Something I'd like to see for a CRPG sandbox game in the vein of Skyrim
or Fallout 3 is a game along the lines of the White Wolf Scion game.
For those that aren't familiar with the game, scion is a game where you
play the children of the old gods in a modern time battling the servants
of the titans (and occasionally the other gods). Very recently, some
time after World War II, the Titans escaped their prisons (at least
partially) and are now once again trying to return the World to a state
of primal chaos that existed prior to the development of humanity and
the subsequent birth of the gods.
I would love this to be a CRPG. Some basic concepts regarding the flavor of the game.
**************
Pantheons
The
basic game describes 6 pantheons and these were expanded to 13
pantheons by later additions. Each pantheon has a special connected
power unique to them. Out of each pantheon you choose a single divine
parent, this divine parent will favor some skills, epic attributes and
purviews. The favored stuff will be cheaper to pursue than other
skills, epic attributes and purviews, but you are still able to take the
other powers.
***
Core 6
Aesir - Norse - Jotunblut:
enhancing mortal followers by feeding them blood. These followers
become fanatically loyal to the Aesir and somewhat irritable with
everybody else while they become physically more powerful. The first
rank works on animals only, second and third work on humans. And then
it goes again with 1 animal and 2 human enhancements. Then 1 animal
enhancement, 1 human enhancement and 1 power to cure a mortal of
addiction to Eitr (giantblood).
Amatsukami - Japanese -
Tsukomogami: talking to the spirits of inanimate objects like weapons,
trees and the like. This provides a number of unique potentials. The
first level allows you to wake up a spirit and talk to it to get
information. The second level allows you to ask a spirit to
specifically keep watch in an area. The third level allows you to ask
the spirit to aid an action for which it was made: such as asking a
forge to help in the creation of a weapon or asking a gun to help in
shooting.
Atzlanti - Aztec - Itzli: Sacrifice in exchange for
power. At low levels this is primarily cutting yourself in exchange for
legend but eventually you get to where you can sacrifice enemies. The
very highest rank grants its highest bonus if the sacrifice is blood
related to you.
Dodekatheon - Greek - Arete: Super-skills. This
can be taken multiple times and each skill increases the dice pool of a
particular skill (or allows for rerolls). The Greeks are just amazingly
awesome at skills, it's often complained to be a thematically boring
power but one that provides huge actual bonuses.
Loa - Voodoo -
Cheval: Possession. The powers of the Loa allow for differing levels of
possessing other people or controlling their souls at various levels of
control and possession.
Pesedjet - Egyptian - Heku: Powers based
on the manipulation of the Egyptian multiple parts of a person: ren
(name) sekem (energy) ba (soul/personality) ka (corporeal life force)
akh (postmortem merger of ba and ka), khaibit (shadow) and sekhu (mortal
remains). The powers are rather varied but all deal with manipulating
the above facets of a person.
***
The 3 Main Expanded Pantheons
Tuatha
- Celtic - Enech: The character gains a benefit for following the
tenets of the celtic morality. Among other things they can take on
geasa which grant them power as long as they fulfill certain rules. If
they break the rules, they will suffer penalties. It also has a lot of
powers which are basically praising or insulting people to give them
buffs. Or bragging about yourself to gain benefits.
Celestial
Bureaucracy - Chinese - Tai yi: A control of spiritual energy and the
transformation of beings. This ranges through increasing the power of
other scions, transforming ghosts into lesser immortals, dispelling
powers, combining purviews to make them harder to dispel. Etc.
Devas
- Hindu - Samsara: Stepping outside of the weave of Fate and escaping
the story. This lets you do things like reroll failed actions, tell
what the purpose of a GM's secret rolls are and whether they succeeded
or not. Reflecting supernatural attacks and so on.
***
The
World War II Pantheons - primarily for the WWII setting which was prior
to the Titans escaping and consisting of scions fighting mostly other
scions and titanspawn working for the various gods.
Yankee Pantheon - US Folk Tales - Industry: working hard, working long, gremlins and eventually the nuclear bomb
Allied
Pantheon - a conglomeration of British, French and Russian folk tales -
Civitas: teamwork and collaboration for the good of the society. (I
grimace at the Allied Pantheon, I like some of the Gods such as Robin
Hood, Baba Yaga and D'Artagnan....but lumping these three together is
more than a little insulting to the cultures involved).
***
Yazata Pantheon. This is the Persian pantheon. I haven't used it much and haven't played with it enough to know how it works.
***
Atlantean
Pantheon. I rather hate this as a thing. We don't even have proof of
Atlantis as a culture in the past, much less what their religion was. I
don't mind the idea of Atlantis being a place in the setting, but the
Atlantean pantheon annoys me.
