Glitch Located

   As a note, I found a glitch on a couple of the Scion Legend Cards: the last line got pushed off a couple of them somehow during the .PDF generation process. This has now been fixed and the corrected file uploaded, so anyone who downloaded the file with the glitch in it should redownload. Sorry about that.

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Scion: Hero Legend Cards

   For today, I’ve completed the Scion Legend Cards for White Wolf’s Scion trilogy (Scion: Hero, Scion: Demigod, and Scion: God). They’re designed to let the players influence the plot, build up to single mighty attacks rather than slowly whittling away at epic menaces, and to make odd plot twists and cinematic effects a part of the game system, rather than being entirely up to game master whimsy. The package is 26 pages, about one megabyte, ready for download, and took most of my spare time for two days to produce -so all of you people out there on the internet had better appreciate it vastly. Otherwise I’ll be vaguely disappointed.

Projects Underway

   OK, there won’t be any real update for today: I’m working up a set of Drama-Whimsy cards for Scion, as well as a set of cardplay rules and combat cards for the game master. Overall, that should be about 25 pages: it will probably be ready tomorrow.

Scion Disadvantages

   Per a special request, here’s a quick Disadvantage system for Scion. This is actually a slightly cut-down version of my old Amber disadvantage system:

   Disadvantages can provide a Scion character with up to six additional Freebie points to spend – although they’re generally more trouble than they’re worth. Characters generally cannot “buy off” disadvantages later, although events in the game may modify, eliminate, or inflict them.

.

Disadvantage Values:

Personal Weakness:

 

Value

 

 

Mental “Quirks”:

 

Value

 

-Minor

0

 

-Minor

0

-Major

1

 

-Major

1

-Disastrous

2

 

-Disastrous

2

-Obvious

+1

 

-Well Known

+1

-Compensated

-2

 

-Irresistible

+1

         

Distorted Perceptions:

 

 

 

 

Odd Behavioral Traits:

 

 

-Minor

1

 

-Three

1

-Major

2

 

-Seven

2

-Lock-Me-Up

3

 

-Twelve

3

-Variable

+1

 

-Dozens

4

-Insight

-2

 

-Compulsive

+1

         

Social Handicaps:

 

 

 

 

Personal Commitments:

 

 

-Minor

1

 

-Minor

1

-Major

2

 

-Major

2

-Disastrous

3

 

-Exploitative

+1

-Broad Spectrum

+1

 

-Compulsory

+1

-Reputation

+1

 

-Emotional Charge

+1

         

Enemies:

 

 

 

     

-Enemy (Or Rival)

1

   

 

-Major Enemy

2

     

-Horrendous Enemy

3

     

-Dedicated

+1

     

-Known

-1

     

.

   Personal Weaknesses include a wide variety of Physical Handicaps (although given a Scion’s healing abilities these may require a good explanation), Attribute Flaws (that make attributes less effective in particular fields or applications), a Vulneribility to some particular mode of attack or normally-harmless effect, Seizures (the character could be an epileptic or just tend to freeze under stress), an Inability (the character just can’t deal with something, such as heights, magic, or high technology. He or she will never be able to evaluate it, and certainly won’t be able to comprehend or use it), an Addiction or some form of Dependence on something, or even a Restriction on the use of one of the character’s powers. An Obvious weakness will be readily apparent to anyone with appropriate skills or epic attributes and can be figured out by others in short order. The Compensated modifier applies when the character has some power or device that can “cover” or compensate for his weakness.

   Mental “Quirks” include the usual mental disorders, as well as things like Absent-Mindedness, Berserker Rage, being Chivalrous, Gullible, or Honorable, Hypochondria (also exaggerates the effect of injuries), the various Compulsions, Manias, Philias, Phobias, and Obsessions (I don’t suggest taking many of these), Overconfidence, Pacifism, Phobias, and Soft-Heartedness, Vengefulness, and simply having a Weakness for something. Unlike most of the disadvantages, the character can ignore any mental quirk without the “Irresistable” modifier – but doing so very often will penalize their experience-point awards. Irresistable quirks cannot be ignored, the character is stuck with them.

