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Found 7 results

  1. At this point I'm not going to try to pretend there is enough demonstrated interest in the game to maintain it. In light of that, I'm calling it done. ,, Thank you for the time that was given.
  2. The weeks following Swara-Ann's performance went by very quickly. The band held a rather small, yet still very solemn memorial for the fallen Scion of Raiden. Many stories were told about the fighter pilot's exploits and the series of hugely improbably but still no less epic events that had led to her legend being what it was. ,, While her body and her plane was returned to the Amaterasu to deal with in their own way, the investigation into the events surrounding her passing would eventually rule that while the riot was clearly incited, her own circumstances were more being in the wrong place at the wrong time. An unfortunate casualty of a panicked crowd. The Aesir Scion, Disa Odinsdottir was gone by the time the band had eventually filed out of the venue. There was a number of questions asked of them about the events leading up to the fire and while they managed to clear their names of any suspicion of wrongdoing, the evidence simply was not there to pin the event on any particular individual or group of individuals. ,, Now, two weeks to the day later, the Band finds itself gathered together, facing the question that they all know on some level must be answered. Where do we go from here?
  3. Because it's becoming apparent that we need one of these. ,, At this point, if it was not made clear enough in the post (in which case, I apologize), between the members of the Band (Big B, meaning Heroes) both of Alex's meetings should be known. ,, The first, with the musicians, is mostly unimportant. They show up, sound checks, all that stuff, nothing terribly out of the ordinary unless someone really wants to put a few threads about silly mortals wanting to get a glimpse of the characters. ,, The second, with Alex, is with everyone else (though the musicians are invited also, being part of the same Band.). It's where adventures live. The introduction thread is to let characters get introduced and mess around for a bit. Alex is presently acting as the questgiver. He's there, in a not OOC-ly time sensitive manner, with "Stuff to Do" ™
  4. The town of New Tombstone is not a large one. With a population nowhere near a thousand, it consists primarily of the necessities. Distinctly lacking in any of the larger warehouse type stores that distinguish more "civilized" cities, it has managed to get by fairly well without so much as a franchise. Everything, from the grocery store to the hair salon has resulted from a citizen of Tombstone seeing a need, an opportunity, or both, and meeting it. During the daylight hours, it is not uncommon to see a good amount of activity as residents go about their daily routine. Watching them go about their business, one almost forgets that at any given time, a roaming beast or a band of inhuman marauders could descend and shatter this peace. Almost. ,, That possibility, as well as the fondness for strong drinks that some of the town's more "unique" residents tend to have, explains the abundance of bars, taverns, saloons, and other alcoholic establishments. Dubbed simply "Company Circle" and right in the middle of town, there is a cobblestone circle, edged on three quarters by every form of entertainment venue that can be imagined, and on the fourth quarter by the courthouse and clock tower. This circle's storied history makes it one of the most famous parts of New Tombstone. Put simply, more than one rivalry between legends has been settled there. The streets that bisect Company Circle and divide it into the quarters are closed from sundown to sun up for all except licensed cab drivers, who even then are not allowed into the circle itself and must find their fares on the edges. ,, Most of the establishments that surround Company Circle are open to any and all who wish to, attracting no small number of tourists and pleasure seekers. The exception to that rule is a bar called simply Jack's. Decorated like a strange mash-up between an old fashioned burlesque house and a chinese gambling hall, Jack's caters exclusively to those who stand out from what the owner refers to as the "Typical Mortal Crowd". The bartender, who at the very least claims to be Jack is a slight, thin, hispanic man, rarely seen away from the bar. Jack also keeps a number of good-sized strongarms on hand to keep the peace, but it has been noticed that even in the event of a full on brawl, they tend to stay out of the way until something more valuable than a table breaks. It is here that our story begins...