**************
Legend and Fate
The
source of a scion's power is their legend. In fact the source of any
supernatural's power is their legend. Werewolves have power because
people tell stories about them as do vampires and dragons. The demigods
are no different. As such, this is different from White Wolf's more
well known setting (World of Darkness) because having witnesses is
thematically beneficial. Even when you have tons of witnesses, however,
the general supernatural conflict will continue to be un-noted by the
majority of the world. I ran a massive battle across the whole Seattle
involving a flying galleon, fenrir wolves, giant tigers, human
mercenaries, giants, werecreatures, pterodactyl things, harpies,
zombies, hel-hounds, rakshasha, an army of hackers and remote control
predator drones. The mortal media is reporting "rumors" of genetically
engineered animals used as weapons and the actions of various fanatics.
All the official reports carefully avoid mention of mythological
monsters. Witnesses to the actual events tend to say "he was like a
giant" or "it was a huge tiger" or "I don't know what it was" rather
than noting "he was a giant", "it was a nemean tiger" or "they were
giant spiders!" The stories of the characters' exploits still spread,
but the supernatural aspects are often taken to be exaggerations or
conspiracy theories.
The downside of acting under the public eye
is Fatebinding. When you perform amazing feats of strength or
intelligence...or you perform outright magic...you have a chance of
becoming fatebound to people, places or things. A fatebinding works two
ways and enforces rolls on those bound. For example, if a mortal
witnesses you killing someone in a impressively legendary way, it could
produce a fatebinding role on you of "murderer" or "monster" while it
produces a "witness" fatebinding role on the person you are bound to.
Afterwards as long as the fatebound witness is around you, you gain
bonus dice to actions that forward that role and penalties on actions
that work against that roll. Likewise, the witness gets bonuses when
acting like a witness and penalties when trying to avoid the role. If
the person witnessing you realized the person you killed was a vicious
serial killer or even witnessed that the thing you killed wasn't even
human, then the roles might be "vigilante" and "fan" instead of
"murderer" and "witness." Most fatebindings fade over time, but
powerful ones (5+) can persist for the life of those bound or even into
the afterlife (6+). It is because of fatebinding that Zeus is such a
skirtchaser. Anytime Zeus comes down to Earth, he is bound up in so
much fatebinding that he has to behave like a skirt-chasing player or
suffer massive penalties.
Legend is used to fuel powers and
knacks and can be used to reroll, increase defense and add successes to
your roll on an action. Spending for knacks, defense and reroll is
unlimited. Spending to add bonus successes can be done a number of
times each story equal to your Legend score. For example, if you have
legend 2, you can add successes to a roll twice per story and each time
would add +2 successes. If you have legend 5, you can add successes 5
times per story and each time would add +5 successes.
**************
Nature and Calling
These are primarily guidelines for the way your character acts and what their purpose in life is.
The
Calling has no mechanical effect and essentially is only a way for you
to focus around building your character. For example a "Martial Artist
Prodigy" would take a lot of combat powers and someone with a calling of
"Bridge of Peace" would have a lot of diplomatic and peaceful type
powers. There is no set list of Callings because it is made up by the
player. I usually use something to describe the character as they will
end up being known as in legend such as "Amaterasu's Eclipse" "Doomed
Traitor" "The Trickster Fox" "The Great Mangaka" or "The Beautiful
Death".
Natures have a mechanical effect in that they give an
alternate way to recover Willpower by acting in accordance with the
nature, but in most games I've been in, we've largely ignored it and
only used it as a guideline. It's more useful in pigeonholing how NPCs
will act. The list of natures is below.
Architect - You are a methodical planner.
Autocrat - It's your way or the highway.
Bravo - You live life on the edge.
Caregiver - You are a wellspring of compassion.
Competitor - You are driven to be the best.
Cynic - You are familiar with Murphy's Law.
Fanatic - You zealously champion your beliefs.
Gallant - You protect those that can't protect themselves.
Gambler - You risk all to win.
Judge - You are the law.
Libertine - You live each day like it's your last.
Loner - You rely on yourself alone.
Pacifist - You endeavor to solve problems peacefully.
Pedagogue - You live to teach.
Penitent - You seek to expiate the wrongs you've done.
Perfectionist - You strive for flawlessness in all your endeavors.
Rebel - You believe laws were made to be broken.
Survivor - You persevere against everything life throws at you.
Traditionalist - You believe the old ways are the best ways.
Trickster - You live to deceive.
Visionary - You see the World for what it could be rather than what it is.
