they become a threat. Some take 5 Hunters worry about the safety of their com-
a more sinister path, actively culling the weak from munities from outsiders. They must make a
the community or seeking out transgressors for Pattern (Difficulty 3) pull whenever they in-
punishment. teract with a person for the first time. Failure
means they attack the outsider or newcomer.
Keep in Mind: While you might be very pas-
They gain a +1 to all Red pulls against those
sionate about the fate of the human community
whom they’ve not previously met.
you watch, you aren’t particularly concerned with
humanity as a whole. Whether you live with your LEARNED
own kind or a mix of Scions, you have more broth- Myth and lore is replete with stories of creatures
erhood with your local elementals than you do other with access to knowledge of ages past. Whether it’s
Hunters outside your territory. Your purview could because of natural longevity, a connection to a sort
be a small county of rural farmsteads or a long coast- of informational web, or just because they are from
line of fishing communities you visit throughout the a race of storytellers, Learned are bound together by
year. Either way, you’re not that interested in what’s their access to the universe’s secrets.
outside of your borders. Until it wants to come in,
Role: Learned are sought after members of any
that is.
community. They make fantastic advisors, and most
Example: Oh-doh-was of them make their living providing help and in-
formation to others in their community or visitors.
Oh-doh-was guard the outskirts of human
Some take a direct hand in managing a Font, but
societies, the final barrier between civilization
they’re generally bad at giving orders or setting laws
and the wild. While they traditionally prefer
due to their overly contemplative nature. Those of
agrarian settlements, modern Oh-do-wahs occu-
the Learned who work with normal humans almost
py many rural and suburban communities. They
always do so through a proxy.
guard those communities against veiled threats
and often oppose supernatural influences look- Keep in mind: You are authoritative and
ing to gain a foothold among “their” humans. prescient. You know secrets that can crumble the
greatest empires. However, you don’t give away your
Oh-doh-was don’t often speak to their charges. knowledge for free. You know well the value of your
When human communities are receptive to their words and you’re not against making others work to
influence, Oh-doh-was may send local beasts gain your favor.
to convey warnings or omens. Humans who
make appropriate offerings of food or gifts may Example: Sphinx
receive help from the Oh-doh-was in the form of Every Sphinx from the youngest to the eldest
protection on a journey, healing from illness, or is trusted with access to a cultural memory
even destruction of an enemy, if the Little People with information spanning back generations.
find their request worthy. Sphinxes with their large lionesque bodies and
Knacks: Tracking massive feathery wings strike an impressive
form. In the legends, they’re said to consume
Skills: Pattern, Survival
those who fail to answer their questions cor-
Purviews: Beast, Chaos, Epic Dexterity, Sun, rectly, but the modern Sphinx would say that’s
Wilds just bad publicity. The Sphinxes claim they
Obligations: Hunters becoming increasingly once served as direct advisors to the pharaohs
obsessed with hunting threats as they become more of Egypt and were sought far and wide by the
Fatebound. kings of Ancient Greece and Rome. However,
being advisors wasn’t enough for them. In their
paths 37
Role: The Rulers excel at organization and from beneath their barrows and send them into
management. Many Rulers oversee their communi- the World. They also see to it that those mortals
ty. Communities run by Rulers are typically the most who are properly respectful are rewarded. Any
functional. Even when they’re not the leaders, they individual of the Encantados is likely to be
often insert themselves into positions of authority thoughtful, reserved and concerned with the
just beneath the mayor or ruling governor. Most overall well-being of the people surrounding
of the more human-looking Rulers take an interest them.
in local human governance as well. Many of them
The Encantados are mostly concerned with
make their way into CEO positions and local office.
works for the public good and making sure
A ruler occasionally separates from the government
people are recognized when they succeed. They
entirely and opens their own business of some kind.
pay close attention to who does things and who
Keep in mind: Someone needs to make sure merely says they will do things. They’re quick
everyone is doing what they say they are. Someone to out the braggart and even quicker to praise
must separate the wheat from the chaff and you are the diligent. What few notice is that they end
the one who knows the difference. What’s worse is up being the ones who decide which behaviors
that some people are just wasting their time not do- are praised and which are punished. A careful
ing anything; they’d be happier if they were working control of reward and punishment can bind
toward something, even if it is just for the learning more tightly than any law or chain.
experience. You’re sure you can find something for
them to do, and everyone that puts in a hard day’s Knacks: Hail the Sovereign
work deserves a full day’s pay. Skills: Pattern, Persuasion
paths 39
Example: Dwarves 1 The Toiler sees every problem as one that
can be solved through crafting. They take a
Dwarves are defined by the labor, take pride in
−1 on any pull for which they don’t possess
the labor, live by their labor, and die by their
equipment.
labor. In the past Dwarves were renowned far
and wide for their weapon crafting abilities. The 3 It becomes impossible to shake a Toiler from
Dwarves of myth and legend were metal work- their work. They must make a Pattern pull
ers of unmatchable skill and professionalism. (Difficulty 4) to stop crafting or repairing
They were who the Gods turned to when they something midway.
required blades with the power to slay Titans, 5 At the start of each scene, the Toiler must
and they served with great honor. make a Pattern pull (Difficulty 4) if they fail,
The modern Dwarf still takes pride in his they take a −1 on all non-craft actions (also
work, but nowadays there are as many includes repairs and cleanup).
Dwarven programmers and mechanics as
TRICKSTERS
there are blacksmiths and architects. Dwarven
culture revolves around work. They form into Tricksters are creatures who delight in fooling
guilds and often speak of the superiority of or confusing others. The noblest of them believe
their chosen craft over the chosen crafts of they exist to show the mighty their faults and to be
their brethren. Some Dwarves even prefer odd champions of the common folk. The worst delight in
crafts such as plumbing or topiary as a way the suffering their mischief causes. Regardless of in-
of distinguishing themselves among their kin, tent, their methodology is chaos, and there is bound
but no matter the work, their commitment to to be mayhem whenever one appears.
