Scion - Hero - Character Sheet - Download as PDF File . pdf), Text File .txt) or read online. Josh Alwine - High Percentage . Scion 2e Playtest (probably) - Free ebook download as PDF File .pdf), Text File ( .txt) or primary player-character type (Scions) climbing in power and Legend until they're Gods .. on the Demigod and God sheets blank, noting they'll get filled in as soon as the Okeanos surrounds them all in an eternal rushing torrent. Scion Companion Character Sheets Without word from the Gods as to what's occurred, the heroes must master the powers of demigodhood.

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Scion: Hero - Find your DestinyThe savage Titans have escaped their eternal prison to wage war with the Gods once battles i. The Trove is the biggest open directory of RPG PDFs on the Internet!. Scion Companion Character Sheets - These are a collection of free, There are sheets themed for each pantheon, with variations for Hero.

But wherever the Gods go, conflict follows. Every story needs a conflict, and the Gods cannot escape the fact that they sow the seeds of their own dramas. They cannot help but stir up trouble in the form of mortal entanglements, cultural indiscretions, and spats with each other. But the biggest conflicts usually arise when they interact with their counterparts: the Titans.

It would be too easy to cast all Titans as villains, but myth and real life are never that simple. For one thing, Titans and Gods are both elemental expressions of the World, so it cannot be black and white. The creation Prometheus sparked generated as many terrors as it did wonders, and both delight the Titan equally.

Prometheus cares not — that new things are being created is all that matters. It is not even a desire; it is a fact of his existence. With his knowledge of the shastras and Vedas, he knows that the only way he can advance is to submit to reincarnation and begin to learn and grow, but he cannot, for his nature prevents him.

He cannot be reformed, not because of an inherent evil, but because he is defined by his role in the progression of the universe. So it is with all Titans: Their inability to defy their nature often brings them into conflict with the Gods. A God can show mercy, but a Titan could not defy his nature to save a mortal even if he wanted to.

But ultimately, a Titan exists as both counterpart and kin to the Gods, and whether they are to be worshipped, reviled, or reformed is largely a matter of opinion. Titanspawn and Legendary Creatures Children of the Titans and other mystical castoffs take many forms, and they arise in many ways. While some are born of monstrous lusts being slaked in a thankfully distant past, others are created from the soil or the animals of the World. These misbegotten creatures populate almost every Terra Incognita and even scrape out an existence in the World where they can.

They are not inherently evil, just different from mortals in an often-incompatible way. The wendigo are massive creatures that usually dwell in the wintery wilderness of various North American Terra Incognitae, but when the cold winds blow through the World they can step across and raid humanity for food. They are gluttonous beasts full of hate and the desire to destroy, but it is the fact that they subsist entirely on human meat that makes them incapable of harmonious coexistence with mortals.

They are not interested in mitigating their desires or learning to be among the mortals — they will eat human meat until they are killed.

Some of the more intelligent Legendary creatures and titanspawn have learned to coexist with the other inhabitants of the World, however. The Tengu once delighted in bringing fear as harbingers of battle, but soon learned that mortals are extremely capable of chasing off creatures they consider to be bad luck, often fatally. Occasionally they may cross the path of a human, but they have no interest in mortals as food or entertainment anymore, so they retreat back to their nests.

But anyone who interferes with their young may find themselves with reason to recall why these creatures were once considered fearsome demons. Legendary Creature Communities As much as we may not like to think about it, most of the sentient Legendary creatures are not that different from humans. Living largely in makeshift homes such as caves and trees, the majority of the work in a village of fair folk revolves around gathering food and throwing parties. They do not harbor ill will towards mortals or other creatures of the World, but they do attempt to trick mortals with magically binding bargains.

Since the Tylwyth Teg are typically incapable of reproducing, they attempt to steal or bargain for children that can be transformed into young faeries to continue the traditions of the fair folk. In the forests of Japan, there are many small communities of Kitsune, usually carefully guarded from the eyes of outsiders.

These fox spirits have deep respect for their elders and are fiercely loyal to their young. They can shapeshift from fox into human at will and use this ability to evade the notice of most mortals.

