Savage Scion, Part 3

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Purviews

Legendary characters often develop one or more Purviews as their legends grow. Each Purview grants a Boon and permissions for one or more Powers. Additionally, using Legend for narrative effect is more powerful when you have a Purview thematically linked to what you are attempting.

You may have up to your Legend total in Purviews. However, Purviews are unlocked based on your deeds, and it’s possible that your Legend will grow larger than your number of Purviews. If you have more Legend than Purviews, you may spend the excess to purchase generic boons (Birthrights) from your Pantheon (Creatures, Followers, Guides, and Relics).

Universal Purviews

Artistry

  • Boon: You can place a message into your art. Anyone you intend to understand it, upon experiencing the art, gets the message, transcending language barriers.
  • Power Permissions: Illusion, Light/Darkness, Sound/Silence

Beasts

  • Boon: Natural animals will never harm you if you do not attack them, unless compelled by someone with equal or greater Legend than your own. Imbue one Legend into an animal to speak with it.
  • Power Permissions: Beast Friend, Darksight, Shape Change

Beauty

  • Boon: You may imbue a point of Legend to alter a target’s beauty up or down one position in the scale: Impossibly Ugly, Ugly (Major) hindrance, Ugly (Minor) hindrance, Normal beauty, Attractive edge, Very Attractive edge, Impossibly Attractive. You can alter your own appearance in this way. Targets at either end of the scale will inspire violence in almost anyone that sees them undisguised (either from disgust or possessiveness). This change persists until the Legend is no longer imbued. You may spend Legend to make the change permanent.
  • Power Permissions: Blind, Confusion, Disguise

Chaos

  • Boon: You are never harmed by area effects or disasters that don’t target you specifically. You’re ignored by explosions and burst fire, overlooked by reigns of terror, never suffer accidents or acts of nature if there’s any chance you’ll go unscathed, and don’t even get wet in the rain.
  • Power Permissions: Confusion, Deflection, Havoc

Darkness

  • Boon: You can watch the dreams of any target that you can see. Imbue a point of Legend to craft a dream for someone you know well enough to provide a unique description. You can pass a message in this dream, and attempt to use social skills to persuade or terrify the target.
  • Power Permissions: Darksight, Light/Darkness, Slumber

Death

  • Boon: You can see and communicate with the dead and undead (even if normally unintelligent or incomprehensible) and you can perceive entrances to the underworld. Unless you attack them, the dead and undead will never attack you unless specifically compelled by their master.
  • Power Permissions: Banish, Divination, Zombie

Deception

  • Boon: All Notice or other investigation rolls against you (to track you, tell if you’re lying, penetrate your disguises, etc.) must get a Raise to be truly successful. A normal success imparts whatever false information you want your pursuers to know.
  • Power Permissions: Illusion, Invisibility, Mind Wipe

Earth

  • Boon: When you are standing on the ground (including the bottom floor of a building), you gain +2 armor and cannot be forcibly moved from your position by anyone with Legend equal to or lower than yours.
  • Power Permissions: Barrier, Burrow, Elemental Manipulation (Earth only)

Epic Agility

  • Boon: You may run indefinitely outside of combat (as if you had infinite Vigor). You may imbue a point of Legend to add +2 to all your rolls in any kind of Chase.
  • Power Permissions: Bolt (physical thrown object), Sloth/Speed, Wall Walker

Epic Strength

  • Boon: Triple your encumbrance limits and add +4 to all results when Breaking Things, Grappling, and Pushing. Imbue a point of Legend into yourself to ignore limits that would cause you to automatically fail when exerting your strength against larger targets.
  • Power Permissions: Burst (physical smash), Havoc (cone only), Smite

Epic Vigor

  • Boon: You are immune to poison and disease unless inflicted from a source with a higher Legend than your own. You can spend a point of Momentum as a Bennie to recover from Shaken and for Soak Rolls.
  • Power Permissions: Environmental Protection, Protection, Relief

Fertility

  • Boon: Imbue one or more points of Legend into a piece of land or a family (points based on size and whether its is supernatural) to bless or blight its fertility. If blessed, the plants and beasts on the land/members of the family resist disease and poisons (gaining +2 to tests, if required), never have complications with producing offspring, and grow hale and healthy. If blighted, nothing can grow on the land/the family members all become infertile. This lasts while the Legend is imbued, or for a century if the points are spent. A blessing can reverse a blight and vice versa.
  • Power Permissions: Entangle, Healing, Relief

Fire

  • Boon: You (and your worn/held possessions) are immune to fire damage, can breathe through smoke inhalation, and are not inconvenienced by temperature extremes (even in the hottest or coldest parts of the world).
  • Power Permissions: Blast, Damage Field, Elemental Manipulation (Fire only)

Forge

  • Boon: Imbue one or more points of Legend into an item you have crafted to make it a relic (power based on number of points imbued). Spend the points to make the relic permanent. Imbue a point of Legend for a duration of a crafting project to make that item one step better than normal items of its kind (and you may carry this imbued point directly into the item once it is completed to make in a relic, as described above).
  • Power Permissions: Barrier, Protection, Smite

Fortune

  • Boon: You can detect the fate bindings of anyone you interact with (and recognize the other half of connected bindings if you later meet them). Imbue one Legend to pull on one of your fate bindings or a binding of another who stays within close proximity of you. If the binding is another character, that character will be drawn to your proximity as quickly as is possible to have it seem coincidental. If that binding is a situation that the subject is known for, that situation will happen again as soon as it seems like a reasonable coincidence.
  • Power Permissions: Boost/Lower Trait, Deflection, Divination

Frost

  • Boon: You never suffer movement complications from walking over water in any state (you have perfect purchase on ice, and can flash-freeze water and even clouds long enough to support you). Imbue a point of Legend into an encounter to move the Reaction one step toward Neutral (cooling both hatred and love). While this point is imbued, the situation can be further modified toward Neutral, but not toward either extreme end.
  • Power Permissions: Bolt (ice), Environmental Protection, Sloth/Speed

Health

  • Boon: When you successfully heal a subject, gain Momentum. You are immune to poison and disease.
  • Power Permissions: Healing, Relief, Resurrection

Journeys

  • Boon: You always know exact directions, and the direction and distance toward the closest mythic landmark. While at a mythic landmark, you learn the direction and distance to the nearest three other such landmarks, and can mark one as your new heading. You can sense nearby gates and Axis Mundi and where they go. Imbue a point of Legend into a journey and you, your companions, and your vehicle ignore minor terrain difficulties and gain +2 to overcome significant obstacles while you maintain the imbuement (or until you complete the journey).
  • Power Permissions: Banish, Sloth/Speed, Teleport

Moon

  • Boon: You can automatically sense when a subject in your immediate proximity is a shapeshifter, and imbue one Legend and engage in a contested Spirit challenge to force it to change into the form you desire. When you are under the sky, gain a +1 to all rolls if the moon is more full than a crescent and +2 to all rolls if it is within two days of being full.
  • Power Permissions: Disguise, Invisibility, Light/Darkness

Order

  • Boon: You can automatically tell whether an action you consider or witness would be legal or illegal based on the laws of the location where you are. Mortal law enforcement officers are physically incapable of taking action against you if you have broken no laws, even if they are corrupt or misguided (imbue a point of Legend to have this protection extend to an ally you know is in danger from the law). If you imbue one point of Legend into a criminal, conversely, mortal law enforcement gains +2 to all rolls involving bringing that target to justice (from investigation, to pursuit, to the courtroom).
  • Power Permissions: Banish, Boost/Lower Trait, Mind Reading