  5. Shamelessly Lifted from Dave's House Rules post from the Cycle of Six Rivers. ,, What to Expect The game will, hopefully, be more than just the typical Scion high-octane action where the PCs are walking away from explosions they’re too cool to look at. I’ll break it down: Physical: Combat falls into this category so I’ll get that out of the way first. Scion only permits a single dice roll per action and that speeds up combat tremendously. Challenges will be geared to the characters themselves, which means if you made a combat monster with DVs in the untouchable range, I will create challenges to test the PCs ability. It will be impossible to get through this unscathed so, honestly, it’s useless to try. To help speed things up, most ‘Extras’ will be felled with a single blow, so, providing you hit, you don’t need to worry about messing around with them. Those characters will be defined as such. Since this is a PBP venue we need to cut corners where we can to save on time and increase posting frequency. Keep in mind though that just because extras can be felled in a single blow, doesn’t make them any less dangerous. Physical challenges are a staple for any good legendary tale. Even the weakest of you will be called on to perform great feats of physical prowess from time to time. No one gets anywhere in life by sitting on their ass while the tough guys make them look good. Social: Social themes are a necessity. Frankly if people are just running around kicking open doors and blowing stuff up the game will get tiring fast. Since a majority of social knacks take a majority of the difficulty out of social situations I’ll remind you that they usually cost Legend to activate and spending Legend causes Fatebindings to occur. You are encouraged to rely on your characters skill first and fall back on knacks as an alternative. Also remember that most social knacks require you, the player, to be as convincing as your knack is allowing you to. Benefit of the Doubt for example, has no mechanic, but the character attempting to use it still needs to provide something tangible for the victim to believe, not just any old B.S. story will work. I’m afraid ‘I use X knack’, will not be acceptable and a convincing post must be provided to back up the knacks use. Command, Empathy, and Presence are the most commonly use social abilities and they are usually resisted with some combination of [Attribute] + Integrity or Empathy dice roll. The abilities are used as follows: Command: Characters use Command when they need to direct or lead other people, especially in crisis situations. This is more useful than it sounds, since chaos and trouble seem to follow Scions wherever they go. Empathy: Characters use this Ability to tell if they are being lied to, to aid in a negotiation with a hostile party or to convince someone to open up to them. Great for pick up lines, breaking the ice or trying to get people on your side so you can juice them for intel. Presence: Characters use Presence when they want to terrify their foes, motivate their allies or give hope and courage to the downtrodden. Also, this ability is great for posturing or social situations that require less tact than Empathy, like trying to bribe a bouncer at a nightclub. You don’t need to connect with they guy, you just have to show him you’re cool enough and deserve to be in that club… for a small fee. Keep in mind; what’s good for the goose is good for the gander. NPCs can, and will use their knacks and boons on you. This means that your PC might be the target of Benefit of the Doubt, or Overt Order and you are expected to have your act accordingly (sometimes you won’t even know it). This isn’t Aberrant where you get screwed and just spend a Willpower point to completely negate the effects (which always pissed me off). Let’s clear up the Willpower argument, shall we? “Resist mind-influencing powers: The player of a sentient supernatural character (read: you) may spend a temporary Willpower point in order for her character to automatically resist the effects of supernatural or divine powers that attempt to influence her mind or emotions.” Keep in mind that this rule is contingent on your character knowing that he’s being influenced. If an NPC just beats you in a social roll to lie to you or get you to see things from their point of view doesn’t necessarily mean you can spend a willpower point to automatically win. People lie all the time and Willpower is not end all be all argument to make your PC immune to being gullible. People get tricked sometimes, get used to it. Mental: I love to challenge players mentally at the gaming table. The problem is: this isn’t a gaming table. At the table I don’t let people get up and reference the Internet to search for the answer. This is a PBP forum and frankly any mental challenge is wasted on players because someone out there is going to just look up the answer. The down side is that I can’t award bonus incentives for a player using their brain on the fly but the upside is we can be sure everyone will be honest. Mental tasks such as research and riddle solving or perusing through ancient lore will require rolls and to accumulate successes in order to solve them. There will be no blurting out the answer simply because you know it or looked it up. Certain Knacks will assist you with your research, like Know-It-All might provide bonus dice to a roll or what have you. Stunts Stunting is something that’s hard to do in a PBP setting from the mechanical standpoint, since one must read the post in order to award stunt dice. Awarding something after the post is complete complicates things by asking the poster to go back, edit his/her rolls then apply the new totals. Frankly, that’s a pain. Stunting is equivalent to good posting and everything can be stunted. Research, combat, social interactions, all of these can be more than just “I do X, so I roll to make it happen.” So when players put forth the effort to make even the simplest actions legendary they may be awarded with bonus successes instead of dice to roll. These successes I will add to their total roll so the player doesn’t have to go back and edit anything new. The catch is: since I’m awarding successes and not dice, that it will be