**************
Epic Attributes
Like
in any White Wolf game, there are 9 attributes, 3 physical, 3 social
and 3 mental. In addition to the normal, there are also Epic
Attributes. Epic Attributes add bonus successes to your rolls and other
benefits besides. In addition, for each level of an Epic Attribute you
have, you gain 1 "knack" related to that attribute. You can also buy
knacks separately and have as many knacks as you want even if your epic
attribute never rises above 1. Also, the benefit from epic attributes
is not linear. The bonus successes for each level go like this: 1, 2,
4, 7, 11, 16, 22, 29, 37, 46. Which means that by Epic Attribute 3, you
are, without even trying, achieving a level of success considered
exceptional by most of humanity and by level 4, you achieve mastery
results without trying. By the time you hit the god levels (Legend
9-12), you're basically superman. (of course, you have to have actual
levels in the skill being used with the attribute, but still)
Epic Attributes can't be higher than your Legend -1.
Epic
Strength: Increases jump distances and lifting. Increases Melee, Brawl
and Thrown damage. Knacks include unarmed damage increases, jump
increases, destruction of inanimate objects and terrain, thrown weapons,
lifting knacks and other such things.
Epic Dexterity: Increases
move and run speed. Increases Defense. Knacks include defensive
knacks, mobility knacks, ranged weapon knacks, escape artist and so on.
Epic
Stamina: Increases time one can survive without food, water, sleep or
air. Increases health, increases soak. Reduces wound penalties (at
Epic Stamina 3, you have no wound penalties regardless of how hurt you
are). Knacks include damage-soaking, healing, poison immunity,
endurance knacks, eternal youth and so on.
Epic Charisma: No
special increase, adds to Charisma actions such as inspiration, command
and persuasion. Knacks include things like charming people to not be
hostile, avoiding getting in trouble for something, always appearing
cool, inspiring people to greatness, making people feel important, and
convincing people of your position through impassioned pleas.
Epic
Manipulation: No special increase, adds to Manipulation actions such as
intimidation, lying and the like. Knacks include detecting lies,
detecting guilt, giving direct orders, lying convincingly, threatening
people, laying blame on other people.
Epic Appearance: Allows
rerolls of Presence skill rolls. Either beauty or ugliness. Knacks
include shapeshifting, drawing attention, blinding people, making them
not want to look at you so much they have trouble fighting you, shifting
between beauty and ugliness, fear, inspiration, seduction, disgust.
Epic
Perception: Deals with deliberate searching or analysis. Knacks
include sensing radio waves, sensing fatebinding, detecting other
scions, tracking prey, paying attention to multiple sensory sources,
blindfighting, excellent sense of smell and taste, clairvoyance and so
on.
Epic Intelligence: Deals with intellectual research and
riddles. Knacks include reducing experience point costs, reducing enemy
combat bonuses (fighting intelligently), knowing useful trivia,
resisting mental powers, knowing a little bit about most skills,
teaching others, code-breaking, language mastery, wirelessly interfacing
with computers you can see, telepathy and so on.
Epic Wits:
Deals with gut feelings and instinctive senses...such as detecting when
an ambush is about to happen. Also frequently used for telekinetic type
powers. Knacks include reducing the penalties for being attacked by
multiple enemies, reducing the penalties for having distractions in the
environment, profiling people, doing the Sherlock scan on a crime scene,
going first in combat, giving painful insults that drain willpower,
retorting with better insults, always seeming to fit in to the
situation, detecting ambushes, responding to sudden assault even if you
didn't notice it coming, Initiative effects.
**************
Purviews
These
are the supernatural powers associated with the Gods. There are
all-purpose purviews (available to everybody), special purviews
(available to everybody but work differently than general purviews) and
pantheon purviews (only available to specific pantheon and mentioned
above). All-Purpose and Special purviews require the player to have a
relic that grants access to those powers in order to use them. At
Demigod level (Legend 5-8) they can use some powers without their relics
(but at a reduced level), at God level (Legend 9-12) the penalty for
not having a relic is reduced. In either case, if the demigod or god
loses ownership of a relic, they lose access to the purview.
***
All-Purpose Purviews
Animal - control of animals, shapeshifting and adoption of animal features
Chaos - confusion, anarchy, formlessness. Either causing it, controlling it or surviving it.