Passion

  • Boon: Imbue a point of Legend into a subject you can see (or to whom you have a sympathetic connection) to create a strong emotion of your choice in that subject (you can also define the object of the emotion). The target can try to act rationally, but gains a -2 to all rolls that are not in line with fulfilling the emotion. This requires additional imbued Legend equal to the target’s Legend total for legendary targets. Spend a point of Legend to transform a long-lasting emotion (e.g., love or hate), if consummated, into a permanent, natural feeling.
  • Power Permissions: Empathy, Relief, Warrior’s Gift

Prosperity

  • Boon: Anyone you bribe/gift with an appropriate offering automatically starts one step of Reaction better disposed to you. Imbue a point of Legend into an object to make it extremely attractive to all potential owners: it will sell or auction for slightly more than the highest possible amount anyone would expect based on its appraised qualities.
  • Power Permissions: Boost/Lower Trait, Divination, Object Reading

Sky

  • Boon: You have perfect knowledge of the nearby weather for at least a day in advance, and never suffer any kind of complications from weather. Imbue one Legend to make your voice carry like thunder.
  • Power Permissions: Bolt (lightning), Elemental Manipulation (Air only), Fly

Stars

  • Boon: You can see by starlight as if it were bright sunlight. Imbue a point of Legend into a subject of which you are aware (you know them, have a good description, or they are the subject of a prophecy of which you’re aware). Designate that you want them to come to you, or to a location of your choice. Signs and portents will lead them unerringly toward the point you have chosen, and you can always tell whether they’ve begun their journey and how far along the trip they are.
  • Power Permissions: Divination, Farsight, Teleport

Sun

  • Boon: You can choose to glow with the light of the sun, dispelling darkness and damaging those harmed by such energy. Imbue Legend to overcome even mythically-powered darkness. Opponents that need to see have +2 difficulty to all attacks against you while you glow with the sun’s light. Imbue one Legend (whether or not you are glowing) to inspire all that can see you with hope: they automatically ignore mortal negative emotions, and gain +4 to resist supernatural effects that create these emotions (e.g., Fear).
  • Power Permissions: Blind, Mind Reading, Resurrection

War

  • Boon: Roll a second Wild Die for your Battle and Morale rolls when you lead a mass combat. Imbue one or more points of Legend to grant an equivalent number of Force Tokens to a mass combat you can see (must add to your side if you are participating, but you can choose either side if you are only observing). These points remain imbued until the battle is decided.
  • Power Permissions: Mind Link, Summon Ally, Warrior’s Gift

Water

  • Boon: Water acts as you desire within your close proximity: it will miss you if you do not want to be splashed/rained on, stays calm or moves out of the way when you need it to, and can push you at your full movement speed in a boat or when swimming. Imbue one Legend to calm or roil all the water within around a hundred yards of you (and you can selectively help allies and hinder foes you can see).
  • Power Permissions: Elemental Manipulation (Water only), Environmental Protection, Healing

Wild

  • Boon: When in the wilderness, you ignore plant-based travel difficulties, hazards, and obstacles. You gain +2 to Survival and Stealth rolls in the wilderness. Imbue a point of Legend into an area to enhance the wild nature of all mortals within: they take a -2 penalty to rolls involving reason and technology (including using firearms) but gain a +2 to Athletics, Fighting, Intimidation, Survival, and rolls to recover from Shaken.
  • Power Permissions: Beast Friend, Damage Field (thorns or pests), Entangle

Pantheon Purviews

Aesir (Wyrd)

  • Boon: You gain one Momentum whenever you encounter narrative difficulties that mirror your fate, or willingly take an action that advances your doom. Imbue one Legend into a subject for whom you can perform a seidr reading to bring fate to bear as a blessing or a curse. As a blessing, the subject gains +2 to rolls that advance the fate you’ve outlined. As a curse, the subject takes a -2 penalty to rolls that attempt to resist the fate you’ve outlined.
  • Power Permissions: Arcane Protection, Detect/Conceal Arcana, Divination

Netjer (Heku)

  • Boon: If you know a target’s true name, roll an additional Wild Die for all attempts to investigate or otherwise gain information about that target, as well as to Power uses upon the target. For mortals, the true name is usually the full given name, but may be much more obscure and require work to uncover for Legendary beings or mortals who understand the occult.
  • Power Permissions: Drain Power Points, Resurrection, Zombie

Teotl (Nextlahualli)

  • Boon: You gain a point of Momentum whenever you complete a Sacrifice to regain Legend, whenever you take a Wound, and whenever you deal a Wound to a target with a slashing weapon. Any session in which you have made a Sacrifice to regain Legend, you also do not need to eat, drink, or breathe for the remainder of the session.
  • Power Permissions: Drain Power Points, Fear, Zombie

Theoi (Metamorphosis)

  • Boon: Trivial characters automatically fail to see through any of your Power-based or mundane disguises, and all other characters suffer a -2 penalty to penetrate either type of disguise. Your Disguise Power can alter you to a different humanoid (or near-humanoid) species. The Range of Shape Change changes to Smarts for you (instead of Self). You can imbue a point of Legend into a use of the Disguise, Growth/Shrink, or Shape Change to make the Duration last while you keep the point imbued. If the subject is deserving, spend a point of Legend to make the change permanent.
  • Power Permissions: Disguise, Growth/Shrink, Shape Change

Tuatha (Geasa)

  • Boon: You can willingly take on one or more geasa, and gain Momentum every time a geis inconveniences you to follow. If you break a geis, it ends and all your Legend is spent (ending any you have imbued). Mortals that break a geis instead will soon be thrust into a deadly situation by fate. Spend one Legend (plus one for every point of the target’s Legend) to lay a geis upon another character.
  • Power Permissions: Divination, Puppet, Warrior’s Gift

Other Pantheons

Deva (Yoga), Kami (Yaoyorozu-No-Kamigami), Loa and Orisha (Cheval/Gun), Manitou (Dodaem), and Shen (Tianming): TBD

Generic Boons (Birthrights)

Creatures, Followers, and Guides

For one Boon, you may take the Followers or Sidekick Legendary Edge.

As a follower, this will represent mortal heroic companions, likely either drawn from devotees of your pantheon or who you have personally inspired due to your actions or the mythic role you represent.

As a creature, you obtain one or more mythic beasts of similar power level to the appropriate type of follower. These beasts will often have powers that you can’t get from mortal followers, but will be harder to fully deploy in mortal society or even to communicate with the way you could with humans.

As a guide, the creature or individual is typically significantly more powerful than the standard options, but sees its role as giving you guidance rather than direct aid. It is usually available, but will only step in with more than advice when you are in grave danger. It can provide valuable advice and training when you are planning your actions or trying to learn a new trait. Guides are an excellent way to justify developing Purviews not possessed by your divine parent (and, in fact, the Guide boon my be replaced by the Purview once its job is done).

Relics

Relics are typically built as Arcane Devices as per page 153. Unlike normal Arcane Devices, they use the wielder’s Focus skill to activate, and the wielder’s traits for any other derived details (such as Smarts for range). Also unlike normal devices, they have a refreshing pool of Power Points. Relics typically have 10 Power Points per boon invested in them, and recharge to full at sunrise each day (unless some other cycle time is more appropriate to the item). Relics typically will not have more than one power they can manifest per boon invested in them.

