- First and foremost in creating your character is choosing your Race. Races in Scions are actually discrete species of bipedal humanoid creatures from different planets in the same galactic cluster, though from entirely different systems. Each race originates from a single planet, and that planet in turn is protected by a Patron deity. Choosing your character's race not only makes some of the basic choices as far as appearance, but also grants some very basic historical/narrative choices, as well as a set of two traits and a power. That makes the choice of race supremely important. Those choices are as follows:
- The Lasu Ohura, barely recognizable remains of the former human race
- The Eljar, amphibious, elfin elder statesman of the cluster
- The Kholibar, militant hive mind, an empire of muscle and rage
- The Tethari, unassuming chameleons hiding their daggers with the olive branch
- The Dunn, canine oppressed rising from their ashes in vengeance
- The Gyao Rai, avian hunters of the Kholibar plains
- The Tor, stalwart sentinels of the Outer Rim
- Second, a player must choose a Patron for their character to serve. This will be the source of all their extraordinary powers. It's very important to keep in mind that this relationship does not have to be entirely willful. It can be zealous, begrudging, even entirely unacknowledged. All that is important to know is that the character gains their power from that Patron, and they can only gain more by serving their desires. The beginning choices for Patrons for players are as follows:
- Genetrix Diva, Patron Goddess of The Lost Planet, The Lasu Ohura and Organic Life
- Elario Rom, Patron God of Myalthar, The Eljar, and Vital Force
- The Wroth, Patron God of Kholibar Prime, The Kholibar, and Battle Rage
- Ashani Adjai, Patron Goddess of Tethon, the Tethari, and Shaded Secrets
- Little Horn, Patron God of Dunn, its people, and Grim Revenge
- Uhl Fa Erhit Dvel, Patron God of the Kholibar Wilds, The Gyao Rai, and Silent Hunters
- Orphan, Patron God of the Outer Rim, The Tor, and the Fragile Mind
- Noma Victis, Patron Goddess of Navigators and the Swallowing Void of Space
- Halgemmenon Ot, Patron God of Soldiers and the Stillness of Coming War
- Arlo, Patron Goddess of Engineers and the Life in Machines
- Al Bahron, Patron God of Merchants and the Sacred Right of Wealth
- As far as powers and traits, that is up to the GM to determine. The basic set up allocates a single power to every race, as well as two traits, one combat and one non-combat (with the exception of the Lasu Ohura, who choose their combat and non-combat racial traits from those of the other races). The choice of Patron will also allocate one power and one trait to every character. If a player chooses the Patron deity of their race, they will already have the power that their Patron would give. In this case, the character gains either the second power or trait in the tree, or alternately, they can gain 3 more points of starting Favor. If you are following this pattern, there are no further decisions to be made at this point.
- Third, they must allocate their stat points. Allocating stats in Body, Nerve and Spirit will give the following results:
- Body
- Every point in body gives 2 hit points
- fewer than 5 points in Body grants a -2 modifier
- fewer than 10 points in Body grants a -1 modifier
- fewer than 15 points in Body grants a 0 modifier
- 15 points in Body grants a +1 modifier
- Every subsequent 5th point in Body gives a further +1
- A maximum 60 points in Body gives a +10 modifier
- Nerve
- fewer than 5 points in Nerve grants a -2 modifier
- fewer than 10 points in Nerve grants a -1 modifier
- fewer than 15 points in Nerve grants a 0 modifier
- 15 points in Nerve grants a +1 modifier
- Every subsequent 5th point in Nerve gives a further +1
- A maximum 60 points in Nerve gives a +10 modifier
- Every +1 in your Nerve modifier also grants a +1 to Shield
- Spirit
- fewer than 5 points in Spirit grants a -2 modifier
- fewer than 10 points in Spirit grants a -1 modifier
- fewer than 15 points in Spirit grants a 0 modifier
- 15 points in Spirit grants a +1 modifier
- Every subsequent 5th point in Spirit gives a further +1
- A maximum 60 points in Spirit gives a +10 modifier
- Every +1 in your Spirit modifier gives a +1 to Resistance
- Beginning characters will start with a total of 45 points, though this is up to the GM's discretion. Assuming a 45 point spread, players may allocate rules among Body, Nerve and Spirit following these guidelines:
- Lasu Ohura - 45 free points (points to spend in any Stat), but none higher than 20
- Eljar - 10 points in Spirit, 35 free points
- Kholibar - 10 points in Body, 35 free points
- Tethari - 5 points in Nerve, 5 points in Spirit, 35 free points
- Dunn - 5 points in Body, 5 points in Nerve, 35 free points
- Gyao Rai - 10 points in Nerve, 35 free points
- Tor - 5 points in Body, 5 points in Spirit, 35 free points.