   Distorted Perceptions are run by the GM who, acting as the characters senses, will feed the player a “warped” version of the characters surroundings and events. This can simply be a result of being an optimist or pessimist, but often includes actual delusions, hallucinations, and paranoid fancies. The severity of the disadvantage is a measure of how much reality “gets through”, and to how distorted it is. While the effects are usually fairly consistent, they can vary if the character so chooses, either in type, in intensity or both. The effect can be subtle. If the GM decides a character is paranoid, he may simply relay descriptions and data in a way calculated to arouse suspicion. Some few people find supernormal Insight in madness, perceiving hidden truths and making incredible deductive leaps. This odd facility is usually coupled with variable effects, but can be taken alone.

   Odd Behavorial Traits are weird little habits, such as constantly tossing a coin, wearing flamboyant clothes, making continious wisecracks during combat, talking to yourself, drinking nothing but brandy, or even patting computers and saying hello when you pass them. Leaving a trademark, speaking only in rhyme, collecting purple ceramic owls, quoting some favorite author, or undying hatred of green vegtables would all qualify. These may limit your behavior in minor ways and serve as a “tag” on the character, making him easily identifiable. They are rarely serious unless they have become Compulsive, in which case it takes a major effort of will to overcome them even briefly. Like the Mental Quirks listed above, the GM will reduce a characters XP awards if they ignore their behavorial traits too often.

   Social Handicaps are troublesome. Like the other disadvantegous, the precise nature of any given social disadvantage is negotiable, but whether it’s due to noxious habits, an odd aura, personality, truly weird looks, a total lack of emotion, having an alien brain, tactlessness, being a useless barbarian, a feral upbringing, being classed as a “creature”, or whatever, the effects are similar. A character with any social handicap will have trouble being accepted, getting information, recruiting allies or making friends, and so on. In extreme cases they may have trouble getting anyone to accept them. While they usually only apply to social interactions with humans, a Broad Spectrum handicap indicates that the character is somehow capable of offending animals, aliens, self- aware computers, and anything else with volition. If a character has a Reputation it also applies to attempts to secure interviews, send letters, and otherwise make contact and may well cause everyone else to prejudge the character.

   Personal Commitments are obligations, responsibilities, debts, emotional bonds, “vows”, dependents, vendettas, personal codes – and anything else the character feels responsible for. The driving force is usually a sense of duty, but can also be conscience, a sense of shame, a horde of large men named Guido, or an emotional commitment. Compulsory comitments carry some penalty if the character fails to fulfill them, in the form of anything from guilt-driven “Seppuku” to broken bones, courtesy of the aforementioned men named Guido. If the character survives, so does his obligation. An Exploitative commitment has no attachment on the other side, who / which will have no qualms about exploiting the character for its own purposes -“But if you really loved me you’d…”. Emotionally Charged bonds are the most powerful, since they bypass rational response. A character with major emotional commitments many have a group of friends or relatives he wishes to protect, be a victim of unrequited love, be lovingly married, have a deeply respected mentor, or whatever. In every case the character can be easily manipulated by a threat or situation involving his emotional fixation. Note that not all emotional bonds are positive; you can be united in hatred at least as easily as in love. A Commitment can rarely be both Compulsory and Emotionally Charged, but can easily be either – and Exploitative.

   Enemies are fairly obvious – someone out there doesn’t like you. Who varies with the level of disadvantage and how “serious” they are. A one-point enemy is normally either relatively weak or of relatively mild intent. A two-pointer can be powerful – if with better things to do – or relatively weak but more enthuiastic, or maybe powerful and enthuiastic, but who just wants to make you miserable. “Horrendous” enemies are often powerful, a group, or deadly serious in intent, but are rarely all three. Dedicated enemies have settled on their enmity with you as a major project and can be expected to spend a great deal of their time working against you. Known enemies are easier to deal with, and hence provide fewer points. Enemies can be disposed of, but unless the GM allows you to buy this off, another will appear.