excellence remains. Role: Every community seems to have one or
two Tricksters around just waiting for a terrible
Knacks: Masterwork
despot they can bring to his knees. They want to
Skills: Craft, Pattern bring humility to others, but doing so is hard when
Purviews: Fire, Forge, Fertility, Order, Prosperity everyone knows what you are, so many Tricksters
Obligations: The Toilers become monomani- hide in plain sight, adopting other roles. Tricksters
acal in their pursuits, as Fate increases its hold on may spend weeks, month, or even years pretending
them. to be someone they are not to work a long con. There
are even stories of the Trickster blending in so well
they forget themselves. When they are public about
The Kitsune are the mischievous trickster fox • Æsir, the Norse Gods
spirits of the Kami. They delight in taking what
• Devá, the Gods of South Asia
doesn’t belong to them, doubly so if they can
travel to new locales while doing so. Kitsune live • Kami, the Japanese Gods
for the finer things in life, and they get them the • Manitou, the Algonquian Pantheon
only way they know how; lies. Everything about
• Netjer, the Egyptian Pantheon
them is a lie from their perfect smiles to their
picturesque bodies. Behind the beautiful smile of • Òrìshà, the Yorùbá Pantheon
the Kitsune’s countenance is a grinning fox. The
• Shén, the Chinese Pantheon
fox folk’s mastery of illusion is legendary. The
Kitsune gain tails as they age and with each tail • Teōtl, the Aztec Gods
comes knowledge over newer, stronger illusions. • Theoi, the Greco-Roman Pantheon
Despite their love of tricks and half-truth there • Tuatha Dé Danann, the Irish Gods
is one thing the Kitsune take deadly seriously,
and that never letting a debt go unpaid. There
are countless stories of someone saving the life GODLY POWERS
of a Kitsune without realizing it and them end-
ing up with a friend for life. In general, though,
they don’t like to pay for things with money,
T here are two types of powers in Scion: Knacks and
Boons. Knacks are abilities that represent superior
training, skills and assets. Sometimes Knacks are
preferring to repay others with elements of real supernatural in nature but can also often be explained
value: love, protection, friendship, enlighten- away to onlookers as someone being extremely lucky or
ment. Their immortality makes it hard for them talented. Boons, on the other hand, are magical abilities
to understand humanity, but they fake it with that draw on a mystical connection between the user and
the best of them. the laws of the universe. Boons can only be purchased
Knacks: Dress for Success by characters with access to a specific Purview as part of
their supernatural Path or who possess a Relic granting
Skills: Pattern, Subterfuge
them access to the Purview.
Purviews: Beast, Darkness, Deception,
Fortune, Moon KNACKS
Obligations: As Tricksters become more Knacks draw on the character’s innate physical,
Fatebound, they begin to lose track of such silly little social, and mental Attributes to allow them to per-
things as truth and reality. form incredible feats. In order to purchase a Knack,
1 The Trickster finds the direct approach ex- a character must be on a Path that allows said Knack.
tremely dull. She takes a −1 on all offensive At character creation a character may choose
Red Skill pulls. one Knack and one Boon per rules above.
• Divine Fortitude: The Scion gains an ad- • Shake it off (Competitor): The Competitor
ditional Health level for each point of the can shake off any Condition with a remove
Survival Skill they possess. Passive. action in combat. Passive.
godly powers 43
• Forging Mythology: The Scion has exalted BEAUTY
skill. They may create Relics (p. 52). Passive. For Scions graced with beauty, there are no
• Ink and Soul: As a long action, the Scion eyes that do not view them as perfect in appearance.
may remove a stone and create a drawing or They are beyond reproach and their mere look can
painting of an object no larger than 8.5 by send mortals into fits of envy, lust, or fear.
11 inches. They may then reach into their • Draw Back the Mask: The Scion may reveal a
painting and pull out a standard item of the target’s inner self. Rummage Black. The target
type drawn. The item has no health levels must tell the Scion something they either hate
and explodes in a shower of ink should it take or love about themselves. If they can’t think
damage. When the moon next rises, the item of anything, then they must give a stone to the
similarly dissipates. This power can be used wielder of this power. A character may only be
with any type of art. Active. targeted by this power once per scene. Active.
BEAST • The Muse: By posing and displaying their
While most Purviews are representative of hu- beauty, the Scion can inspire greatness in
manity’s relationship with the world, the Gods are others. After posing, they may choose a per-
not just the Gods of humanity. For as long as there son who saw him and gain a +1 on their next
have been animals, the Gods have listened to their pull. The muse may do this once per scene
prayers and worn their skin as surely as human- for free but must rummage Black for each
kind’s. Scions with this Purview walk in both worlds sequential time. Active.
and can take on the forms and abilities of their fury
allies.
CHAOS
The Purview of Chaos is mercurial and flowing,
• Aja’s Trick: The Scion takes on the shape of like its namesake. From altering probability to unleash-
an animal. While none of their Skills change, ing the unbridled fury at the heart of creation, Chaos is
the Storyguide may rule that she may not the Purview of the strange, violent, and anarchic.
make a pull (only taking her base total) for
anything the animal form is not equipped to • Liar’s Dice: Whenever a supernatural power
do. Active. is being used to uncover information about
the Scion’s mental state, Fate, or creature
• Leader of the Pack: The Scion can speak type, or whether or not he is lying, he may
to animals and understand their speech as rummage Black and lie. Active.
though it was their native language. Passive.
godly powers 45
power that makes mountains quake and cities shake. FORGE
Theirs is the power that makes Gods move. One of the things that defines humanity is the
• Hold the Door: The Scion is capable of feats ability to make and use tools. This Purview man-
far beyond themself in times of great need. ifests and frees designs from the limits of earthly
A Scion may empty their mythic pouch to material.
push, pull, or hold an item of massive size or • Moonlight Forge: Allows the Scion to craft
gargantuan weight. This extra strength often Relics. See the Relic section. Active.
lasts just long enough for their companions
to get away or for them to accomplish their • Reclaim from Ruin: The Scion is able to
immediate goal, but fades quickly after leav- reconstruct destroyed or broken items. They
ing the Scion exhausted. Passive. may remove a stone to instantly repair any
object smaller than a fist. Larger items may
• Imprint: The Scion may use their incredible take longer at the Storyguide’s discretion.
strength to climb vertical surfaces without a Active.
pull. Passive.
FORTUNE
FERTILITY
Any card shark, Pai Gow player, or loot box
The blessing of life is one of the most sacred buyer can describe the rush that comes with bet-
and powerful Purviews. Those touched by its power ting it all and living right on the brink. The Fortune
have overseen the rise and fall of civilizations. While Purview is the proverbial card up the Scion’s sleeve,
order or wealth may make laws, agriculture fuels the giving them just the edge they need to make sure the
population who create the civilization. odds are always in their favor.