Relics, particularly powerful ones, are often tagged with a Purview. Like Guides, if you gain mastery of the Relic you can take its Purview as one of your own (and might even replace the boon spent for the Relic to buy the Purview, discarding the Relic as no longer necessary for you).

Relics may also have fantasy-style enhancements as described here and here. This will typically lower the available Power Points for its powers.

Savage Scion, Part 2

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Legend, Callings, Purviews, and Powers

Scions and other mythic individuals develop a Legend rating as their deeds and renown grow. Legend is unlocked independently from character Advances through story rewards.

All individuals with a Legend rating have up to three Callings, which represent particular aspects of the character’s mythic personality. Each Calling grants a few thematic knacks, as well as permission to buy related Powers.

Legendary individuals of Hero or greater status develop Purviews, which indicate their portfolio of divine associations. Each Purview grants innate boons, as well as permission to buy other related Powers.

All individuals with an Arcane Background, including Scions, can take Powers from the Savage Worlds roleplaying game (starting on page 147). For Scions, the available powers for purchase are based on Callings and Purviews. All characters with Arcane Background (Gifted) start with a single such Power, and may take the New Powers edge to add more from the available options.

Legend

Legend is rated from 0-12. All characters with a Legend rating are also Wild Cards, and roll a wild die for tests.

  • 0: Some characters have no Legend yet, but are Wild Cards with the capacity to grow stronger. They use a d6 wild die.
  • 1-4: At this rating, the character is considered a Hero, and uses a d6 wild die. Heroes may live longer lives, but will die normally to violence and eventually expire to age if they have not become Demigods.
  • 5-8: After gaining this level of Legend, the character is a Demigod, no longer ages, and is extremely difficult to kill for good. Demigods use a d8 wild die.
  • 9-12: Successful Demigods may eventually become full Gods. Gods use a d10 wild die.

Levels of Legend can be imbued into effects, becoming temporarily unavailable. Some Purview boons and most immortal knacks require Legend to be imbued in this way, and any Legendary character may imbue Legend on an ad hoc basis to overwhelm the mortal world with mythic logic (i.e., narrative editing to cause something awesome to happen).

Particularly potent use of Legend may cause the point to be spent, rather than imbued, requiring the character to accept fatebindings or make sacrifices to free up the point of Legend.

For every Legend rating, the character gains a Legendary title based on the keywords within that character’s Callings. A character’s uses of Legend are more potent when drawing upon a title. See Scion: Hero for a list of keywords for each Calling.

Callings

Each Calling grants the listed knacks, as well as grants permission to buy the listed Powers. Each Calling also lists Edges that are recommended for characters with that Calling.

Creator

  • Heroic Knack: You may jury rig items in combat, creating impossible contraptions and repairs that would normally take hours or days and an entire workshop. The created item lasts one round, plus one for each raise.
  • Immortal Knack: Imbue a point of Legend to perceive and communicate via wireless signals for one scene. Imbue one or more Legend points to halve the time a creative project should take (quarter for 2, eighth for 3, and so on).
  • Power Permissions: Arcane Protection, Barrier, Detect/Conceal Arcana, Illusion
  • Suggested Edges: Brawny, Filthy Rich, Trademark Weapon, Artificer, McGyver, Mr. Fix It, Scavenger

Guardian

  • Heroic Knack: When you stand guard over a person, place, or thing, you do not need to eat or sleep while your vigil persists (the target must remain within your sight and/or immediate reach). You cannot be surprised by threats upon the target of your vigil. You may spend Momentum to force attacks against the subject of your vigil to target you instead.
  • Immortal Knack: Imbue a point of Legend into the subject of your vigil. So long as you leave that point imbued, you may spend Momentum to instantly appear at that subject’s side when it is threatened (and this resumes your vigil). If you use a Power to protect yourself, that Power automatically extends to the subject of your imbued subject when you are maintaining a vigil.
  • Power Permissions: Arcane Protection, Deflection, Environmental Protection, Protection
  • Suggested Edges: Arcane Resistance, Brave, Quick, Block, Hard to Kill, Iron Jaw, Nerves of Steel, Hold the Line!, Concentration, Bolster, Common Bond, Danger Sense

Healer

  • Heroic Knack: Your Healing skill rolls take one minute instead of ten, and the Golden Hour is extended to two hours when you’re healing a subject (either with the skill or with the Power). You may make a Healing skill roll to remove the Shaken condition from an ally you can touch.
  • Immortal Knack: Imbue a point of Legend to revive a deceased target that died within the last three minutes (you must then attempt to repair the injuries that killed the target). When you recover from an illness or poison, imbue a point of Legend to generate a cure/antidote from your blood.
  • Power Permissions: Boost/Lower Trait, Empathy, Healing, Relief
  • Suggested Edges: Fast Healer, Extraction, Soul Drain, Bolster, Common Bond, Reliable, Healer

Hunter

  • Heroic Knack: Spend a point of Momentum to designate a target as your quarry. You may only have one quarry at a time. You gain +2 to all rolls to track, chase, and sneak up on your target. If you miss your target with an attack, generate an additional point of Momentum.
  • Immortal Knack: Imbue one or more points of Legend to bind your quarry. While you maintain that target as a quarry (and keep the Legend imbued), the target cannot escape you without imbuing a greater number of points of Legend into the escape. You gain an innate sense of the quarry’s direction from you and fate conspires to provide you with clues to pursue (even across dimensions).
  • Power Permissions: Darksight, Entangle, Farsight, Fear
  • Suggested Edges: Fleet-Footed, Dead Shot, Giant Killer, Killer Instinct, Assassin, Woodsman

Judge

  • Heroic Knack: Spend a point of Momentum to designate an individual or a room (or similar limited area) as your case. You may only have one case at a time. You gain +2 to all Smarts-based skills and tests to gather information about the case or resist being manipulated/tricked by the case.
  • Immortal Knack: Imbue a point of Legend to bind an oath or a sentence. While you maintain that imbued Legend, the subjects gain +1 to all rolls directly related to trying to fulfill the oath/sentence, but suffer a level of Fatigue for deliberately violating it.
  • Power Permissions: Banish, Detect/Conceal Arcana, Dispel, Empathy
  • Suggested Edges: Alertness, Calculating, Command, Investigator

Leader

  • Heroic Knack: Spend a point of Momentum to gain the attention of everyone within line of sight when you enter a room or when a crisis happens. You may immediately make a Battle, Intimidation, or Persuasion roll to get the crowd to do what you want. Treat this as a Persuasion roll against the Reaction table, with the reaction range varying based on the situation (e.g., when a titan beast attacks a room, Hostile is total panic while Helpful is everyone staying calm and organizing to fight it). Unlike a normal reaction roll, you can apply more than two raises to the result.
  • Immortal Knack: Imbue a point of Legend into a named follower or an entire group that you’ve made Helpful with your heroic knack. While that point is imbued, all subjects that can see you automatically succeed at any challenges that you succeed at which affect the entire group (e.g., resisting fear/toxins/environmental effects, sneaking, overcoming an obstacle, etc.). This does not apply to attacks.
  • Power Permissions: Boost/Lower Trait, Fear, Puppet, Speak Language
  • Suggested Edges: Brave, Charismatic, Fame, all Leadership edges, Bolster, Work the Room