   Positive backgrounds and advantages can be hired by Epic Attribute Knacks, Boons, and Birthrights. You want connections in the state department? That’s a minor Guide. You want Wealth? You could get it from a guide, take some stock-broker followers, get a bottomless purse relic, or take an Epic Knack. Some minor special power? Create a relevant purview or a secondary power for an existing one. Want ot be a brilliant scientist? Get some Epic Intelligence and a few points in science.

.

   Weird Services were used in writing this article.

 

Keziah bat Samoel / Jael

   First up for today, it’s another Scion character. Why? Because the idea occured to me. Human beings aren’t stupid, and if there are people like this running about, groups and organizations will have seen them before and will be prepared to take advantage of them.

.

Keziah bat Samoel / Codename Jael

   Scion of Mikha’el

   “Mikha’el” is traditionally an archangel, a sponsor of guardians and warriors, and a servant of Yahweh. While the entity that appeared to Keziah is almost certainly a patron of warriors, in terms of the Scion universe he, she, or it might well simply have been using a suitable local mask.

   When Keziah was eleven, one of her younger brothers was beaten to death in the hills near her home near Jerusalem. It was several days before his body was found. At the funeral she promised herself that she would look after her other younger siblings better. None of them would die like Aaron if she could help it.

   At eighteen – and one day before she was due to report for her two years mandatory military service in the Israeli Defense Force – Keziah was visited by an entity of light which called itself “Mikha’el”, which gave her two talismans – a ring and an amulet-seal – and charged her with the defense of her people against menaces greater than she had been expecting to deal with.

   With her abilities enhanced far beyond human levels, Keziah easily qualified for advanced training – and was soon picked up by the Metsada (special operations unit) of the Mossad – Israel’s military intelligence agency. They’d had experience with a few other blessed operatives before, and placed her with a special unit – the Nephelim.

   Since then, Keziah, codenamed Jael, has served with the Nephelim in chasing down and eliminating threats to the people of the middle east. She’s also become convinced that the violence that claimed the life of her little brother is being intentionally encouraged by inhuman forces – and is determined to safeguard the world from them.

.

  • Calling: Soldier / Scout / Agent
  • Nature: Guardian
  • Willpower: 6
  • Legend: 4 (16 Legend Points)

Virtues:

 

Duty

2

Endurance

3

Intellect

1

Valor

3

.

Attribute

Base

Epic

Knacks

Perception

3

   

Intelligence

2

   

Wits

4

   
       

Strength

4

3

Holy Bound

Hurl to the Horizon

Iron Skin

Dexterity

3

3

Cats Grace

Master Gunfighter

Untouchable Opponent

Stamina

4

3

Damage Conversion

Self-Healing

Rapid Healing

(Inner Furnace)

       

Charisma

2

   

Manipulation

2

   

Appearance

3

1

Serpent’s Gaze

.

 

Ability

Skill

Notes

 

Academics

   
 

Animal Ken

   
 

Art

   
 

Athletics

3

 
 

Awareness

   
 

Brawl

3

 
 

Command

   
 

Control

   
 

Craft

   
 

Empathy

   
 

Fortitude

3

 
 

Integrity

   
 

Investigation

3

 
 

Larceny

3

 
 

Marksmanship

3

 
 

Medicine

1

 
 

Melee

3

 
 

Occult

2

 
 

Politics

   
 

Presence

   
 

Science

   
 

Stealth

3

 
 

Survival

1

 
 

Thrown

2

 

 

  • Dodge DV: (Dexterity+Athletics+Legend)/2 + Epic Dex = 8 (11 when using Un. Opponent).
  • Net Soak: 4/2/0 (Stamina) + 7/7/4 (Epic Stamina) + 3/3/2 (Iron Skin) + 2/2/2 (Bulletproof Vest) = 16B/14L/8A. Double the usual health levels.