• Tending the Oak: Rummage Green. The Scion • 7-4 Off Suit: The Scion can force bad luck on
may grow a plant from a seed into an adult another character in the scene. By removing
member of its species. This does not work on a stone at random they may force another
any form of naturally sentient plant. Active. character to discard a stone at random. This
• Voice of Xochipilli: Rummage Green. For a power can never make a target lose their last
scene the Scion is able to talk to the plants stone. Active.
in the local environment. While often not • Nine Lives: The Scion of Fortune can survive
too bright (older and more magical plants impossible odds. When struck by a blow that
excepted) they’re able to tell the Scion what would render them unconscious, the Scion
they’ve witnessed. The Scion gains a clue if can remove two stones to negate the blow.
the information is relevant. Active. Reactive.
FIRE FROST
One of the most ancient of humanity’s objects The cold heart of winter is a perilous concern
of veneration was fire. Perhaps it is the greatest of to many. The chill of frost claims lives every year.
our discoveries. But beware, the hearth that warms Scions with this Purview embrace the cold and
can easily become a brand that burns. make it their own.
• Give Way to Anger: With but a touch the Scion • Chilled: Shooting a slick of ice, the Scion
can remove the lingering effects of any unnat- may make a Firearms attack against a target.
ural social, mental or magical attack. However, If successful, the target trips and becomes
as a side effect the touched character immedi- prone. Active.
ately seeks out and verbally attacks the person
they’re most angry with in the scene. Requires • Glacial Pace: The Scion may slide across the
touch and a successful magical attack pull if the ground on sheets of ice. They move one step
target is unwilling. The effect ends once they faster per round and any target they move
have insulted the target. Passive. past must make an Athletics pull (Difficulty
2) or suffer a −1 step penalty for the round.
• Ignite the Flame: Scion may make a ranged Active.
pull against any target. If successful, the tar-
get gains the Burning Condition. This power HEALTH
can also be used to set the environment Whether known as a chirurgeon, leech,
aflame. Active. medicine man, or sawbones, the healer has been
godly powers 47
PROSPERITY SUN
Money is power in the modern age and the Since the dawn of time, the sun has been a great
Scions of Prosperity know this. Wealth is their center of human worship. It invigorates, cleanses,
weapon and they wield their credit card as Scions of and calls forth power to smite the unworthy.
War wield a sword.
• Penetrating Glare: The Scion adds +1 to all
• Another round?: The Scion with this power Alertness pulls. Passive.
can get more out of their friends than most.
• Solar Spear: The Scion may create and then
By removing a stone, the Scion may call on
throw a beam of pure solar energy at any
a Connection he has already called on once
target they can see. Remove, and then make
that session. Active.
a Firearms attack pull. The stone is removed
• Purchased Power: The Scion may remove to whether or not the attack hits. This attack
have a single badge, ID, or other kind of certifi- deals 1 damage and inflicts the Blinded
cation. It holds up to close inspection but lacks Condition on a target. Active.
any kind of microchip, so it will not pass through WAR
a scanner or computerized check. Active.
In ages past, conflict was an inevitable part of
SKY every Scion’s life. Today, many people say we’ve sur-
Since the dawn of time, humans have wistfully passed the need for violence, asking “War, what is
looked up to the sky wishing to master its glory. it good for?” Scions who master this Purview know
Much of human technology has resolved around the answer is, “Everything.”
this desire. The Hero who masters the Sky Purview
• Echoes of the Aegis: The Scion may use an
gets to make good on the desires of their ancestors
active defense against the first Close Combat
and take to the sky on divine wings.
or Firearms attack against them each combat,
• Flight: Rummage Green. The Scion may take without spending an action to defend. Passive.
their movement entirely through the air,
• Faithful Blade: Rummage Red. The Scion
avoiding any obstacles in the way. In addi-
may take an action to summon any Fatebound
tion, they may take a number of extra steps
weapon to their hand. Active.
equal to their Athletics. Active.
WATER
• Sarumma’s Deflection: Remove. When any-
The call of the sea and the power of rivers are
one makes a Firearms attack within the view
not to be overlooked. As water becomes a valuable
of a Scion with this power, the Scion may
resource for energy, along with its permanent worth
make a Firearms Skill check in response. If
as a source of nourishment, the Purview of Water
successful, the attack is cancelled. Reactive.
remains important to all living beings.
STARS
• Give Water, Give Hope: The Scion may rum-
The Purview of Stars is entrenched in the
mage White to create a gallon of fresh drink-
search for answers, navigation, and wishful think-
ing water anywhere in their field of vision.
ing. The stars guide and crystalize hopes into action.
Anyone soaked by the water may remove one
• Consultation with the Stars: Rummage Condition. If they want to affect a specific
White. The Scion focuses solely on the sub- character with the water, they must make a
ject in front of them and blocks out all dis- Medicine pull. Active.
tractions. They may add one to all Blue pulls
• Sink Hopes: Make a mental attack against a
for the scene, though they may not commu-
target. If successful, they have all the emo-
nicate with any other characters until they
tional reactions as though they are drown-
take an action to end this power. Active.
ing, inflicting the Afraid, or Exhausted
• Guiding Star: Rummage White. The Scion Condition on the victim. If a target is already
will find the path to any place or person they Afraid and Exhausted, this Boon may inflict
name when they activate this power. This the Terrified Condition. Active.
does not mean that getting there will be easy, WILD
merely that they have the path. Alternatively,
The wild has and forever will be the place for
a Scion may use this power to cause another
those who dwell in beyond the walls of humanity,
character to know how to get to them. Active.
godly powers 49
wear in certain neighborhoods, and even the
SKILLS social rituals of mystical cultures from around
the World. Culture is the social defense skill.
W henever your character performs an action,
they’re likely using some type of Skill.
Characters are asked to make a Skill pull when failure
• Defense (Red): Defense is the defensive skill
for Red type actions. If a character is targeted
is possible and interesting. Each Skill is grouped into by a Red action, they counter with Defense.
a theme by color:
• Empathy (Black): Empathy provides you
• Red for combat with information about how a person feels
about a topic. Empathy won’t tell you a per-
• Blue for thinking
son’s secret, but it tells you they’re hiding
• Black for socializing something. Even if two parties do not share
• Green for athletics a common language, they can use empathy
to understand each other’s emotional state.
• White for magic Empathy covers understanding, feeling,
During character creation, a character gets and gauging.