Liminal

  • Heroic Knack: Spend a point of Momentum to shroud yourself in privacy for a scene and gain the following benefits: Most people* will assume you’re an unimportant bystander until you take a hostile or dramatic action, and not pay attention to you. Mundane means cannot be used to surveil you (e.g., recordings fail, circumstances interfere with bugs and lip-reading, etc.). Anyone who didn’t interact with you can barely remember or describe you, and those that did have +2 difficulty to investigate or track you from the scene. * Guards may be an exception, as is anyone in a space where only a specific list of known people are supposed to have access.
  • Immortal Knack: Imbue a point of Legend to skip the intervening space for one round’s movement (i.e., teleport up to your speed to a location you can see or could otherwise reach by running with one move). If you recover the imbued Legend before the end of the scene, you cannot use this knack again or spend Momentum until the end of the scene.
  • Power Permissions: Darksight, Disguise, Environmental Protection, Speak Language
  • Suggested Edges: Fleet-Footed, Quick, Dodge, Extraction, Free Runner, Ace, Danger Sense

Lover

  • Heroic Knack: As long as you are not taking hostile actions, enemies must spend Momentum to attack you instead of one of your allies in the scene (but may include you in group attacks). You are not limited to only two shifts on the Reaction chart when making Persuasion rolls. When you touch an individual, spend a point of Momentum to learn which other character in the scene (if any) they love the most and/or are most attracted to.
  • Immortal Knack: Imbue a point of Legend into an individual or a crowd. While that Legend is imbued, you become an object of adoration for the target or group. All of your qualities to which the subjects are attracted are magnified and all of your flaws are ignored. Targets of equal or lower Legend have +4 difficulty to Notice anything about you you don’t want them to, and you gain +2 to Performance, Persuasion, and Taunt rolls against the target. If you imbue a crowd, all rolls must target the entire group to receive the bonus.
  • Power Permissions: Beast Friend, Empathy, Mind Reading, Puppet
  • Suggested Edges: Attractive, Charismatic, Fame, Fervor, Inspire, all Social edges

Sage

  • Heroic Knack: Your Research rolls take 1/10 the time they would take anyone else without this knack. You may spend a point of Momentum to activate an eidetic memory for one round: you burn the scene into your mind (including up to a few seconds on either side of the expenditure, to fully remember a short but complex phrase or pattern), or can perfectly memorize a page or two of information you’ve only glanced at. You will subsequently be able to fully recall any details.
  • Immortal Knack: Imbue one or more points of Legend into a language or code. While the Legend is imbued, you speak the language flawlessly as if you were a native, or may effortlessly break the code (unless it was created by a Sage with more Legend than the number of points you imbued). Conversely, you may imbue one Legend for a week of effort to create a code or language that may only be comprehended by those you teach (or Sages able to imbue as much Legend as your Legend total).
  • Power Permissions: Detect/Conceal Arcana, Divination, Object Reading, Speak Language
  • Suggested Edges: Calculating, Level Headed, Tactician, Concentration, Jack-of-all-Trades, Scholar

Trickster

  • Heroic Knack: Opponents raise all difficulties to trick you, lie to you, or steal from you by +2. When you are caught in a trick, lie, or theft, you may spend a point of Momentum to confuse, distract, or redirect the discovery. Make a Performance roll: success gives you a round to escape, and each raise gives you an additional round of head start. If the situation makes it plausible to pass the blame to someone else, you may get off scott free if your patsy looks guilty enough.
  • Immortal Knack: Imbue a point of Legend into a simulacrum of yourself that can act independently on your agenda while the point of Legend is imbued. Each of you knows what the other knows, and the doppelganger can use all your traits (you are functionally in multiple places at once). All your difficulties for Smarts skills and tests are increased by +2 for each doppelganger you have active (it’s hard to split your attention effectively). Your doppleganger instantly turns to smoke if it is Shaken or takes a Wound. Spend a point of Legend the first time you are Shaken or take a Wound in a scene to retroactively reveal that you were a doppelganger, and you are actually safe somewhere outside of the scene (works best if you seem to die in an explosion).
  • Power Permissions: Blind, Confusion, Detect/Conceal Arcana, Disguise
  • Suggested Edges: Charismatic, Extraction, Hard to Kill, Acrobat, Thief, Humiliate, Retort, Streetwise

Warrior

  • Heroic Knack: You may spend one hour of workout, meditation, or practice to reallocate any or all the Combat edges you’ve chosen and spend them to buy different Combat edges. You must still meet all Requirements for the edges you pick. If desired, you may leave edges unspent after a workout, and then spend a point of Momentum to instantly fill one of those gaps, even if it is not your turn.
  • Immortal Knack: Imbue one or more points of Legend into a battle. Raise your Parry and Toughness by the number of points imbued for the duration of the battle. This also has mythic ramifications: the more points spent, the more epic the fight becomes, and the more attention it may draw from other powers.
  • Power Permissions: Deflection, Sloth/Speed, Smite, Warrior’s Gift
  • Suggested Edges: Ambidextrous, Berserk, Brawny, Brute, all Combat edges, Soldier, Champion

Savage Scion, Part 1

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After nine sessions of running Scion 2e, my group decided that we weren’t happy with the system. In particular, the Storyteller/Storypath d10 dice pool system becomes much more swingy when dice must roll 8-10 to succeed and all 10s explode. While in principle this results in an average of three dice to one success, in practice it’s very common to see players with only a few dice get more successes than players with many dice.

From the GM’s side, this exacerbated an issue with the floatiness of antagonist design: eventually I just got in the habit of grabbing some dice to represent a monster, because in the time they’d be on camera, the differences in size of their dice pools made virtually no perceivable difference. A creature with a 4-5 die attack might wind up being a bigger threat than one with 8-10, just due to dice luck.

So I converted the system to Savage Worlds.

I also used the process to simplify some of the powers systems (both because Savage Worlds would rather your powers weren’t too fiddly, and also because I was having a hard time keeping them all in my head at once). This conversion does assume you have access to the Scion books, since I’m only referencing setting details as they’re necessary to attach to rules; context will likely be missing if you don’t have it from Scion.

I’ve only run a couple of sessions in the system so far, so I can’t really speak to whether it’s significantly better, but I have high hopes.

Setting Rules

As per the rules starting on page 136, Scion uses the following setting rules:

  • Fanatics: Minions may automatically take a hit for a Wild Card, when appropriate.
  • Heroes Never Die: Wild Cards aren’t in danger of dying from critical failures when incapacitated, or from Bleeding Out.
  • More Skill Points: Character gain more skill points to buy more modern skills.
  • Multiple Languages: All PCs have the Linguist edge which grants additional bonus Language skills (starting at d6) equal to half the character’s Smarts die.
  • Unarmored Hero: If a Wild Card is not wearing any armor, that character gains +2 to Soak rolls.

Momentum

Momentum is a shared group resource that represents the tides of fortune for the party. The group starts each session with one point of Momentum per member of the group, and the pool cannot exceed two points per member of the group (e.g., it ranges from 0-10 for a five-member party).

Momentum can be spent in the following ways:

  • Certain Knacks and Boons require Momentum to activate.
  • Spend a point of Momentum to draw an additional Initiative card at the beginning of the round (keep the best card rather than acting twice); unlike Bennies, you must spend Momentum before seeing the card or cards you drew.
  • Spend three points of Momentum to recharge one of your spent Bennies.
  • Spend one or more points of Momentum for minor narrative editing about how the tide of action turns in the party’s favor.

All Momentum expenditures must be with the agreement of the whole party.