a bit harder to garner those two and three dice stunts but not impossible. Our posts are more than just us being descriptive at the gaming table, we are writing stories so it’s required that we do more than simply explain what it is we’re doing. Legend Legend is cool. It allows Scions to do all sorts of really neat stuff, but it’s more than that: it’s a representation of your PCs deeds in the World. Character’s who aren’t doing much, simply put, don’t gain Legend. While not every character is required to be a combat monster he should be able to defend themselves but there is more to Scion than combat or standing toe to toe with monsters and mayhem. Being that guy who researches the weakness of a creature and then applies it while his brave band distracts the beast is an example of something Legendary. Without that PC, who never lifted a finger in combat, victory never would have been possible. Drowning an enemy whose skin is impervious, dowsing fire giants with you powers over water, convincing an entire cult you are their god in the flesh… these are examples of awesome things that make your Legend grow. The higher your Legend the greater your Fateful Aura. The more powerful you are, the more trouble you bring to you which can be a problem for the lower Legend characters who are in your presence. The long and the short of it is that your PC must accumulate a certain number of heroic deeds in order to get the okay to spend experience on raising your Legend score. Fatebindings Fatebindings are really simple. When you spend Legend, you run the risk Fatebinding mortals, titanspawn and even other Scions to you. Keep this in mind when spending your legend. The rules for Fatebindings will be in effect, even for PCs (meaning you can Fatebind one another). There are a few rules changes for the degree of Fatebindings. The strength of a Fatebinding is anywhere from 1 (24 hours) to 6+ (permanent, even after death). When you accrue a Fatebinding then that binding remains in effect for a number of fictions equal to the strength of the binding. The Fated will always a character in those fictions and they must be Plot Driven fictions. You can’t just write a couple short fictions to remove yourself from an unwanted burden. Permanent Fatebindings will be just that, permanent.
  6. For the time being, until there is a section of the site dedicated to this game, I would like discussion of characters and ties between them put here. ,, FOR CHARACTER CREATION We are going with the Legend 4 Option, meaning that characters are to be created using the rules out of Scion - Hero, with 20 Bonus Points to spend total. Characters begin at Legend 4 and players have the option of writing up a fiction about the legendary deeds their characters did to get from Legend 2 to 3 and from 3 to 4. These stories are worth 3 Bonus Points each. (So players who write up stories to cover both Legend increases will have 26 BP to make their character with.) ,, Players can either post their mechanical character sheets in this thread or send them to me in PM format though a quick breakdown of what is known to the group should go here. For the character sheets themselves, I ask that mechanics and powers that are not specifically in Scion - Hero have the book and page number cited so I know where to look.
  7. Sometime at the beginning of the 21st Century, the World ended. The Overworld caught fire as Fate brought the Aesir Pantheon center stage for Ragnarok. As the climactic events that had been foretold long before played out largely as they were meant, the World suffered for it. The vast majority of the World’s population had little to no clue what was happening. All they knew was that comets were striking the Earth, the global climate was fluctuating drastically, earthquakes, tsunamis, hurricanes, firestorms, and all manner of natural disasters as well as more than a few man made ones wracked the human race. All of this was brought to a head when a second sun, the titan Muspelheim, fiery and angry, appeared in the sky and the miles high, black iron giant Surtr appeared alongside what were unquestionably Gods. The battle they had tore the landscape apart until finally the Gods prevailed. Muspelheim’s hate and anger was exhausted in the conflict and the World was not made to feel the searing inferno of the Titan of Fire. Instead it simply settled in the sky, a new addition to the World’s sky. A reshaped, deformed, devastated, and utterly transformed World, but the World all the same. ,, That was centuries ago. ,, Not quite forced to start over, as Muspelheim had not bathed the Earth in its final cleansing inferno, the people of the World rebuilt. It took time and there was no small amount of adjusting that had to take place. Nations as they were known before were no more, replaced by new societies. Cultures experienced an unheard level of spiritual revival. The Divine, the Legendary, the Mythological, these things were unquestionably, undeniably, real. Decisively real, without any need for Faith or Belief. And where there were Gods, there were also Monsters. Humanity recovered, civilization lives on, but the World has been changed forever. ,, ,, To The Players ,, As most of you know, Scion is a game about the children of the Gods, and in that aspect, this game is no different. The World prior to the Twilight of the Gods was the domain of the Old Gods. This World is not theirs and the oldest and the wisest of the Pantheons know this. Their time is coming to an end, with the new World Fated to be defined by the actions of the New Gods. As they become aware of their Fated ends, some will go quietly, others will go loudly. Some will work to dodge the machinations of Fate and campaign for their own continued existence and relevance, others already have. As players, you will be portraying some of the New Gods. Not alone by any stretch of the imagination in their divine pedigrees, Fate itself conspires to ensure that they live “in interesting times” and whether the World is better or worse for their being in it is beyond the ken of any Oracle to perceive. ,, The printed Pantheons are largely freely available so long as the below factors are taken into account.
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