Darkness - shadow, darkness, night
Death - ghosts and death
Earth - control of stone
Frost - control of cone (not in core book, appears in Ragnarok book)
Fertility - control of plant life
Fire - control and association with fire
Guardian - protection of other people and things
Health - healing and inflicting pain or disease
Illusion - creation of illusions (Ragnarok purview)
Justice - punishment of the guilty
Moon - influence of things relating to the moon
Psychopomp - travel powers
Sky - wind, air and lightning
Sun - control of light and the sun
Water - control of water
War - becoming the warrior incarnate
All-Purpose
Purviews have a number of boons. These boons don't have to be taken
all at once or in order. It is possible for a person to take the third
Fire boon and never take either the first or second, for instance.
Also, there are occasionally alternate powers at the same level, both
can be taken. For example, a single person can choose to learn both
Warning Line and Vigil Brand despite the fact that they're both rank 1
Guardian boons. A person can have any number of boons, but they can't
have boons of a higher rank than their legend -1.
***
Special Purviews - Special Purviews deepen the scions perception and control of Fate
Magic
- directly manipulating the threads of Fate's plan. It can duplicate
boons of All Purpose purviews, but such duplications are often a little
weaker. Mostly these spells involve tweaking the destiny of the
targets. Magic always fatebinds the caster to the target.
Mystery
- allows the scion to see parts of the weave of Fate directly. For
every success rolled, the scion can ask one question of the GM which
must be answered. This can be done once per story.
Prophecy -
allows the scion to see parts of Fate's plan. For every success rolled,
the scion gets one hint as to what is coming. This can be done once
per story.
**************
Birthrights
These are things that are fated to be tied to the character. These are followers, creatures special items, guides and the like.
Followers/Creatures
- inexplicably split up into two advantages, these represent mortal and
supernatural entities that serve the character.
Guide - this
represents a person who advises the character or gives them missions or
help. Every character has their divine parent as a free 5 point guide.
Relic
- these are the characters' characteristic weapons and tools. Some are
things like computers, cell phones and musical instruments. Others are
things like clothing, armor or weapons.
Gods also have two more birthrights available:
Avatar - the ability to manifest as a weaker version of yourself so as not to produce or invoke as much fatebinding
Sanctum - an other-world of your own, shaped by you.
Relics can do several things:
Provide contact to a guide, follower or creature.
Summon a guide, follower or creature.
Provide access to a purview (necessary for a scion to use that purview)
Provide a bonus to it's normal use (a computer with bonus dice to programming...a sword with bonus to accuracy)
Duplicate
the power of a boon (this is similar to providing access to a purview,
but it provides only the one boon, not the whole purview...and the boon
does not actually have to be purchased)
Unique Powers
**************
Virtues
Each
pantheon has four out of twelve total godly virtues. Most mortals have
virtue ratings of 0, usually noted as not having virtues. Every scion
has a virtue rating of at least 1 in all four of their pantheon's
virtues. A rank of 1 means that you are a better example of that virtue
than the vast majority of humanity. Virtues run up to 5. They can be
expended to provide bonus dice in situations. This can be done a number
of times per story equal to the rank of the virtue and provide a die
bonus equal to the rank of the virtue.
Also, virtues dictate
behavior. In order to act against a Virtue, the character must first
roll a number of dice equal to their rank in that Virtue. If they get
ANY successes, then they have to spend 1 Willpower to act against the
Virtue. If they roll more successes than their current Willpower (say
they're at Willpower 3 and in their virtue roll they roll 4 successes)
then they enter a Virtue Extremity, which is a state of temporary
insanity. I've told new players that because of virtues you can either
act unreasonably...or you can go insane.
Conviction - dedication to and protection of a cause
Courage - facing challenges, proving your physical capability, etc
Duty - dedication to and protection of a community
Endurance - continuing in spite of great hardship
Expression - the ability to communicate the passion of your soul
Harmony - the belief in a cosmic design
Intellect - the respect of regard for rationality, reason, learning and knowledge
Loyalty - dedication to and protection of friends and family
Order - dedication to and protection of the law
Piety - dedication to and protection of tradition
Valor - dedication to and protection of the defenseless
Vengeance - dedication to the punishment of sins
Titans also have virtues:
Ambition
- To the titans and titanspawn, love, family and friendship are alien
concepts and communal instincts are a sin against the self. The only
person a titanspawn should care about is themselves. Even the Titans
themselves are not worthy of actual loyalty save that it is a means to
gaining greater power. This is why titanspawn will almost always
backstab someone if they think it will benefit them, even the Titans.
Malice
- To the titans and titanspawn, compassion is a sort of madness unique
to the Gods and mortals. It is the natural state of things to revel in
the fear and pain of those weaker than you. This is why they will
torture and play with their foes rather than kill them outright.