You can regain Momentum in the following ways:

  • Whenever the GM spends Momentum for hostile NPCs, the party gains an equivalent amount of Momentum (and the GM cannot spend Momentum when the party’s pool is at maximum).
  • Certain Knacks and Boons specify ways that Momentum can be restored.
  • Whenever a PC fails a roll, the party gains a point of Momentum.
  • The GM may choose to award one or more points of Momentum as consolation for abrupt narrative shifts that are not in the party’s favor.

Character Creation

Before undergoing standard character creation, scion characters pick Origin, Role, and Pantheon to gain additional traits. These bonus traits count as nine Advances for the purpose of determining Rank (i.e., all scion PCs start as Veterans), which can allow additional Edge choices during normal character generation. The attribute increase for Novice and Seasoned ranks are considered spent.

After choosing these traits, undergo normal character creation. Remember that you need to set attributes equal or greater than the linked skills or they cost double.

After finishing normal character creation, pick Callings and powers as described later.

Scion Paths

Origin

Gain the Rich background edge (you may later take the Poverty hindrance if you do not want to be wealthy) and consider where your high standard of living comes from. Additionally, increase the Attribute listed with your origin (in italics) by +1 step, and gain two skill points to spend on the listed skills for your origin.

  • Adventurer: Vigor; Athletics, Piloting, Shooting, Survival
  • Chosen: Spirit; Focus, Occult, Research, Stealth
  • Created: Vigor; Focus, Occult, Performance, Persuasion
  • Life of Privilege: Smarts; Academics, Performance, Persuasion, Taunt
  • Military Brat: Strength; Battle, Common Knowledge, Science, Shooting
  • Potemkin World: Smarts; Boating, Notice, Occult, Survival
  • Street Rat: Agility; Gambling, Stealth, Taunt, Thievery
  • Suburbia: Spirit; Common Knowledge, Driving, Electronics, Performance
  • Survivalist: Vigor; Repair, Riding, Stealth, Survival
  • Terra Incognita: Agility; Athletics, Occult, Riding, Survival
  • War-Torn: Strength; Fighting, Intimidation, Notice, Survival

Role

Gain the Connections social edge and define the connections. Additionally gain four skill points to spend on the listed skills for your role.

  • Charismatic Leader: Academics, Battle, Performance, Persuasion
  • Combat Specialist: Athletics, Fighting, Repair, Shooting
  • Con Artist: Notice, Performance, Persuasion, Thievery
  • Detective: Hacking, Notice, Research, Shooting
  • Medical Practitioner: Common Knowledge, Driving, Healing, Science
  • Pilot: Boating, Driving, Notice, Piloting
  • Sneak: Gambling, Hacking, Stealth, Thievery
  • Technology Expert: Common Knowledge, Electronics, Repair, Science

Pantheon

Gain the Arcane Background (Gifted) edge (this adds the Focus (Spirit) skill to your available skills, grants a single starting power, and gives you 15 power points). Additionally, increase the Attribute listed with your pantheon (in italics) by +1 step, and gain two skill points to spend on the listed skills for your pantheon.

  • Aesir: Strength; Gambling, Occult, Performance, Taunt
  • Deva: Agility; Hacking, Research, Repair, Survival
  • Kami: Agility; Boating, Electronics, Focus, Piloting
  • Manitou: Spirit; Battle, Healing, Intimidation, Riding
  • Netjer: Smarts; Academics, Focus, Research, Thievery
  • Orisha: Spirit; Healing, Intimidation, Science, Thievery
  • Shen: Smarts; Academics, Battle, Driving, Gambling
  • Teotl: Vigor; Fighting, Intimidation, Piloting, Taunt
  • Theoi: Vigor; Academics, Boating, Fighting, Healing
  • Tuatha: Strength; Fighting, Intimidation, Riding, Taunt

Basic Creation

Summary

This is a summary of the basic character creation. Also see page 55 of the book for these steps:

  1. Your race is Human. This allows you to choose an additional edge.
  2. You may choose up to four points of Hindrances (Major are worth 2, Minor are worth 1). You may use these points to gain additional attributes, edges, or skill points (2 for an attribute or edge, 1 for a skill increase).
  3. Each Attribute (Agility, Smarts, Spirit, Strength, Vigor) starts at d4. Spend 5 points to increase Attributes by one step each (in addition to upgrades from your paths and hindrance choices). You cannot raise an Attribute above d12 (4 points spent).
  4. Your Athletics, Common Knowledge, Notice, Persuasion, and Stealth Skills all start at d4. All other Skills start at no value. Skills have a governing attribute (see below), and cost double to raise over that attribute. Use your path skill points to raise the linked Skills, then spend 15 more skill points (per setting rule). It costs 1 skill point to buy a Skill at d4, and then one for each step up from d4. Like attributes, Skills cannot exceed d12.
  5. Derived Statistics: Set your Pace to 6” unless changed by edges or hindrances. Set your Parry to 2 + half your Fighting skill die (e.g., +2 for d4). Set your Toughness to 2 + half your Vigor attribute die, and it may also increase when wearing armor.
  6. Don’t forget to buy Edges with your Human bonus and remaining Hindrance points.

Skill List

  • Academics (Smarts): Knowledge of liberal arts, social sciences, literature, history, etc.
  • *Athletics (Agility): Overall athletic coordination and ability. Climbing, jumping, balancing, wrestling, skiing, swimming, throwing, or catching.
  • Battle (Smarts): Strategy, tactics, and understanding military operations. A key skill in Mass Battles.
  • Boating (Agility): Ability to sail or pilot a boat, ship, or other watercraft.
  • *Common Knowledge (Smarts): General knowledge of a character’s world.
  • Driving (Agility): The ability to control, steer, and operate ground vehicles.
  • Electronics (Smarts): The use of electronic devices and systems.
  • Faith (Spirit): The arcane skill for Arcane Background (Miracles).
  • Fighting (Agility): Skill in armed and unarmed combat.
  • Focus (Spirit): The arcane skill for Arcane Background (Gifted).
  • Gambling (Smarts): Skill and familiarity with games of chance.
  • Hacking (Smarts): Coding, programming, and breaking into computer systems.
  • Healing (Smarts): The ability to treat and heal Wounds and diseases, and decipher forensic evidence.
  • Intimidation (Spirit): A character’s ability to threaten others into doing what she wants.
  • **Language (Smarts): Knowledge and fluency in a particular language.
  • *Notice (Smarts): General awareness and perception.
  • Occult (Smarts): Knowledge of supernatural events, creatures, history, and ways.
  • Performance (Spirit): Singing, dancing, acting, or other forms of public expression.
  • *Persuasion (Spirit): The ability to convince others to do what you want.
  • Piloting (Agility): Skill with maneuvering vehicles that operate in three dimensions, such as airplanes, helicopters, spaceships, etc.
  • Psionics (Smarts): The arcane skill for Arcane Background (Psionics).
  • Repair (Smarts): The ability to fix mechanical and electrical gadgets.
  • Research (Smarts): Finding written information from various sources.
  • Riding (Agility): A character’s skill in mounting, controlling, and riding a tamed beast.
  • Science (Smarts): Knowledge of scientific fields such as biology, chemistry, geology, engineering, etc.
  • Shooting (Agility): Precision with any type of ranged weapon.
  • Spellcasting (Smarts): The arcane skill for Arcane Background (Magic).
  • *Stealth (Agility): The ability to sneak and hide.
  • Survival (Smarts): How to find food, water, or shelter, and tracking.
  • Taunt (Smarts): Insulting or belittling another. Almost always done as a Test (page 108).
  • Thievery (Agility): Sleight of hand, pickpocketing, lockpicking, and other typically shady feats.
  • Weird Science (Smarts): The arcane skill for Arcane Background (Weird Science).