7 points to spend on Skills. No Skill may be higher • Firearms (Red): Firearms covers all attacks
than 2 at character creation. The Skill maximum for that target a character at range. It covers
Scions is 3. shooting, sniping, firing, and launching.
Here are the Skills available.
• Integrity (Blue): Integrity is the mental
• Academics (Blue): The humanities and defensive skill used to avoid being affected
the softer sciences, history, classics, liter- by mental attacks including sensory and su-
ature, sociology. Academics can be used to pernatural assaults, via a collection of focus
determine the author of a work, identify a tricks, coping strategies, and personal will.
language, or find some legends of entities no
• Medicine (Blue): Medicine is used to treat
longer actively worshiped. It’s also used to
the Conditions of others and understand
solve puzzles. Academics covers thinking,
biology, anatomy, physiology, first aid, and
solving, and knowing.
poisons. In general, Medicine is used to heal
• Alertness (Green): Alertness is a measure or poison others. It covers diagnosing, heal-
of your ability to sense and react to your ing, curing, and poisoning.
environment and to notice things that others
• Occult (White): The Occult Skill informs
might miss. It covers noticing, seeking, and
you of the associations and connections be-
finding.
tween folk beliefs, and rumors. It can be used
• Athletics (Green): Your degree of Skill in to get information about types of supernat-
Athletics determines your mastery of your ural beings, powers, and other phenomena.
physical form. It’s a measure of how pre- Occult is also used for many Boons.
cise you can make your movements, your
• Pattern (White): Pattern is the magic de-
strength, and your balance. Athletics can also
fense skill. It’s a determination of how sturdy
be used to move unnoticed through an area,
your soul is and how well you and resist the
(see the Hide action). It covers running,
pull of Fate
jumping, climbing, and sneaking.
• Persuasion (Black): Persuasion is used to
• Close Combat (Red): Covers all physical
sway the minds of others and get your point
challenges that target another being within the
across. Persuasion is the Skill that kings
sweep of one’s arm or melee weapon. It covers,
use to sway the hearts of their people and
slashing, stabbing, punching, and kicking.
what lawyers use to get their way in court.
• Craft (Blue): Craft covers the creation of Persuasion covers talking, convincing, se-
new objects and the maintenance of old ones. ducing, and intimidating.
Craft covers fixing, making, devising, and
• Pilot (Green): Pilot is used to make some a
drawing.
vehicle get where you wish it to go. It can
• Culture (Black): Culture informs your also be used to keep a vehicle moving safely
knowledge of what hand to use to eat, what through difficult or hazardous situations,
phrases are innuendos, what colors not to
fatebindings | equipment 51
list, must be appropriate to the equipment, and are • A Relic must be Fatebound to a character be-
subject to Storyguide discretion. Equipment breaks fore it provides any advantage to a character.
if it takes a level of damage. Equipment on a person A Relic can be created with a Craft pull and a
is as difficult to hit as the person is. Unattended Boon that allows for the crafting of a Relic. Scions
equipment has a difficulty of 1 to hit. can only create tier one Relics, Heroes tier two, etc.
A note on weapons: All attacks, including those The difficulty of the Craft pull can be found on the
made by weapons, have a base damage of 1. Relic table in this chapter. Additionally, for the Relic
A broken piece of equipment provides no to function as anything other than mundane equip-
advantages or disadvantages. Repairing broken ment it must be Fatebound; a process requiring med-
equipment requires a Craft pull one lower than the itating with the object or otherwise incorporating it
Difficulty that was required to create it. into the character’s story. (This should be thematic,
such as dipping a sword in blood or pouring your
ADVANTAGES heart and soul into the music.) All Relics are by de-
• Fast: +2 Initiative (can be taken twice). fault unbreakable unless they have the disadvantage
of fragile or shatter.
• Grappling: Item can grapple.
All Relics are of advanced quality. The difficulty
• Reliable: +1 to the connected Skill rating. to craft a Relic is 4+tier of the relic. In addition, the
crafter must have some sort of mythical material
• Speedy: Grants an extra step (can be taken
from which to forge the Relic, such as the horn of a
twice).
dragon, mithril from the mines of the moon, ambro-
• Tough: Item requires two levels of damage sia from the tables of Olympus, etc. The Storyguide
to break. is the final arbiter on what can and can’t be turned
into a Relic.
DISADVANTAGES • Free Advantages: The number of additional
• Fragile: Item breaks if attacked. advantages that can be added to the item
• Heavy: Reduces steps taken by one (can be without corresponding disadvantages.
taken twice). • Additional Purviews: The number of addi-
• Shatter: Item breaks if successfully used. tional Purviews the Relic grants its wielder.
(Must take fragile first.) • Fate: The number of Fatebindings the Relic
• Slow: −2 initiative. takes up.
• Unreliable: Item only works on a successful • Bonus: The bonus the Relic applies to ac-
White pull (Difficulty 3). tions appropriate to its type (a spear applied
to striking someone, a mask to disguise, etc.).
• Unsightly: Item provides a −1 to all Skill pulls Does not affect levels of damage inflicted in
of a color determined at creation. the case of a weapon.
RELICS • Overload: The amount of damage taken each
Central to the World are Relics. Whether they’re turn by someone wielding the Relic if they
items the Gods infused with power, or the result of are not the same tier as the Relic or higher.
the World’s natural power accretions, Relics are a Note that this always applies to mortals, who
fantastic form of equipment. The most common are below the Scion tier.
Relics of myth are created by Scions. Systematically,
RELIC ADVANTAGES
Relics work like mundane equipment, except:
• Extra Purview: The Relic grants an addi-
• There’s a larger list of Advantages and
tional Purview to its wielder above what it
Disadvantages one can place on a Relic.
should according to tier.
• A Relic, like a character, possesses a tier rat-
• Mighty: The Relic inflicts an additional level
ing, which affects how powerful it is.
of damage. Can be taken once per tier.
• A Relic grants its wielder access to additional
• Pocket Sized: The relic can always be shrunk
Purviews.
down or otherwise disguised such that it can
• Relics provide characters a bonus on the Skill be totally concealed with an action.
that correlates to their primary function.
• Appeased: There is something that the • Fantastic roleplay on behalf of a single char-
wielder of the Relic must do on a regu- acter or group of characters (1 per session).
lar basis in order to assure its continuing This should be used to reward everybody
functionality. when someone makes character-based deci-
sions, especially when that decision put their
• Clingy: The Relic automatically Fatebinds character’s life in danger.
itself to anyone who touches it.