Rapacity
- The gratification of the senses and the satiation of hunger are the
only valid reasons for action. Titans, titanspawn and those corrupted
by them will always indulge in their desires, raping, thieving and
devouring all they can. This is why they will never back down from
simply taking the things they desire and will always take up any deal
they think we get them what they want. But then they'll likely cheat on
the deal if they can.
Zealotry - All titanspawn gain their power
from the Titans, but not all are willing to risk their lives serving
their masters, especially not against scions, but those with high
zealotry eagerly seek out ways to serve their masters and refuse to
falter or back down from the attempts. Giving them such an opportunity
is a great way to manipulate them into doing something.
**************
Willpower and Legend Points
Scions
have a Willpower ranked between 1 and 10. The starting value is equal
to the some of the two highest virtues you have at character creation.
Afterwards it is increased via experience. Willpower is used to invoke
Virtues for bonuses, power some knacks and boons, resist mental powers
and can also be spent to provide a single automatic success. Unless a
boon requires multiple Willpower points to be spent, only 1 Willpower
can be spent in a round.
Scions have a number of Legend points
equal to the square of their Legend. So at start, with a Legend of 2,
the scion would have 4 Legend Points. A low level demigod of Legend 5
would have 25 legend points. A low level god of Legend 9 would have 81
legend points and a full Legend 12 God would have 144 legend points.
Any number of legend points can be spent in a round. They can be used
to provide bonus successes to a roll equal to the scion's Legend (1 time
per Legend dot per story), reroll failed ability rolls (once per roll),
increase their defense to an attack and to power knacks and boons.
Willpower
and Legend refill complete at the start of each new story. They also
recover by stunting (dramatic description of their actions). Also,
Willpower can be recovered by following one's Nature, though this is a
mechanic I don't generally use much of.
**************
Adversaries and Allies
There are several sorts of creatures within the setting of Scion, and not all of them come from the Titans directly.
Mortals - These are normal men and women, sometimes of great skill, but still normal men and women.
More-than-Mortals
- These are people with a touch of the divine. Some were created or
born that way, others were mortals who were changed. Amazons, Thralls,
Berserks, Einherjar, Maenads, Spartoi, Myrmidons, Samurai and so on.
The
Dead - These are ghosts and zombies. Things that have died and yet
continue to remain around. Note, scion does not consider the dead to be
inherently evil unless they're corrupted by the titans. Zombies,
ghosts and mummies can be tools of good. Hungry dead and spectres are
titan corrupted dead things.
The Undead - Powerful,
titan-corrupted predatory and intelligent dead beings. These things
regain legend points only by feeding on mortals and gain even more
legend points by feeding on scions. Unlike the Dead, they are all
considered corrupted and evil. (though it is possible that some Gods
make use of them).
Titanspawn - These are creatures spawned
directly by the Titans to do their work. Most do not truly have Free
Will and can only behave as extensions of their creators' wills. Others
have broken free and allied with the Gods. First there are the
minions, many of whom were mortals corrupted by the Titans such medusae
(mortals fed on the blood of the two remaining Gorgons, they remain
beautiful as long as they have the blood, without it, they have to eat
the eyes of the beautiful in order to remain pretty themselves.). Then
there are the Chimera, unique creatures of dangerous, powerful
abilities. Nemeans - primal, vicious examples of natural beings.
Giants - huge men with addictive, empowering blood that forces loyalty
to the titan who gives it. When defeated, most titanspawn leave behind
a "trophy" that can provide some supernatural benefit.
Lesser
Immortals - These are beings who are immortal and powerful in their own
right. They are not titans or titanspawn and often either neutral or
allied with the Gods. They include the Nordic Alfar, the Celtic Sidhe
and Baensidhe, Japanese Kitsune, Greek Nymphs and so on. They are not
considered Gods even though they really could be. While most are not
allied with the Titans and many are downright benevolent, they are still
not human and many are often in it for themselves.
Agents of
Fate - These are often mortals and animals that exist to push the
dictates of Fate's plans. Oracles who give out snippets of Fate's plan
with the intention of insuring such a thing will happen, Cassandras who
preach a coming doom unaware that they're actually helping it come
faster, animals or people that behave oddly once just so a particular
event could happen. And also, sometimes, Fate produces seemingly
supernatural entities formed of the force of the stories of humanity.
Things like the Greek Fates or the Norse Norns are born of pure Fate
rather than either the Titans or the Gods.
Magical Creatures -
Dragons, unicorns, the wolf-mounts of the Valkyries and so on. Magical
creatures created by the Gods are not Titanspawn and do not leave
trophies when defeated. Some are intelligent many are basically
supernatural animals.
********************************************************************************************
How would I make this a game?
First of all, through the magic of DLC, it's not necessary to make it all at once.