* These skills start at d4

** Language skills are purchased individually for each language known (but you get bonus languages at d6 equal to half your Smarts die to start, per the setting rule).

D&D 5e: Fear and Horror Checks

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Clearly what the world needs is another fear/horror system for D&D. This one popped into my head thinking about Ravenloft.

In general, my current thinking on fear systems in games is that being afraid should be a penalty to action as an incentive to flee, but should not take away control of the PC and force particular actions. The Frightened condition in 5e, while a useful shorthand that I’ve used for this system, may be a little too far on the forcing action side since it prevents approaching the source of fear, but I think it’s workable with the attached horror subsystem.

Fear

Certain terrifying creatures (and some scary/horrifying situations) inspire Fear by being encountered. Upon seeing (or otherwise becoming aware of) the creature/source, all encountering characters must make a Fear save. The DC is equal to 10 + the creature’s CR (for games where fear is a very real difficulty) or half that total (for games where fear is more of an occasional issue). Non-creature situations should have an equivalent scale.

A Fear save is made as the player’s choice of an Intelligence, Wisdom, or Charisma saving throw based on chosen tactic:

  • Denial (Intelligence): You rationalize or compartmentalize the worst aspects of the creature, using sheer brainpower to imagine the threat as something less terrifying. This tactic is the best choice (of several bad choices) for truly unnatural creatures (like aberrations) and horrors from beyond, and grants advantage in those situations.
  • Perspective (Wisdom): You think of how big the world is and how, in the grand scheme of things, the creature is just another thing to encounter, no different than any other threat. This tactic is the best choice for supernatural (but not unnatural) creatures (like fiends, fey, and undead) and divine situations, and grants advantage in those situations. (If your world’s cosmology suggests that undead aren’t created by the divine for some reason, they may fall better under Denial).
  • Courage (Charisma): You just decide that fear is not an option, and muscle through based on sheer force of will. This tactic is the best choice for natural creatures (like monstrosities and dragons) that are just scary due to their ability to inflict serious pain, as well as more natural sources of horror (such as grisly murders), and grants advantage in those situations.

If the Fear save is failed, the character suffers the Frightened condition toward the trigger until the creature is killed, a point of Horror is accepted (see below), or the situation is escaped and everyone has a chance to cool off (which may require a short rest, at the GM’s option).

Characters may take a point of Horror as a free action to override the Frightened condition (taking long term mental trauma to overcome short term inability to act). By taking a point of Horror, the character is not subject to making additional Fear saves against the trigger or the same type of creature until the next sunset.

Characters can choose any tactic for the situation (but may not truly know whether it’s natural, supernatural, or unnatural before rolling), but likely use their highest save as their preferred tactic.

Horror

Characters gain Horror by overcoming Frightened (as described above) and by suffering a Horror trigger.

Common Horror triggers are:

  • Domination (Intelligence, Wisdom): For the strongest minds, losing control of one’s own mental processes is the most horrifying situation. Whenever you suffer the Charmed condition or are otherwise unable to act on your own volition due to mental compulsions, take a point of Horror.
  • Mutation (Charisma, Constitution): For those possessed of great beauty and health, horrors of the body can strike deepest. Whenever you suffer the Poisoned condition for a minute or longer, a disease for a week or longer, or are subjected to unwelcome polymorph or other shapeshifting effects, take a point of Horror. (Only one point of Horror for one poison or disease, even if it is ongoing for quite some time.)
  • Restraint (Dexterity, Strength): For those used to relying on their strength and mobility, being trapped is a profound phobia. Whenever you suffer the Paralyzed, Petrified, or Restrained condition (with nothing you can do through your own physical means to try to free yourself), take a point of Horror.

GMs may choose to define other phobias as additional Horror triggers. At the GM’s option, players may choose to remove a point of Horror by taking a new permanent Horror trigger. It is up to the GM whether all PCs start with one Horror trigger, or only gain them in play (which will usually require failing enough Fear saves to start needing to remove Horror points). It’s also up to the GM whether mental therapy in downtime can remove triggers.

For the most basic way to implement this system, Horror points are equivalent to levels of Exhaustion (and stack with them). At the GM’s option, a separate Horror track that works similar to Exhaustion may be created.

Pumpkinheads

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Some legends explain that the tradition of lighting a Jack-O’-Lantern on All Hallow’s Eve to ward off ghosts is an imperfect understanding of the spawn of Eochai. These amoral beings can be called up by those willing and able to bargain with the titans, and placed to keep ghosts and other spirits away… or trapped. They are most commonly deployed on Halloween when the walls between the living and the dead are thinnest. Unfortunately, they are not particularly selective guardians, and may attack any that they see as a threat to their duty. In particular, their service to the titans frequently sees them at odds with servants of the gods, who may need access to the spirits that they are warding.

Pumpkinheads!

Savage Worlds Stats

All Pumpkinheads have the following abilities:

  • Viny Body, Soft Head: Pumpkinheads are created with enhanced Toughness and natural armor. Treat damage as +4 for attacks to the body with slashing weapons, or Called Shot attacks to the head (with any weapon). Treat damage as +8 for attacks to the head with a blunt melee weapon (or other large-scale blunt weapon, like a thrown brick). Called shots to the head are only -2 to the attack (normally -4), because they are such a prominent feature of the Pumpkinhead.
  • Fire Resistance: Pumpkinheads take -4 damage from fire (or add +4 to resist fire-related Hazards or Powers).
  • Fire Spit: Make a Focus roll as a ranged attack (8”) that does 2d6 damage. The Pumpkinhead can do this 5 times per night. +4 to attack against spirits.
  • Construct: Pumpkinheads are effectively magical constructs. They add +2 to recover from Shaken, ignore 1 point of wound penalties, and don’t need to eat, breathe, suffer toxins, etc.
  • Spirit Ward: Ghosts and other spirits must succeed at a contested Spirit test to approach within melee reach of a Pumpkinhead, and at the beginning of each turn to remain this close.
  • Banishing Touch: Pumpkinheads have +4 to melee attacks against ghosts and spirits, and banish them upon incapacitation.
  • Quiescent Form: Pumpkinheads can withdraw their bodies into their heads and appear as normal jack-o’-lanterns. Close inspection reveals that the light from within them is not a candle, but a naturally occuring flame source. All attacks against them are treated as called shots in this form. Their Spirit Ward remains active while in this form, and they are often left as barriers against spirits. They can resume their full, mobile form as a free action on their turn, quickly sprouting vines into a humanoid body.