Birthrights (5 +1 Freebie):

  • Sigil of Vigor (3): Increases the wearer’s level of Epic Stamina by +1, to a maximum of 5.
  • Ring of Infusion (3): When the wearer touches an item, he or she may invoke the Word of Creation and either take levels of Lethal Damage and/or expend Legend Points. Each point expended will grant the item so touched a bonus die on rolls made using it, as per The Helpful Spirit. Such an enhancement will persist for one day per success made on a (Stamina + Occult) roll.

   Thanks to her accelerated recovery, and the fact that the bonuses she bestows on equipment usually last about ten days, whatever weapons she uses will normally be invested with two bonus dice. She often enhances her comrades equipment as well, but rarely to a total of more than ten or so such items spread around her group. After all, it takes even her close to three hours to recover from bestowing such an enhancement.

Epic Attributes and Boons (10)

  • 10x Epic Attributes

Bonus Points: 15

  • +2 Legend (14).
  • +1 Birthright.

Unusual Knacks:

  • Iron Skin: This knack allows the user to add his or her dots in Epic Strength to his or her soak against bashing and lethal damage, and half of them to soak against aggravated damage.
  • Master Gunfighter: This knack allows the user to add his or her automatic successes from Epic Dexterity to the damage he or she inflicts with firearms and other modern weapons.
  • Rapid Healing: Divides the recovery time for all damage, including aggravated damage, by (Epic Stamina Rating + 1). Prerequisite: Self-Healing.

Maur Wachiru, Scion Shaman

   For today, it’s the third member of our little Scion team – Maur Wachiru, their mystic and social engineer. Maur is – at least for Scion – an extraordinarly versatile, if relatively low-powered mystic and prefers to be a noncombatant. To make up for it, he has minions. In fact, he has lots of minions…

.

Maur Wachiru

   Scion of Ogoun

   Maur grew up in a modest village in northern Africa. Unfortunately, the turbulent violence of the region washed over his village when he was fifteen – and mere hours after Ogoun had dropped by to introduce his vision-questing son to a few spirit-bodyguards and allies.

   His new allies were more than enough to cover the villagers retreat, but the war wasn’t going away. With his new powers, Maur was a resistance leader within a few weeks – and nearly died for it. He just didn’t have the defenses to stop a skilled sniper with a high-powered rifle.

   Maur was far more cautious after that, kept some of his spirits (usually the Metal Elemental) on bodyguard duty, and employed his talents far more subtly. He still became known as a local leader, and as the most powerful shaman that the area had seen in generations.

   By the time he was seventeen, he had managed to bring the local area under the protection of one of the greater national militias, but he had also become aware of the influence of malevolent spirits, sorcerers, and supernatural creatures, and of the need to pursue them. Just as importantly, he had become a destabilizing influence himself – attracting opponents, seen as a potential rival by the national militia commanders, and an inspiration to local hotheads and cultists. It was time to leave.

   Tracing his opponents web of connections – and the rumors of a powerful magical Kris that they had been using to call forth the Dragons of the Sands – led him to North America, and to a meeting with Arnor and Dernulf. Joining forces seemed appropriate: Arnor was a master of melee combat – an area in which his bodyguard-spirits were relatively weak – and Dernulf possessed some useful defensive talents which he could share with his allies, plentiful funds, and considerable expertise as an investigator, as well as being virtually omni-competent.

   Maur is a solidly-built black man with complex tribal tattoos and an extensive collection of small fetishes, engraved tokens, and similar talismans. He dresses in classical african garb if he has a choice and usually shaves his head.

   Maur’s tactics are designed to shield his personal weaknesses. His magic is subtle and versatile, his social talents are excellent, and his manifested spirit bodyguards are formidable at long-range combat – but none of his abilities are well adapted to close-quarters combat, offer him much real protection against a long-range strike, or will readily scale up to deal with truly potent opponents. A bulletproof vest is useful, but it really doesn’t offer much protection in scion-level combat. On his own, he’ll send minions if at all possible rather than enter combat personally.  

  • Calling: Freedom Fighter
  • Nature: Judge
  • Willpower: 6
  • Legend: 2 (4 Legend Points)

Virtues:

 

Harmony

3

Order

1

Piety

2

Vengeance

3

.