Once a character has 5 experience, they may
• Comes with Baggage: Subject to the immediately purchase a single character trait al-
Storyguide’s permission, the Relic causes the lowed on their Paths (a Skill, a Knack, a Boon, etc.)
character to develop enemies, be forced onto
a never-ending quest, or some other relent- CHANGING PATHS
less complication on the wielder’s life. Between games and with Storyguide approval,
• Pantheon Bound: This Relic only confers its a character may swap one of their current Paths for
benefits, numerical and otherwise, on per- another one for which they qualify. The character
sons from a specific pantheon. immediately loses access to all the Boons, Knacks,
etc. that are not offered on the new Path. In ex-
• Stronger Fate: The Relic counts as one tier change, the charatcer gains a number of experience
higher for purposes of Fatebinding. equal to the number just lost, that must be imme-
diately spent on Knacks, Boons, etc. for which the
character does qualify. The only thing a character
retains from their previous Path are the Skill points.
A character can exchange a Path of any type for
a Path of any other type. However, if a character has
no Supernatural Path, they are no longer a Scion. If
a character loses their Heroic Path (see Scion: Hero
Live-Action), then they are no longer a Hero.
advancement 53
F ate is an ephemeral but puissant thing. A force that
guides and manipulates the lives of all who walk in
the World. Hard to grasp and even harder to control or
from the heavens and holds the building up, in
full view of the crowd surrounding the building.
It even gets filmed and uploaded to YouTube.
guide, Fate forces allies together, it drives lovers apart, Instead of just one child becoming Fatebound,
and it ensures that no rivalry goes untested. In our world, every witness becomes bound to the God. So
outside the realm of Scion, many a story goes unfinished. inspired by her actions and what they can find
Long-standing rivals fail to resolve their feud before one out about her on Wikipedia, her new followers
is killed, soulmates grow old and never see each other would do their best to see her will done in the
again, and long-held passions go unspoken. In the world world. If nurtured, they could become a useful
of Scion, Fatebinding ensures that stories have endings, tool, but that takes time, and many are the sto-
that two rivals do battle atop the highest mountain, that ries of cults formed around gods who start with
the royal always meets their true love or loves, and that the best of intentions but end up committing
hidden emotions never stay that way. atrocity after atrocity due to misunderstanding
divinity’s whims.
FATEBINDING Pre-Visitation Scions and Denizens are far
smaller beings than Gods and even smaller than
F atebinding is a complicated and arcane mechanism
omnipresent in the World. No God holds dominion
over it, though many claim to do so. Whenever a
Heroes. They aren’t so little that they’ll be quickly
swept up in the shockwave of deific forces, nor are
they so large that they create cults and religions
creature imbued with Ichor takes actions in the world,
with their very presence. They occupy a peculiar
it has a chance of Fatebinding other lesser beings to
space where they can bind humans to themselves
it. Player characters cannot be Fatebound to other
and resist the Fatebindings placed upon them by
player characters, though they can have previously
Heroes, to some degree.
been Fatebound in their character history.
There are two ways Fatebindings occur. The
Fatebinding makes a being relevant to the lives
first is voluntary. A character can willingly Fatebind
and stories of those to whom they’re tied. A being
a Relic or Connection between game sessions. They
with a grand Fate such as a God, a Titan, a Scion, and
must have the ability to Fatebind the thing they
even a Denizen must be careful in how they treat
want to bind (possession of a Relic, knowing the
those beneath them, as the threads of Fate can and
contact in question, having enough free points of
will bind these smaller lives to become integral to
Fatebinding). All voluntary Fatebindings are at the
their story, whether they like it or not.
discretion of the Storyguide.
Example: A Scion rushes into a burning build- The second type of Fatebinding is involuntary.
ing and uses his tremendous strength to hold At the end of any scene where a Scion uses a super-
up the ceiling long enough for all the civilians natural power in front of a mortal or does something
to evacuate. On the way out, a little girl looks exceedingly heroic that affects a person or Relic,
back and sees him doing it. From that moment there’s a chance the Scion will Fatebind one of the
on, the little girl will be obsessed with the Scion people or objects in the scene, thus tying them to
and go out of her way to search for him. She’ll each other. Have the player make a Pattern pull
want nothing more than to become that Scion’s (Difficulty 3, 5, 7, or 10 — see below); if they succeed,
sidekick, student, or adoring fan. The Scion can, they can choose whether to become Fatebound to a
of course, try to separate himself from the child person or Relic in the scene. If they fail, they have no
and create distance, but it’s more likely that the choice in the matter. The Storyguide should set the
relationship will change rather than end. If he Difficulty of the pull based on how dramatic / trau-
ignores the child, they may grow up to be a fire- matic the scene was for the mortal / item and Scion.
fighter, inspired by the Scion. If the Scion trains 3 represents a notable but not life-altering interac-
the child, they may become an apprentice. Or, if tion, like the Scion pushing a mortal out of the way
he mocks or mistreats the child, she may grow of a car, or interacting with a potent mystical item,
up to resent him, her adoration twisting into while 7 represents the Scion murdering a parent or
bitter dejection, creating a villain who’ll make bathing a Relic in their own blood.
the Scion pay for his arrogance.
There’s no easy way to remove a Fatebound
person from a character sheet once it’s on there.
Another Example: The same building is on Relics, however, can often, but not always be de-at-
fire, but instead of a Scion, a God reaches down tuned easily.
Fatebinding 55
FATEBINDINGS TABLE Connections can always be invoked per the fol-
lowing chart once per game session. They can also
TIER MAXIMUM FATEBINDINGS be invoked to perform longer term tasks between
Scion 5 game actions at Storyguide discretion. Example: A
Heroic 6 connection of the law enforcement archetype could
review evidence on a closed case; A fiscal archetype
Demigod 7
could negotiate buying a house.
Divine 8 Relationship: The Relationship defines how
Primordial 9 the Connection and the Scion interact with each
other. Not all these relationships are positive, but
TYPES OF FATEBINDINGS all relationships have a positive benefit for the Scion
There are two types of Fatebinding: Relics and when invoked.
Connections.