Normal Pumpkinhead

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Focus d6, Notice d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 10 (2)
Edges:
Gear: Natural armor (+2), claws (Str+d4)
Special Abilities: As all Pumpkinheads

Large Pumpkinhead

Size 4 (+1 Wound and reach, Scale 2)
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+1, Vigor d8
Skills: Athletics d8, Fighting d8, Focus d6, Notice d6, Stealth d4
Pace: 8; Parry: 7; Toughness: 16 (3)
Edges: Block (Reduce Gang Up by 1)
Gear: Natural armor (+3), long claws (Str+d6)
Special Abilities: As all Pumpkinheads

Eochai (Huge Pumpkinhead, Wild Card)

Size 8 (+2 Wounds and reach, Scale 4)
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+6, Vigor d10
Skills: Athletics d8, Fighting d10, Focus d8, Notice d8, Stealth d4
Pace: 10; Parry: 9; Toughness: 22 (4)
Edges: Improved Block (reduce Gang Up by 2), Sweep (attack all targets in reach at -2, including allies)
Gear: Natural armor (+4), giant claws (Str+d8)
Special Abilities: As all Pumpkinheads, plus:

  • Inconvenient Protrusions: Attackers may climb Eochai, and when attached to his back, he can only reach them by attempting to scrape them off on obstacles. If they can reach his head, he can attack them with claws at a -4 penalty.
  • Fiery Breath: 3d6 damage Breath Weapon. Spirits incapacitated by this attack are banished.

D&D 5e Stats

 

Design Notes

These were developed for my Scion game. They’re heavily inspired by the Fir Bolg from City of Heroes.

In the photo, the medium sized minis are an old set of I think Reaper minis that don’t seem to be available anymore. The larger minis are combined from these Thingiverse treant and jack-o-lantern files and 3D printed:

Oaths of the Sidhe

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This is worldbuilding for my Beyond the Wall game, but since it was most of the way to compatible with D&D 5e anyway, I went ahead and made the tweaks. My players have gotten really into hanging out with the fae at the regular seasonal markets, and are drifting pretty close to just signing up. This was a way to systematize that process.

Also, check out Brandes’ recent post about fae contracts for some largely compatible ideas.

The Bane of Iron

Most fae are weak to iron, the punishment of the Sun for interlopers from the shadow planes. This is not an inherent weakness of Sidhe, except insofar as most are fae. It is said that sometimes mortals that become full Sidhe essentially become adopted by a shadow plane, effectively becoming fae.

Oaths of the Sidhe

Each rank of the court allows another oath to be taken, and each oath taken cements that rank in the court. Most serious Sidhe courtiers have taken all of the oaths: it is the requirement to be considered full Sidhe and to truly engage in Sidhe politics. However, those who have taken any oaths are part of the hierarchy, and have enforced respect over those that bow to Sidhe sovereignty, particularly in Sidhe lands.

Oaths broken tend to result in grievous wounds, commensurate with the wrong committed.

Oathkeeping (Wisdom)

The most common oath is for the keeping of oaths themselves. This is the oath responsible for the famous Sidhe inability to lie.

My words will be my oath. What I say is true. What I commit to, I will perform.

Drawback: You cannot tell an outright falsehood (but can mislead through technically true statements). Your promises always count as an Oath.

Benefit: Gain Advantage on Wisdom checks to determine if someone is deceiving you. Make a Charisma (Intimidation) check when calling a promise due to force even a non-Sidhe to keep an oath to you (or accept commensurate consequences), DC equal to the target’s own Charisma score.

Hospitality (Constitution)

Another common oath, this is the one that protects others from the Sidhe as a guest. It is the only reason Sidhe politics can continue at the most cutthroat times.

While I share bread and drink with my hosts, I am their guest and they are mine. I shall respect their homes, and expect the same. Should they withhold their threat from me, so I shall withhold mine from them, until the guesting is through.

Drawback: You may not directly harm or even work strongly against guests and hosts after accepting/granting hospitality (but can politic towards eventual harm after guesting is over).

Benefit: Gain resistance to all damage dealt by someone who is part of a pact of hospitality to you (and this waives your need to avoid harming the aggressor). Gain Advantage on Constitution saves and checks made when you have guest right (e.g., against toxins or other poor conditions). Roll Charisma (Intimidation) against the target’s Charisma score when you are a host to force violators or those who will not swear from your home.

Demesne (Strength)

This is the oath that allows the Sidhe to build nations and employ diplomats. It is usually sworn after Hospitality, for it is that oath writ to a grander scale. It is the reason Sidhe can be driven off of even mortal lands, due to the respect of authority.

I shall respect territory, as I expect my own to be respected. Should I remain in land where I am unwanted, then this shall be war.

Drawback: You must leave an area when ordered by a rightful authority unless on a mission of declared hostility (and, unfortunately, church bells usually count unless you are expressly welcome, due to the general hostility of the church and their authority over mortal lands).

Benefit: Gain Advantage on Strength checks or similar rolls to erect fortifications or bar portals in your own lands. You, your mount, and your immediate retinue move 50% faster when moving in your lands to intercept invaders. You may automatically sense the strength and potential flaws of fortifications and other defensive measures nearby.

Gifts (Intelligence)

All fae have picked up the gift-giving system from the Sidhe, mostly because an upper class with very specific views on exchange of property quickly creates a culture of it. This oath ultimately serves to formalize ownership and prevent corruption through bribes.

I shall accept nothing that I am not owed. I shall give nothing without an expectation of a return in kind. My value comes from my deeds, not from the whims of others.

Drawback: You cannot accept a gift of item or service without providing something of similar value (owing a favor if you cannot immediately reciprocate); if you have provided services without a formalized gifting/quest structure, you can accept a gift as a way to settle this debt.

Benefit: You gain Advantage on Intelligence checks to appraise the value of items or services, and automatically succeed when they are offered to you as gift or for trade, allowing you to flawlessly detect counterfeits or other items with inflated values. Gain double XP for conspicuous consumption*. Spend Inspiration to have fate help track items that were stolen from you or to see that fortune returns them to your hands.

* In my campaign, the PCs earn XP based on spending cash on goods and services that make their characters happy but have no significant rules effect.

Craft (Dexterity)

Sidhe also have a propensity for games, riddles, and art competitions, as a way to establish dominance without bloodshed. This oath speaks to the cleverness required for true nobility, and is often one of the last oaths sworn by those fae that do not trust in their own intelligence.

I am wit, poise, and guile given form. Should one seek to test me in the domains I have claimed talent, and be it no true hardship, I shall prove my skills or acknowledge my superior.

Drawback: You cannot refuse a challenge to a competition over one of your proficient Skills or Tools unless it is obviously, actively dangerous to you (e.g., a distraction from a fight) or you admit that the challenger is better (you cede the advantage for winning to them).

Benefit: If you win a competition where you were challenged, you are owed by the loser similar to them promising you a favor (with the strength of the favor based on how much effort was required for the competition; a quick riddle game is not the same as a challenge to see who can topple an empire). You owe this in turn if you cede a competition to the challenger without competing, but not if you simply lose after giving it your try (in this case, the favor is minor because the stakes were small). You may learn to work dross and other ephemeral qualities into your crafts (essentially, crafting magic items).

Identity (Charisma)

Not all fae are vulnerable to use of their true names, but this is the oath that ensures it. It is often the final oath, as it is the ultimate claim of identity that allows full nobility.

My name is my own, though I may keep it safe. By my sigil, my will. By my name, my pledge. By my existence, my guarantee. There is none other like me.

Drawback: Statement of your True Name by an antagonist weakens* any of your mystical protections, as well as your mystical attacks against the target (and “statement” may be broad enough to include working your name into bindings or other magics). It also unmasks you of any magical or physical disguise.

* GM’s discretion, usually advantage/disadvantage or the equivalent for effects that don’t involve a roll.

Benefit: Attempts to impersonate you, even with strong magic, automatically fail against anyone that has met you. You automatically succeed on saves to resist being transformed without your consent, unless the aggressor has some kind of authority or broken oath to hold against you. Similarly, you stand strong athwart time and reality, and can ignore changes to the flow of time, causality, and local reality if you so desire (e.g., immune to magic like Slow, Time Stop, and other plot-related weirdness).