Attribute

Base

Epic

Knacks

Perception

3

1

Unfailing Recognition

Intelligence

2

   

Wits

2

   
       

Strength

2

*

 

Dexterity

3

1

Monkey Climber

Stamina

4

1

Damage Conversion

       

Charisma

5

1

Friends Everywhere

Manipulation

4

1*

God’s Honest

Appearance

2

   

.

 

Ability

Skill

Notes

 

Academics

3

 
 

Animal Ken

3

 

*

Art

   
 

Athletics

3

 
 

Awareness

   
 

Brawl

   
 

Command

3

 
 

Control

1

 

*

Craft

   
 

Empathy

3

 

*

Fortitude

   
 

Integrity

3

 
 

Investigation

   
 

Larceny

   
 

Marksmanship

1

 
 

Medicine

   

*

Melee

1

 
 

Occult

3

 

*

Politics

3

 

*

Presence

3

 
 

Science

   
 

Stealth

   
 

Survival

   
 

Thrown

   

.

  • Dodge DV: (Dexterity+Athletics+Legend)/2 + Epic Dex = 5
  • Net Soak: 7B/5L/2A.

Birthrights (5 + 15 Bonus Points):

  • Followers/10 Heavy Weapons Trooper Spirits (5/7):

   Heavy Weapons Troopers use the Experienced Soldier template, but throw in a couple of extra weapons of choice (usually a heavy military weapon, a bayonet or melee weapon, and three grenades), an additional skill at 3, a relevant kit (medical, demolitions, etc), and a helmet (+1L/1B armor). They tend to be well-coordinated, but are usually a bit overconfident in their weapons.

   Given that most of the time the GM will only care what the heavy weapons are like, Maur’s troops carry one flamethrower, 2 LAW missile launchers, two light machine guns, one demolitions pack (a selection of mines and satchel charges), two grenade launchers, a light mortar, and a surface-to-air missile launcher. Getting in front of this bunch is NOT a good idea. Of course, they’re also REALLY hard to explain in most situations.

  • Followers/10 Nature Spirits (4/5): Place (Mountain, Desert, Forest, Hearth, Prairie) and Elemental (Water, Air, Earth, Fire, Metal) Spirits.

   Spirits are normally immaterial. Within their particular domains they can provide information (for example a Hearth spirit can provide information about inhabited places), move appropriate material about (an Earth spirit can make clouds of dust and throw rocks), aid travel (those under the guidance of a forest spirit will bypass hazards, find food and water, and travel several times more rapidly than normal through the forest), protect people (a Fire spirit can ward off flames, heat or cold, and smoke inhalation), cause or prevent accidents (a Mountain spirit can greatly ease a climb – or cause a disastrous fall), search their domains (a water spirit can easily locate things under the water), conceal people and objects within their domains (a Desert spirit can easily call up dust and sandstorms, or weave mirages, to conceal areas of the desert), get people frightened or lost (a prairie spirit can easily misdirect those traveling within its realm), withdraw from or surround people (an Air spirit can make it very hard to breathe, or provide air in unpleasant environments), animate appropriate materials (manifesting a body, such as a Metal spirit creating a suit of animated armor around someone to carry them safely out of danger), or provide minor “special effects” (light, puffs of wind, etc). Sadly, none of these effects are especially powerful: simply use the controllers (Charisma + Occult) pool for appropriate effects, but such spirits cannot apply more levels of Epic Charisma than their base cost (in this case, 3).