Initial Game, focuses on the Hero level of play, Legend 2 through 4. Hard set initial Legend score at 2 or some equivalent.
Core 6 Pantheons to start: Norse, Greek, Japanese, Voodoo, Egyptian, Aztec. 3-5 Gods available to each Pantheon to start.
Egyptian: Horus, Set, Isis, Bast, Anubis
Greek: Zeus, Ares, Athena(adopted), Poseidon, Hades
Japanese: Amaterasu, Susano'O, Tsuki-Yomi, Izanami, Izanagi
Voodoo: Baron Samedi, Dhamballa, Shango, Erzuli, Ogoun
Aztec: Quetzacouatl, Tlazolteotl, Xipe Totec, Tezcatlipoca, Tlaloc
Norse: Odin, Thor, Loki, Freya, Sif, Frigg
Normalize
the favored abilities. None of this thing where Odin has a huge number
of favored abilities and Zeus only has a couple. Instead each divine
parent should favor X skills, Y epic attributes and Z purviews. It
could be possible that there is a choice, for example, say Odin is still
associated with his huge number of purviews and attributes, the player
would only be able to select 2 Attributes and 2 Purviews to be favored
rather than the whole spread.
**************
Character creation:
Choose a pantheon and parent.
Give
the option of taking a Calling with preset templates...or just
designing from scratch...if designing from scratch, allow them to name
their own calling, this can be substituted into dialogue when
appropriate just like the characters name while any voice avoids use of
either.
Choose attributes, skills, powers, etc.
Choose
virtues, the combination of virtues creates a "Nature" (sort of like in
Titan Quest where, if you take Warfare and Defense, your class gets
declared as "Conqueror" but if you take Warfare and Rogue your class is
"Assassin")
design relics - relic creation should be given some
thought and detail. Characters in scion sometimes acquire more gear and
trophies, but their primary gear will always be the relics they started
with. The player should be able to put some effort into it and name it
what they like (since I'm thinking of this as Single Player, shouldn't
have to worry if someone decides to give things offensive
names...they're the only ones that will be subjected to it).
Optionally, give them the option of taking some historical mythical
artifacts based on their parent and boon choices.
possible relics:
Cell Phone - I've seen this used for Mystery and Prophecy as well as used to summon some followers or contact guides.
Guns
- used primarily to provide access to War, Sky, Fire, Frost or other
such purviews. Sometimes does enhanced damaged. Sometimes infinite
ammo. Sometimes upgraded damage (lethal to aggravated)
Weapons - similar to guns. Often swords, collapsible scythes, maces, daggers, etc.
Clothes - purviews, armor, unique powers
Dragon's Teeth - Summon Spartoi...recover the teeth later to be reused.
Fox-Tail - purview access
Pen - Prophecy, Illusion, Magic...etc...etc...bonus dice to Art - Drawing or Art - Writing
etc...etc
Design appearance.
Choose a background...this represents the way you attracted your divine parent's attention and proved your worth:
Local Sports Star
Popular
Troublemaker
War Hero
Lawyer
Cat Burglar
Actress
Internet Personality
Author/Artist
Urban Legend
etc
etc
**************
Missions/Quests
While
Scion lends toward huge, over the top physical action. It should be
possible for a character to complete the game as a non-combat centric
character, more difficult perhaps, but still just as fun and with just
as much epic-ness available. In fact, I'd suggest an achievement exist
for a character who completed every mission without ever using a single
direct attack (use of followers or tricking enemies to fight each other
are not direct attacks). Similar easier achievements for characters
that complete the main storyline without using attacks and so on.
White
Wolf rated each scene in their adventure paths with dots in
Mental/Social/Physical to show how difficult each scene was. For
example a scene with "Mental - Social - Physical -" is not going to be
difficult at all and is likely just an intro for talking to someone
where as a "Mental ** Social - Physical ***" scene would require an
average amount of mental stats and a heavy amount of physical stats.
"Mental - Social **** Physical -" would require a master socializer.
A
similar thing could be done here with quests have mental, social and
physical ratings that serve as warnings to players about how difficult
the quest would be. I'd further add achievements in this case for
completing a mission when you have much less ability than the suggested
amount.
**************
Fatebinding
Anytime the
character uses magic on someone else they develop fatebinding. If they
do amazing things with mortal witnesses (like fight a werewolf in the
streets) they risk fatebinding.
This should be mechanical and mostly behind the scenes.
A
character should be able to either take a power that allows them to
know their own fatebindings, or else by default have that ability.