Glitch: The Excrucian League

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The Glitch RPG is on Kickstarter for another day or two at the time of this posting. It’s the third game in the Nobilis-verse (the second being Chuubo’s Marvelous Wish-Granting Engine), focusing on the Excrucians, which were the big threat in the previous games. They’re the dark riders from outside of reality that have come to destroy the universe, one essential concept at a time, until the whole thing unravels back into nonexistence.

Well, specifically, Glitch focuses on the small handful of Excrucians that have decided to stop trying to destroy the world for various reasons. So the primary mode of play seems to be very existentialist dark comedy: entities of godly power sitting around in a world they’re conflicted about allowing to continue to exist, pissing off the Nobles that they bump into who may not know they’ve taken a pledge to stop all that dark riding, and occasionally poking at a mystery like a sore tooth where they can’t help themselves from figuring out why reality is wrong.

The eponymous Glitch of the game’s title is the central conceit of how the characters came to get their powers. When reality was created out of the nothing that originally existed, it was kind of a rush job and many of the core elements that make up time, space, physics, and concepts have some bugs. Most people don’t notice them (because the perceptual tools you’d use to notice them are part of the whole hacked together reality), but sometimes someone will accidentally comprehend that a core aspect of the world they rely on every day is broken, and that person becomes glitched. For the most part, these poor souls gradually get torn apart and broken, but some are able to tap deep into their beings and find a seed of unreality and bloom themselves into full on outer-darkness godlings.

But they’re still dying of the core glitch in reality, the dissonance eating away at them the longer they live in the world, periodically becoming overwhelmed and having to retreat back into unreality to reform themselves. Even as gods, the flaw in reality remains essential to them, and drives a lot of their capabilities and behaviors. It’s the itch they can’t scratch.

Check out the Kickstarter if any of that sounds interesting (or if you’ve liked Jenna Moran’s other stuff).

But, anyway, while reading through the backer drafts, a lot of the description of character stuff started sounding like the backgrounds of a certain trio of superheroes, and it’s interesting to think of them from that point of view, so…

Clark, dying of Radiation

There are many worlds on the world tree, though Earth is a central battleground of the the Valde Bellum and, thus, gets all the press. When that war for reality hit a couple of load-bearing concepts on Krypton, the world managed to blow itself to bits, but at least one survivor found his way to Earth as a baby. Most of the legends of the dust-bowl-era farmers raising the boy are more-or-less accurate, and he did go to the big city to be a hero for a time, but that was until the Glitch set in.

If he was just essentially a mythic creature, naturally stronger, more durable, and able to fly, Clark wouldn’t have been any different than any of the other strangely-powered entities that sneak into prosaic Earth from various chancels and other worlds. But the longer he worked, the more clear it became that his powers were deeply tied to radiation. Why would the light of Earth’s sun power him when Krypton’s wouldn’t? Why should the shards of his home planet weaken and kill him? The disconnect finally caused him to Glitch and become an Excrucian.

He never really lost his Kansas values, however, and ultimately couldn’t bring himself to destroy the world he’d spent so much time trying to protect.

Technique: Strongman, Reporter
Eide 3 (Defined)
Flore 0 (Outsider)
Lore 0 (Lostling)
Wyrd 3 (Armiger)
Ability 3 (Basic)
Gifts/Bonds/Geasa: Durant, Flight, Immutable, Bond (I fight for those that can’t fight for themselves)

Clark’s Eide is sufficient to allow him to do basic physical stunts for free, as well as instantly change his costume. With a small expenditure, he can act with tremendous talent within his techniques, as well as pulling off greater stunts. His Wyrd allows him to easily retreat to his Fortress of Solitude, a soothing elysium of unreality where he can rest and recover, and with a small expenditure, he can unleash destruction in the form of his heat vision, inflicting Radiation on those before him. His Ability allows him to get by in the skills of the mortal world.

Diana, dying of Chauvinism

Themyscira is a chancel created by a True God centuries ago, breaking off a significant portion of ancient Greece and preserving it to the present day, its denizens reflecting many of the virtues of the ancient seat of democracy and culture. Most cherished of them all was a young woman created from clay and given great might and wisdom, then sent out into the Earth that is not a pocket reality as an envoy of the Amazons.

It didn’t take long for her to begin to understand the fundamental flaws of humanity regarding their neighbors and gender. Everything was organized wrong, and all her attempts to convince people that there was no need for war between the nations or the sexes failed. Eventually, she realized that something was wrong with the coding of mortal behavior, and it began to eat at her until she finally birthed into a true goddess of unreality, like Athena bursting from their fathers’ head.

Yet the mind that would not accept the necessity of war between mortals could not accept war between what is and what is not, and she quickly exited the Valde Bellum

Technique: Warrior
Eide 2 (Envoy)
Flore 4 (Awakener)
Lore 0 (Lostling)
Wyrd 0 (World-Bound)
Ability 4 (Professional)
Gifts/Bonds/Geasa: Durant

Diana’s Eide is sufficient to allow her to do basic stunts for free (though the irony of being such a skilled warrior while eschewing war is something she’s well aware of), with display of talents and greater stunts within her reach with an expenditure). Her Flore provides her five treasures (the bracers, the lariat, etc.) and the ability to freely activate the glory of their powers, as well as to cheaply ignite these abilities to a nigh-unbelievable edge. Her Ability allows her to thrive in the mortal world.

Bruce, dying of Crime

Bruce was the favored son of old New York City, over a century ago when it stretched all the way up the state’s coast and was inarguably the biggest city on Earth. So many opportunities brought just as much crime, which claimed his parents as it claimed the lives of so many others. At first, he tried to use his family’s wealth to establish social programs and fund elections to clean up the city. None of it worked. But as soon as he became a vigilante, stalking the night and punching criminals, he began to see a marked improvement.

The insanity of what he was doing had already begun to eat at him when the hundred nights of murder began. An imperator creating a chancel requires the life’s blood of 100 citizens, and the formation of the Gotham chancel from a significant portion of New York involved a deadly crime spree like none had ever seen before. As the pocket realm formed and nobles were chosen, Bruce fully succumbed to his Glitch and became something more than a man, and even more than a symbol: he became an Excrucian.

However, his war was never fully with reality itself, and when not worrying at the edifice that is Gotham, he’s quite happy to let existence go undestroyed. For their part, the other members of the Excrucian League try not to get involved in his ongoing war with the city and its Nobles, including the powers of Comedy, Cryogenics, Cryptography, and Cats.

Technique: Detective, Ninja
Eide 0 (Ingenue)
Flore 0 (Outsider)
Lore 4 (Outrider)
Wyrd 0 (World-Bound)
Ability 5 (Driven)
Gifts/Bonds/Geasa: Bond (I’m vengeance. I’m the night. I’m Batman.), Talented

Bruce’s Talented gift allows him to use the Talent miracle of Eide for a range of uses to establish his martial arts superiority even on a mythic level, though he is not skilled with Eide in general. Rather than the treasures that Diana wields, Bruce’s belt of tricks and car full of gadgets are truly Arcana of unreality, which his Lore allows him to accumulate and deploy. His rating in Lore also allows him to freely tap deep into the secrets of the universe and perform a Greater Investigation into nearly any subject. His Ability marks him as omni-competent in just about any mortal discipline.

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