• Relics are the mythical tools of Scions, im- OBLIGATIONS
bued with the divine essence of a God. A
Scion must Fatebind a Relic before they can
use its capabilities. Starting Relics must be of
A s a character becomes more Fatebound, the World
gains a stronger belief of who they are. As the
World reaches consensus, the heroic legend comes to
the Scion tier. For more on Relics, see p. 52. define them. As Scions become more Fatebound, they
• Connections represent a Scion’s mortal become more and more like the creatures of myth and
friends, family, and contacts. Connections legend from which they hail. When a Scion hits 1, 3
have some amount of influence in the human and 5 points of Fatebinding, they suffer an obligation.
world that they can use on the Scion’s behalf. Example: The world believes all Oni are mur-
derous. Raidou the Oni doesn’t necessarily have
CONNECTIONS to be a bloodthirsty killer, but if he acquires too
many Fatebindings he may find himself lashing
Storytelling Fate 59
60 CHAPTER FIVE: STORYGUIDING
I n this chapter, we give you advice on how to
Storyguide a game of Scion: Origin Live-Action.
extended play session. However, a great deal of at-
tention must be paid to the policing of one’s site and
to the behavior of one’s players, for your team to be
RUNNING SCION invited back.
LIVE-ACTION RESPONSIBILITIES
AND ROLES
T he primary things you’re going to need to run a
Scion Live-Action are a place to play, some stones
for checks, and some means for people to carry those
Depending on the size of your game, you
may not have the luxury of separating staff, or
Storyguides, from players. If you do not, here is
stones. If you have more than ten players, you’re also
a simple list of the responsibilities that someone
going to want some people to help you run the game.
should undertake before the game begins.
LENGTH OF PLAY • Someone should be coordinating the site.
The first important part of picking a place is • Someone should have the contact informa-
picking a length of time. There are broadly speaking tion for every other player in the game.
three lengths of play.
• Someone should be well versed in the rules
One-Shot: This is a single session of between
of the game.
two to six hours of continuous play, after which
there’s no expected continuity of character or • Someone should be well-versed in the conti-
setting. This kind of play is suggested if you’re just nuity of your game.
starting out with a game. • Someone should be the final arbiter of any
Extended: This is a single session or a set of two conflicts that may arise during your game.
or three sessions that all happen over a set period
A single person does not need to be the final
of time (such as at a convention or over a weekend)
arbiter of all decisions. For example, one person can
where gameplay is halted for some time to provide
oversee settling disputes that arise “in character”
opportunity for sleeping, eating etc. Continuity is
and another for conflicts that arise with your site.
preserved over the course of the game.
However, for every single situation, someone must
Series: This can be a miniseries possessing a be responsible and have the final word on what is to
definite preset ending time or an ongoing series with be done. If there are multiple such people for differ-
no definite ending in mind. Series play consists of a ing areas of your game there must also be a person
number of one-shots or extended sessions dispersed who settles disagreements between the people in
over a long period of time, say once a month, once a charge of settling disagreements.
year etc, during which continuity is preserved.
In almost all cases it’s more important that a
Different venues lend themselves to different decision be made than a decision being made cor-
lengths of play. The sort of place that supports a rectly. It’s far easier to recover from a bad decision
one-shot game can be quite spartan as people only than it is to recover from indecision or a delayed de-
need to use it temporarily. A single room in a con- cision. If somebody’s character is unfairly killed by
vention, a person’s apartment, or even a public park a bad rules call, it’s easier to later have them resur-
can be fine, so long as permissions are obtained and rected by the Gods than it is to determine the exact
the location is safe. mathematics of who did what to whom. One person
Weekend play offers logistical challenges. should be the final arbiter. It’s best if they’re good
There needs to be an out of character area for people at their job and make the right decision, but what’s
to rest, there need to be bathroom facilities available, most important is that the decision be made. In a
and access to refreshments. Time and facilities for long-running game, everyone will have unfair calls
food are a necessity. If at all possible, there needs to made for and against them, and everyone will also
be an out of character area and privacy provided so have perfectly fair calls made for and against them.
that players can change their clothing for costumes. These final arbiters must be seen as impartial,
The staffing commitment for “marathon” play is and so in large games there needs to be a person or
considerable, as Storyguides will need to rotate time persons devoted to arbitration and logistics. These
on and time off to prevent burnout and exhaustion. people are called the Storyguides. The roughly ideal
A series of one-shots often requires a lesser situation for the Scion Live-Action system is ap-
commitment of resources per event, than a single proximately one staffer for every six to ten players.
heroic paths 73
THE ÆSIR OF
ÁSGARÐ AND MIÐGARÐ
rules over all the Norse Gods. Purviews:
OVERVIEW Artistry, Death, Deception, Epic Stamina,
The Æsir of today include the original Æsir Fortune, Journey, War
and the Vanir. The two tribes of Gods fought un-
• Thor, God of thunder, rain, and crops.
til sick with bloodshed, they realized they were
Purviews: Epic Stamina, Epic Strength,
evenly matched and neither side would ever truly
Fertility, Sky
prevail. Their people were Germanic warriors
and Norse Vikings whose influence impacted • Frigg, Goddess of marriage and destiny.
locations across the known world or Midgard. Purviews: Beast, Fortune, Order, Wild
Midgard is but one of nine worlds including
• Hel, Goddess of the realm of the dead.
Asgard, the realm of the Æsir, and Yggdrasil the
Purviews: Death, Forge, Frost, Health,
tree that connects them. All children of the Æsir
Passion
are warriors in their own way, whether on the
battlefield, as protestors against oppression, or • Baldr, God of love, beauty, and peace.
as poets and performers waging wars with words. Purviews: Beauty, Epic Stamina, Health,
Passion, Sun
PRINCIPAL MEMBERS • Heimdall, God of perception. Purviews:
• Odin, God of wisdom, the dead, and mag- Artistry, Beauty, Epic Stamina, Journey
ic: Also known as the All-Father, Odin
KAMI OF JAPAN 79
THE MANITOU
OF THE ANISHINAABEK
Although the Manitou have not separated from
OVERVIEW the World, they’re not always easily accessible. For
The Manitou encompass all divine beings of instance, Skyworld is in the World, but it’s above
the Anishinaabek, from primordial forces to Gods, to the clouds or possibly on the moon. Similarly, the
Titans, to nature spirits, to Chosen. This is also how Underworld lies under the surface World, but one
they see other pantheons — just different degrees of can get there through deep lakes and underwater
the same spirit energy. While they generally remain caves.
apart from day to day goings in the World, they’ve not
separated into different planes of existence, but exist PRINCIPAL MEMBERS
in a unity of spirit and unity with the World. All things
• Geezhigo-Quae, grandmother of us all.
are interconnected. Though they have an egalitarian
Purviews: Beast, Moon, Order, Sky, Stars
worldview the Anishinaabek do not get along. For
example, the Manitou of a mountain may regard the • Muzzu-Kumik-Quae, mother earth.