- This set up will allow the Players to have either one +3 modifier, one +2 and one +1, or three +1 modifiers, if they so choose. Further, they will start with another bonus of some sort based on their race. Those are:
- Lasu Ohura - 1 of any of the following bonuses
- Eljar - +3 Favor
- Kholibar - +1 Resistance
- Tethari - +3 Credits
- Dunn - +5 HP
- Gyao Rai - +1 Damage
- Tor - +1 Defend
- Next, every character is granted an amount of Favor at this point of the GM's choosing, equally divided. It is highly recommended to give the players at least 1 Favor. Starting them with 0 or fewer will give them the Disfavored status (rolling +0 in place of any positive modifiers) until they regain Favor, as well as neutering them of their option to use any Favor based powers. If the players are granted enough Favor to purchase additional powers or traits at this point, they may do so.
- After Favor comes Credits. This is a decision entirely up to the GM. Maybe they've done a job before and they have a bit of cash. Between 4 and 6 credits would reflect that. If they're rich, around 10. Less than 4 will leave them pretty poor. Scions of Al Bahron will add this number to their starting Favor to determine their total Credit score, as they do not use Favor.
- Every player will then choose a Kit, which is a starting equipment pack. this will determine in some part their basic starting role. Some choices are as follows:
- Physician's Kit - 1 simple weapon, 1 simple suit, 1 real id, 2 healer bots, 1 transponder
- Professional's Kit - 1 military finesse weapon, 1 simple costume, 3 fake id, 1 blank bot
- Sojourner's Kit - 1 military weapon, 1 simple costume, 1 simple shield, 2 blank bots
- Sniper's Kit - 1 expert finesse range weapon, 1 simple shield, 1 transponder
- Mercenary's Kit - 1 expert melee weapon, 1 simple suit, 1 transponder
- Guardian's Kit - 1 simple weapon, 1 simple armor, 1 simple shield, 3 healer bots
- If players end this step with extra credits, they may spend them however they see fit using the item tables in the appendices. Further, the GM may create kits as they seem fit, though it is important to try to keep them balanced.
- The last step before the end of character creation is for the players to introduce their characters. This step is important for two reasons: First, because it decides exactly who the player will be in terms of personality and place in the world. The other decisions determines a trope. This last step forges an individual. Second, the GM will grant two specific traits based on the history provided in the introduction. For instance, if a character reveals themselves to be a mechanic, they might receive a small bonus on roles to assess and manipulate motor vehicles. A botanist might rightly get a bonus to identifying plants. Whatever the case, the traits should be appropriate and specific, so as to maintain both balance and immersion in the game.
- With that, the game can begin. The entire process should require little more than a half an hour to complete in even the most complicated of situations. Further details on the implications of the choices made during character creation can be found in the appendices, as well as the individual Race and Patron sections.
- Robert
Is character creation designed to be done at the table? It would almost have to be given how much is left to the discretion of the GM. One thing that confuses me a bit is that the GM chooses traits before the character is introduced. But wouldn't those traits be based on what the player has determined about the character already? I suppose that all of this is happening as an open dialogue, then the introductions are a more formal result of the players and GM ironing out the characters and melding their backstories in with the mechanics.
ReplyDeleteReally cool! I don't think this strays too far from character creation in our play test. I mean the mechanical bits have moved around, but in terms of flow and process. It seems like a lot is left to the determination of the GM, and it takes a certain kind of discipline to run this game. But that's true of all styles of game mastering.
Love the addition of bots. I also like that one of the kits is the Professional's Kit, and not the Thief's Kit. The word thief can set up such a weird, borderline sociopathic behavior pattern in players sometimes.
i think that there might be a misunderstanding there, as far as what is a trait. some traits are granted by the just choosing your race and patron. your last two, which are your main skill based traits, are determined at the introduction. Anything that affects your character and is not actively used is a trait. anything else is a power.
ReplyDeleteYou're right! character creation is made to be completely at the table, if you want, but you can do all but the last bits before hand, assuming you have the appendices. The only things that HAVE to happen at the table are the introduction, and the historical traits that occur as a result.
As far as to what is at the discretion of the gm, you'll find that a lot of that stuff is simplified and given easy rules for rulings in the gm portion of the guide, which i can throw your way sometime. the essence of the game is simplicity. there aren't really tables that anyone will have to look at.
I'll be online most of the day today if you wanna talk anything out.