Fatebindings don't directly force behavior like virtues, but if a player
acts in accordance with them they would have a mechanical bonus and if
they act counter, they have a penalty. For example, someone with the
"Hero" fatebinding would have penalties when they tried to assassinate
someone but bonuses when defending a group from a rampaging minotaur.
The
fatebinding roles in the tabletop can be made up on the fly, but of
course that's not possible in a video game. Likewise, the sort of
actions available in a video game are limited.
Really, this
might be a bit complicated for a video game, but it might be more
successful as a video game than on the table top where sometimes
fatebinding can really slow things down.
**************
Virtues
Some
dialogue options should be marked (either visibly or only in data) as
being against your virtue and clicking on it results in a check against
the Virtue and, if that fails either a dialogue option asking "Spend
Willpower" to continue even if the virtue check says "no, don't do
that". If the virtue check is too high, then you don't get the option
to spend willpower and suddenly enter a virtue extremity where
behaviors/dialogue options are limited. For example, if someone with
Courage is trying to negotiate out of a battle and enters a Virtue
Extremity, he could suddenly enter a berserk state and have all the
people around him turn hostile forcing him to attack them. If he runs
out of actual hostiles, then allies and civilians get marked
hostile...until his extremity ends.
On the other hand, some
dialogue options might be marked as in favor of your Virtue, granting
you bonus dice when you perform it. Or potentially allowing you to
recover Willpower when you act in accordance with your Virtue.
Of
course, some things are a bit of a no no in the game. You can't really
force movement or action from your players....well, you can, but it
would have to be handled carefully or they'd get annoyed. However, you
might have some things like someone with Endurance being unable to leave
an instance in order to go heal up somewhere else.
**************
Legend and Willpower
These
should be basically separate mana pools, like the Stamina and Magika of
Skyrim. Within the way the game works, it should spend fast and refill
fast.
Since you can't "stunt" on a video game...well you can,
but the game has little to no ability to recognize awesome...the rate of
recovery for Legend and Willpower should be dependent on the level of
success of any action. So, for example, a success causes a spike in
Legend/Willpower recovery for 10-20 seconds. A good success a bigger
spike. A critical success an extreme spike. Certain knacks should
allow recovery of Willpower and Legend as well. But most knacks work by
giving other people back their Willpower and Legend, not the user.
Knacks and boons should obviously have automatic draws on Willpower and Legend.
Use
of Legend and Willpower for invoking Legend and Virtues is difficult.
Perhaps it could work like build up from City of Heroes...you click it
before the action you want to enhance and then perform your action.
Since it can be used on anything, even conversation, the bonus would
just get applied to the next active skill or dialogue option you choose
that has a chance of success or failure.
Use of Legend and
Willpower to enhance an action should come with a cutscene or special
dialogue result to underscore the fact that the player used their
supernatural essence successfully.
**************
Followers, Creatures and Guides
Characters shouldn't start with these save for their own parent as a guide. They earn these in the game.
On
Followers and Creatures, in Scion the characters very quickly outpace
the combat abilities of the followers and creatures that have ranked
stats. The followers that show the best capabilities are trickster type
followers (pixies, shapechanging cats, small swarms of spiders),
utility type followers (a lawyer or clerk) and followers based on the
human experienced soldier template (the Rambo soldiers). In a starting
Hero level game this won't be so obvious.
Basically, a character
should be able to earn Followers via roleplaying and several creatures
should be able to be turned into loyal pets based on the character
powers and decisions. In the tabletop game, Followers mostly come in
packs of 5 to 25. That would be difficult in a CRPG meant for a single
player. However, you could have it that the player can call in the
followers for some missions. Such as if a social monkey finds himself
on a Physical 5 mission and decides to go to the group of soldiers he
helped out a while ago and ask them to come help out.
To avoid
the followers being abused, you can do a couple of things. First, for
mortal followers, if a follower gets injured in the fate and the player
has no healing ability, that follower might stay injured for a long time
and thus the player might not want to call up that unit while it is
recovering (similar to the way characters are placed on the wounded list
in X-Com Enemy Unknown). A similar situation could be used with
non-mortal followers, only they recover from their wounds more quickly.
Perhaps followers won't always be able to come. I'm aware that one of
the Assassin's Creed games uses a follower mechanic that was pretty
successful.
Suffice to say, followers and creatures should be
things that allow characters to take out more dangerous opponents than
they otherwise could have. Especially, if the mission involves a
mindless beast, it gives the social centric characters an option.
Followers shouldn't be necessary, but they should remain cool to use if
the player wants.
Guides would come out of your mission givers.