  • Followers/10 Normal Human Spirits (1): These are actually generic “types”, who can fit into virtually any setting when called upon. His set includes a Chauffeur/Taxi Driver, a Lawyer, a “Well-off Patron”, a Cop, a Butler, a Cook, a Doctor, a Beautiful Woman, a competent Repairman, and a Secretary.
  • Followers/10 spirit-swarms of assorted nuisances (1) (Perhaps these should fall under “Creatures” instead, but who cares?): Wasps (x3), Fire Ants, Rats, Micro Fire Elementals, Locusts, Jellyfish, Brown Recluse Spiders and Scorpions. Maur usually calls on these when he needs to hinder or distract someone.
  • Guide (3): Marindo the Smith. A minor Loa, a master of artifice and maker of devices. He often blesses the weapons and tools of those he favors, but is likely to send his allies on peculiar quests to gather the ingredients he needs. He can make all kinds of devices, both mundane and magical, in mere hours – but is reluctant to teach his techniques, although he can be more readily persuaded to teach the secrets of making specific items. He always demands an offering of wine, meat, and fine cloth when called upon for more than a few words of advice.

   Maur would like to have even more spirits to call upon – a group of creatures similar to Coatl would be ideal – but he simply hasn’t got enough points. Game Masters who don’t want to deal with the Heavy Weapons Troopers (and their assorted destructiveness), or who want a more mythic feel, may prefer to substitute intelligent (and thus 4-point base) Coatl-type beings, or a pack of 10 werewolves (See Scion: Demigod) with a street-cop level base, or some similar group for the troops.

  • Veve Tattoos (Relic 3): Allows the use of the Shamanism Purview as if the user’s Legend was one level higher than it actually is and cannot be removed.

Epic Attributes and Boons (10)

  • 5x Epic Attributes
  • Shamanism II (3)
  • War I (1)
  • Fire I (1)

   Maur is currently hunting for a Kris which is supposed to allow its user to employ the War and Fire Purviews, as well as allowing him or her to summon (albeit possibly not control except by bargaining) the Dragons of the Sands – but at the moment he cannot employ his War or Fire boons unless someone lends him an appropriate relic.

.

Shamanism Purview:

   This purview expresses the user’s ability to relate to spirits and the spirit world.

  • Level One: The Spirit Drum. Dice Pool: None. Cost: None. You may contact, summon, and dismiss spiritual allies, contacts, and followers without the use of a relic provided that you have either several minutes to focus, can draw the symbol of the entity or entities in question, or bear a pre-inscribed symbol of the entity or entities in question.
  • Level Two: Feast of the Akasa. Dice Pool: None. Cost: One legend point per spirit. If a spirit is “slain” (disrupted) in your service, you may recall it by spending a point of Legend, making offerings, and holding a special ritual in its honor, rather than by waiting a year and a day for it to regain its strength naturally.
  • Level Three: The Offering of the Self. Dice Pool: None. Cost: One or more experience points. All your spirit followers gain the benefits of supernatural stamina if they do not already have it and 8 XP to spend (the player may select where these are spent). The user may spend additional XP to further upgrade his or her followers, granting them 1 each XP for every 2 he or she spends.

   Higher levels of Shamanism provide the ability to bind additional spirits into your service, astral projection, and similar abilities.

   Friends Everywhere: You may spend a Legend Point to find a friend – either casually befriending someone in the immediate vicinity or knowing someone in the area (whether natural or supernatural).

Arnor Vandurin / Hatchetman

   And here’s the second character of our little Scion team: the melee specialist.

.

Arnor Vandurin / Hatchetman

   Scion of Huitzilopochtli

   Arnor was a child of Brazilian wealth and privilege; his human “father” never knew that he’d been cuckolded by a god. Unfortunately, while the boy was talented in sports, quick-witted, and perceptive, he wasn’t very interested in an education otherwise – and he had a vicious streak a mile wide. His family’s money got him out of trouble a number of times – but it was something of a relief all around when he decided to take up a life as a mercenary.

   Arnor was pretty sure he was going to die when the opposition shot down the transport plane. With the front half of the plane and the parachutes gone, the back half on fire, and nothing below but a two-mile drop into the rain forest, there was no point in panic: he might get terribly lucky – people did sometimes – but death was a lot more likely. He’d wished he had some idea of HOW they’d done it though. The opposition wasn’t supposed to have any weapons that could hit a plane at this altitiude.

   There was no more time to worry about it: it was jump or burn. The seat covers he’d tied together might be enough to give him another 1% chance, and that was the best that he could do.