Manitou of the mountain’s strip-mining operation as Purviews: Beast, Earth, Fertility, Sky,
a being equal in age and worth, but they’re far from Water, Wild
friendly. Heroes of the Manitou tend to be respectful, • Winonah, the first woman. Purviews:
polite, and deeply stubborn, willing to stand their Epic Stamina, Fortune, Health, Passion,
ground against armies or kick down the gates of hell Prosperity
should they stand in the Scion’s path.
MAGIC
Magic as a Purview isn’t practiced by Heroes, Demigods, or Gods since they are
inherently part of Fate’s plan. Read more in, p. 49.
PANTHEON SPECIFIC
PURVIEWS
SIR
Cast the Runes: The Æsir may
perform a divination taking five minutes.
Remove a stone. The stone expended in this
way becomes the Runestone and goes into the
player’s pocket. At any point during the game,
when the Æsir would have to make a pull, they may
instead utilize the Runestone as though they’d
drawn and expended it. Afterward it is discarded
as normal. Active.
DEV
Eyes of Knowledge: The Devá possess • What Paths do they follow?
special knowledge about the workings of the divine.
By staring into a character’s soul and rummaging The target must answer truthfully. Active.
White, they may ask any of the following five ques- KAMI
tions about a supernatural creature. Appeasing the Kami: Everything has a spirit
• What do they intend to do? and the Kami can speak to them. The Kami may
rummage White to speak to the spirits of objects in
• How are they really feeling?
their environment. Most objects are not very bright
• What do they wish I’d do? or helpful and only have knowledge that pertains to
their purpose (a knife understands sharpness and
• How could I get them to do [a certain thing]?
Fatebindings 105
• Classy: The obligated can’t make a social
OBLIGATION LISTS challenge against anyone who has defeated
Storyguides should feel free to create more them in a social challenge.
Obligations or remove Obligations that don’t fit
• Codependent: The obligated player records
the tone and theme of their game from the list. All
the name of another player character on
Obligations must be approved by the Storyguide of
their sheet. Anytime the obligated Scion is in
any game.
a scene without that character present, they
• Adversarial: Choose a pantheon of which take a −2 on all Skill pulls.
the Scion is no longer a part. The Scion take
• Competitive: If the Scion sees someone fail a
a −2 on all non-Red pulls against members of
Skill pull, make a Pattern pull not to attempt
that pantheon.
the action. Pattern pull (Difficulty 5) to ig-
• Animal Lover: The Scion cannot attack nore. This doesn’t apply in combat.
animals without a Pattern pull (Difficulty
• Conspiracy Theorist: Once per session when
5) even magical animals or animals actively
this Scion turns in a clue to a Storyguide, the
trying to kill the Scion.
Storyguide is allowed to lie.
• Basic: −1 on White pulls that aren’t Pattern.
• Cover Band: The Scion gains another panthe-
• Calamity: The obliged cannot help but on Obligation from a pantheon not their own.
destroy. Anytime she performs a pull using
• Educator: If a target fails a specific Blue
a non-Relic item, she must make a Pattern
Skill (chosen when this Obligation is taken)
pull (Difficulty 5). If it fails, the object falls to
within the Scion’s line of sight, they must
pieces in her hands. If the Scion would like
make a Pattern pull (Difficulty 5) to restrain
the item to break, then this Obligation will
themselves from educating them on how it’s
not trigger.
supposed to be done.
• Champion: The character chooses a specific
• Extra: The obligated must make a pull of
group to champion. The player notes it on
some kind in every scene. If in a prolonged
their sheet and the character takes a −2 on
scene, such as at the Font, the Extra person
pulls to harm a specified group
must use a power or make a pull every hour.
If they fail to do so, they lose a stone.
Fatebindings 107
108 CHAPTER TWO: STORYGUIDING FOR HEROES
W ithin this chapter you’ll find advice for any for you to give them a story to help them evolve their
Storyguide seeking to run games of Scion: character into its next stage.
Hero Live-Action. Visitations should be roleplayed scenes in
which the character grapples with their nascent
THE BRONZE STONE divinity. Due to the nature of the scene, it may be
H eroes are a cut above, and because of that they veils and lines with the player prior to running the
innately have access to options beyond those of scene. The most important thing about a Visitation
mortals. While Scions are defined by their ability to scene is that the character comes out of it changed
band together (represented by their access to the aid in some way — as their sheet changes so too should
action), Heroes are defined by their ability to give up the character — whether as a reaffirmation of their
everything in the pursuit of their goals. This is shown goals or a shattering of their world view.
in their access to the sacrifice action in this chapter. This should be a climactic moment in which
In addition to the five colored stones a player se- they’re confronted with the truth of their heritage
lects for their bag at the start of each session, each Hero or at least the reality of meeting the divine in per-
character starts the game with an additional Bronze son. This should come after surmounting a great
stone. During a challenge, a Bronze stone counts as an challenge or engaging in deep soul searching, find-
on-color stone for that challenge. The Hero can also ing lost lore, or making their finest masterwork.
expend their bronze stone to automatically succeed The moment of Visitation itself, even an ascension
at the challenge, even against other expended stones rejected, should be worthy of a legend.
of common colors (Red, Blue, Green, White, Black).
Heroes are limited to one Bronze stone per game and ASCENDING A DENIZEN TO
do not receive a new one when refreshing at a Font. A MYTHIC DENIZEN
If a character is ever in a situation where they only
While Denizen ascension comes from con-
have their Bronze stone left in his bag, then they must
necting with their heritage just as a Scion ascension
expend it on the next challenge they initiate.
does, theirs does not come from meeting with a
SACRIFICE great and elder deity. The Denizen will always have
to complete a quest of some kind. Some quests are
Great deeds demand great sacrifice. Sacrifice is
violent, such as an Oni defeating another Demon
the unique mechanic of Heroes. Once a Hero pulls a
in single combat. Some are social, such as a Dwarf
stone, they may choose to take one Health level of
being raised to the rank of royalty through an elec-
damage to return that stone to their pouch and draw
tion. Others are mystical, like a Gargoyle seeking a
another. This ability may be used once per challenge.