Perhaps some mission givers will be able to give you info about other
missions (doing research), or else train you in some things or provide
you with some equipment for a specific quest, etc. IE. If you complete
Mission Y before taking Mission Z, the quest giver from Mission Y is
friendly enough to you that he'll give you something that makes the
mission easier.
**************
Advancement
Primarily
experience point spending. The spending of XP where they want it to go
is sort of representative of the scion directing Fate where he wants it
and willing himself to improve in specific ways. Experience points are
earned in the completion of dialogues, combats and missions. The scion
is limited to his mortal skills and attributes, his epic attributes,
his pantheon purview and any All-Purpose or Special Purview that he has a
relic for. Supernatural powers are limited to ranks equal to their
Legend-1 (in scion table top terms). However, they can get any number
of powers within those limits.
Legend should increase as it
builds up during the course of the game. Any deed you perform should
increase your legend at least slightly because of situations like "this
strange man came into town and suddenly nobody was dying anymore" where
they didn't actually see your battle with the local beast, but the
effects of it were clear. Meanwhile, doing stuff in broad open public
causes your legend to build up much faster.
Also, a legend range
of 2 to 4 might be a bit low for a video game, even focusing on Hero
level stuff. Not because it isn't a significant increase in ability but
because it seems like a slow pace of to advance if it takes half the
game to gain a total of 2 levels. There might be a Legend progress bar
that can be spent down to unlock missions to do things like earn the
followers, guides and creatures mentioned above or...if allowed to build
up, unlock Legend 3.
Optionally you can have them be able to spend XP on Legend, but I'd prefer Legend to increase based on the deeds you do.
Even simpler, when you've spent a certain amount of XP, your legend automatically upgrades.
**************
Gear and Crafting
A
few scions are based around being crafters and such, but to be rather
blunt, crafting and improving gear isn't a major focus of Scion. Still,
I imagine it should be in for the people that enjoy it.
However, the thing that is different about Scion from other RPGs is that they get their main gear at character creation.
Those
relics they have at the beginning of their game will be their signature
tool/clothing/weapon for the entirety of their legend. They're not
going to be discarding that tool for something better later. Nothing
they encounter later will be better for them than that first tool (which
is why creating it and making it unique should be part of character
creation) You could say that they start with one to three relics at the
beginning of the game and can earn more as they move along the story,
but they don't replace the previous relics, they merely supplement.
For
example, to start, a scion might have a hat, a cell phone and a knife
as relics. Later they might run a quest to earn a new relic slot and
design a coat that acts as armor....or a rifle for long range weapon.
Or a tarot deck....or any of a number of things that the game might
provide as a potential relic.
Optionally, the character can have
the option to upgrade their relics as they continue on. But really they
shouldn't drop the relic, and losing a relic should be a plot device
for a mission if anything. Relics aren't loot or gear in scion, they
are a PART of the character.
That said, they might also collect normal weapons and armor, trophies and so on.
**************
Money
Money
is not a concern in Scion normally. There isn't even a way to track
currency in the tabletop system. No Resources knack, no money. It's a
mythical story, they're basically assumed to be able to find ways to get
what they need. Their currency is experience, charisma and destiny
really.
**************
Storyline
Depending on their
pantheon they'll have access to one of six pantheon specific storylines
with alterations based on which parent they choose. Ideally, there'd be
a different storyline for each individual parent...but...again DLC.
In addition there will be a "main" storyline as well that is a general sort of problem for all the Gods and mortals.
If
the option for the background that described how the character earned
their visitation, there might be another long personal subplot.
Then
there would be the usually plethora of subplots and side quests all
over the place. Clear out harpy nests, fight linnorms, rouse people to
fight for their town, yada, yada, yada.
**************
Setting
A
sandbox setting would be best served by a wide area with several small
towns, wilderness areas and one good sized city. Lots of places would
work for this. A multicultural place would be best to accommodate all
the pantheons involved. In the basic Hero book, it was Las Vegas and
the surrounding area. Also, in a modern setting, it's rather easy to
step on a plane and move all over the world. However, in a Hero level
game, this would stay very much in the World.
If at all possible destructible terrain would be awesomely appropriate to the setting, but yeah, very difficult.
**********************************************
**********************************************
Potential DLCs
Add more Godly parents (thus maybe some more storylines)
Add more pantheons.
Add more side stories.
Expand to Demigod level....which would begin to have the characters traveling to Terra Incognita .
Expand
to God level....which would begin to have the characters traveling to
the World and the Underworld and eventually the Titanrealms.
A blog by Luke Garrison Green of Thrythlind Books and Games. Here he discusses writing skills, reviews books, discusses roleplaying games and refers to Divine Blood, Bystander and his other books.
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