   He stepped out – and fell into an endless mist. Had he hit without realizing it? The man coming to meet him certainly wasn’t anyone he’d expected.

   His true father was pleased to note that his son neither feared nor despaired. He could do better for the boy than an improvised wind-catcher to slow his fall – and the druglords who’d brought down a trespassing plane had used the magic of the Titans to do it. With a few appropriate gifts, the boy could avenge his fallen comrades.

   Arnor landed lightly thanks to the Talisman of the Winds – and finally had an appropriate te target for his rage. He could avenge his companions and serve a higher purpose than blood for the sake of blood. With Hummingbird’s Wing and his Feather Mail he tore through his startled opponents in short order.

   He was pursuing some of their contacts into North America when he met up with Dernulf – and recognized that their talents complemented each other in many ways.

   Arnor’s usual tactic is simple: he goes first, closes, and tries to take out opponents by the swarm before they get to do anything. If they do get to strike back he relies on his armor to protect him. Arnor relies heavily on artifacts – and an odd selection of them at that: there simply wasn’t time for his Father to instruct him in anything subtle while he was falling, so he got handed whatever Huitzilopochtli had on hand at the time.

.

  • Calling: Warrior
  • Nature: Fanatic (Striking down his enemies)
  • Willpower: 6
  • Legend: 2 (4 Legend Points)

Virtues:

 

Conviction

2

Courage

3

Duty

3

Loyalty

1

.

Attribute

Base

Epic

Knacks

Perception

3

1

Predatory Focus

Intelligence

1

   

Wits

3

1

Opening Gambit

       

Strength

4

1*

Hurl to the Horizon

Dexterity

4

1

Lightning Sprinter

Stamina

3

1*

Damage Conversion

       

Charisma

3

*

 

Manipulation

5

1

Deep Pockets

Appearance

1

   

.

 

Ability

Skill

Notes

 

Academics

   
 

Animal Ken

   
 

Art

   

*

Athletics

3

 

*

Awareness

3

 

*

Brawl

3

 
 

Command

2

 
 

Control

   
 

Craft

3

Weaponsmith

 

Empathy

   
 

Fortitude

   
 

Integrity

   
 

Investigation

1

 
 

Larceny

   

*

Marksmanship

3

 
 

Medicine

   

*

Melee

3

 
 

Occult

   
 

Politics

1

 
 

Presence

1

 
 

Science

   
 

Stealth

2

 
 

Survival

2

 

*

Thrown

3

 

.

   Dodge DV: (Dexterity+Athletics+Legend)/2 + Epic Dex = 6

Birthrights (5 + 15 Bonus Points):

  • Hummingbird’s Wing: Double-Headed War Axe (5/7): +1 Accuracy, +8L Damage, +0 Defense, Speed 1. Net Attack 7D +1 Success, Net Damage 12L+1 Damage Level.
  • Feather Mail: As per Riot Gear (5/7): +6L/9B (B) (1), No Mobility Penalty (2), Looks like normal clothing (1), Fatigue 1 (1). Net Soak: 13B/9L/7A.
  • The Rings of Jet and Crystal (1 Each, for 2): These provide access to the Purviews of Darkness and Sun respectively.
  • The Talisman of the Winds (1): Provides access to the Sky Purview.
  • The Sigil of Fire (1): Provides access to the Fire Purview
  • Bracers of Camazotz (1): These wristbands allow their wearer to conceal up to (Wits) items around his or her body, secure from mundane detection.
  • Coatl Feather Relic (1): Summons a Coatl with the expenditure of one Legend Point. Note that Arnor possesses the summoning item, but NOT the creature background: He’ll just have to negotiate and pay back any favors the creature does him.

Epic Attributes and Boons (10):

  • 6x Epic Attributes: (*)
  • Darkness Purview: Night Eyes (*, can see normally in the dark)
  • Sun Purview: Penetrating Glare (*, can see through penalizing obstacles)
  • Fire Purview: Immunity to Fire (*)
  • Sky Purview: Immunity to Falling Damage (*)