ritual to transform him into something greater. The
quest assigned to a Denizen should always help
ASCENSION them achieve a greater understanding of the way
that their society works and give them a position of
AID
While Heroes are encouraged to help each other, they are not supernaturally good
at it, as Denizens are. Heroes may not use the aid action.
connections 113
of her local city, and Eliza, the Scion of Lugh, is from Hero to Hero, but the tone should be one of
aligned with the local logging industry, then the two exploration, expression, and change. Whether the
factions may come into conflict and in doing so they Heroes express themselves upon the World as inno-
may ask the Hero they know to intervene on their vators, protectors, conquerors or villains, here’s the
behalf. This is a great way for Storyguides to create moment where they can make an impact in a single
conflict and turmoil among the player characters fateful night instead of the glacial pace of mortal
and to flesh out the World at the same time. progress. Each session should have such a change in
While the above example is clear cut and obvi- mind and make its effects clear by the end.
ous, Storyguides should feel free to put less obvious The differences a Hero makes can be large or
Connections into conflict as well. Fate conspires to small, personal or public, but in those sacred hours
make Heroes prove themselves against one another they make a true difference. The choices a Hero
in various fields. In the above conflict, this could makes can lead to years of famine or prosperity,
include carpenters who make furniture and homes blights and plagues, or beatific lands and waters
from their local woods or a reporter looking to ex- that call people to receive healing. If you’ve heard
pose the local whole foods for labeling non-organic of towns that used to be bustling happy places but
foods as organic. are now just a series of wrecks and ruins, that could
be because a Hero failed to act or a villain drained
STORYTELLING the life away. Feel free to make this dramatic, such
as a place where coal veins were ignited under the
HEROES town decades ago and are still burning today with
no signs of stopping. Smoke rises from the ground
H eroes gather because the World hinges on a in places and twisted metal is a common sight to the
moment, and those touched by Fate can push it few, stubborn remaining residents.
one way or another. Your game should reflect these
One of the most important aspects of running
fulcrums of Fate and give each session a feeling of
a Hero game is the Hero’s actions materially matter
import and tension.
and their story progresses. For example, when a
Circumstances and the lines of Fate flow mighty beast is slain at a Gathering, that is now part
together. Certainly, this will draw Titans, ne’er- of its story, the story of the Hero(es) who slew it,
do-wells, and other opportunists. It’s up to Heroes and anyone there who witnessed the deed. Those
to leap into the river of fate and assure it takes a people will remember this story, children will play
good course. What counts as a good course differs the Hero and the beast, stores will sell t-shirts, and
The ______________________ LARP is committed to providing an environment free from discrimination, and to
prohibit harassment of its members. The _____________________ LARP has a ZERO TOLERANCE POLICY for
harassment of any kind, at all events either held by, or attended by, The _____________________ LARP. This
would include, but is not limited to:
Race, Gender, Sexual Orientation, Disability, Citizenship, Color, Gender Identity, Age, Physical Appearance,
Pregnancy, National Origin, Gender Presentation, Body Size, Religion, Military or Veteran Status. (For
information as to how to wear a costume uniform respectfully please research the Stolen Valor act of 2013 and
avoid any badges or insignias).
To put it succinctly, if someone tells you “no” or asks you to leave them alone, your business with them is done.
Any further attempts at interaction, will be constituted as harassment.
Sanctions
Per our Code of Conduct and Charter, a person who engages in discriminatory, harassing or abusive behavior
may face sanctions within the The ______________________ LARP community.
“Sexual harassment will result in an immediate permanent ban from all events and social media pages,
as well as a recommendation to the (organizers of venue if you are at a convention or shared space) that
the punishment be carried to the local level and a recommendation for the organization membership to be
expunged.”
As a private organization, The ___________ LARP reserves the right to refuse entry to a member based on
unsafe, disrespectful or abusive behavior, regardless of whether or not they stem from incidents occurring at
events officially sponsored by The ___________ LARP.
Reporting
Any member who believes they’ve been subjected to any type of harassment, or witnesses the harassment of
another, is encouraged to immediately report any incident to one of the club’s designated officer’s Administrator
or Member Advocates.
The ______________________ LARP will not tolerate retaliation against any member who complains of
harassment or provides information in connection with any such complaint.
If you feel that you or someone else has been the target of discrimination, speak to an organizer. If you have
been the target of assault or harassment of a criminal nature you should consider reporting it to the police. If you
wish to make a police report, The ______________________ LARP will be pleased to offer assistance or support
if you wish.
Reporting sexual harassment and assault can be difficult. Complaints can be made through a third party, such
as a friend or confidante, but a The ______________________ LARP organizer will need to confirm the complaint
with the individual from whom it originates before taking action.
The ______________________LARP pledges to take seriously, investigate, and take prompt, appropriate action
on every report we receive.
The ______________________ LARP takes the privacy and confidentiality of people making reports under
the policy extremely seriously, and we will not reveal your identity or the substance of your report unless it is
necessary to obtain information about the incident or take action related to the incident.
The ______________________LARP will not take any sort of retaliatory action against you for reporting or not
reporting a problem.
The ______________________LARP will always err on the side of safety and will assume that all reports are
made honestly and in good faith. False reports of sexual assault and harassment are far less common than
non-reporting, however in the event that it has been determined that a report has been made falsely or
disingenuously it will be treated as harassment under our policy.
Please be polite and ask before taking photographs or recordings of members. Video and audio recording and
photography for personal archival use only is generally acceptable unless individuals make it clear that they
do not wish to be photographed or recorded. In that case, any photography or recording of them is expressly
forbidden.
If staff wish to have open photography (ex: a paid or volunteer photographer who takes pictures during the
game), they must disclose such at event check-in. In addition, they must provide a way for individual participants
to opt-out of being photographed or recorded (example: a button or ribbon).
If you have any questions regarding this policy, please contact The ___________ LARP at ________________@__________
Name: Chronicle:
Player: Concept:
SKILLS
Academics (Blue) Medicine (Blue)
Alertness (Green) Occult (White)
Athletics (Green) Pattern (White)
Close Combat (Red) Persuasion (Black)
Craft (Blue) Pilot (Green)
Culture (Black) Science (Blue)
Defense (Red) Security (Blue)
Empathy (Black) Subterfuge (Black)
Firearms (Red) Survival (Green)
Integrity (Blue)
R ELIC S VI RT UE S
K NAC K S
CON N EC TIONS
BOONS/
BOONS / PURVIEWS
C AL L I NG
Health