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The communities are often shy, but have opened up to humans who are lost or in need of help, though they rarely let such visitors leave for fear of being exposed. The jungle-dwelling were-jaguars of Central America are expert hunters and perfect predators, so they seldom allow visitors to see them or their tightly knit communities.

Their villages are small but elaborately built, with the majority of life taking place in a central open area where children are raised by the group. Males and females hunt together in packs for food and elders serve as spiritual and political leaders.

Under the leadership of Balor, they are capable of causing no end of destruction and death amongst the Tuatha. Perhaps they come into existence through hiccups in Fate or from the power of human belief, perhaps they creep in through the Axis Mundi that connect the World to the bizarre dreamscapes of the Terra Incognitae.

The griffons and kodama and hippocamps fill in the gaps in human imagination and keep open the doors between the World and the lands of imagination from which they come.

In fact, the creatures themselves may not know whether they are born of the Titans or simply arose from some indefinable narrative or ecological need. All the more reason for Scions of a more contemplative nature to take the time to think about where the lines are drawn before charging into battle against an unknown enemy.

While she may be able to find a niche in the pantheon of her sires, no few strike out on their own. They band together and carve out a new structure for their followers. Many new pantheons began as a band of Scions reforming their myths into a cohesive story Types of Scions Scions come in all shapes and sizes, but most are human, or at least mortal. They may be born, Created, Chosen, or Incarnated.

Born Most Scions are the outcome of a God and a mortal human, animal, whatever… having sexual relations. In truth, divine trysts with humans are invariably marked by lies, shapeshifting, manipulation, and force.

All of these deserve a reckoning on behalf of injured mortality, but too often the Gods are beyond reproach. Scions are usually born bastards, orphaned by one of their parents the Godly one and left to be raised by their human side.

Being touched by the Gods, Scions — even before they know their heritage — set their sights high and take heroic challenges head-on when the opportunity arises.

Those who discover their heritage may hope to one day ascend to true Godhood, but a surprising majority are quite happy with their human lives and simply knowing who and what they are.

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Unlike most Scions, his divine nature was not kept secret from him; in fact, he was given many gifts from his pantheon to ensure he survived, as he became a fast favorite. Born with an intense curiosity, he once tried to eat the most delicious orange he ever saw… the sun. After playing pranks on several gods and their minions, Hanuman was cursed with the inability to remember his great power, until someone reminded him of the Deeds he was capable of performing.

He was raised by his grandmother, the Earth itself, nourished and cared for by nature all around him, but he was very foolhardy. Little Hare ran head first into danger, once taking on an elephant that swallowed him whole, and has even died on many occasions — only to have his grandmother bring him back from beyond. He exists as a lesson to humanity to use their heads, always in the spotlight of an endless cycle of grand success and terrible failure. While his brother represented the light, Xolotl had more of an affinity for darkness, night, and death.

His visage took on a canine appearance the longer he spent in the Underworld, reflecting the fact that dog spirits often escort the souls of the dead to the afterlife. He has always been content to let his twin be the one adored by the pantheon, happy to guide the sun to its resting place each night. Created Some Scions are those beings granted Godlike abilities even though they hail from origins other than humanity.

This can include reaching into the clouds and giving life to a wisp who eventually becomes a God of winds or taking lesser creatures, like insects or dogs, and giving them human form. Many cultures and religions have legends of foundling children, which can give your Created a history and childhood of feeling different and unique.

Some legends — and even popular television shows — depict fully-grown adults waking up in strange places, bereft of memory and identity yet possessing an air of mystery, typically aided by handsome federal agents pursing tattooed enigmas or attractive psychologists trying to help with the inevitable amnesia.

Make the mystery of the Created part of their Path and their connections. Their existence is far from easy, however. If created from an animal, their wild instincts often get the better of them; if crafted from non-living material, their emotions and thoughts are often fabricated for a time, causing existential periods of self-exploration before they can be considered anything close to normal.

Instead of looking to integrate, many hope to undergo apotheosis to Demigod-hood, to surpass the necessity for such things. Created Scions of Myth Galatea The Theoi : There was once a gifted sculptor named Pygmalion who created his greatest work…a statue of a the most beautiful woman he had ever seen.

In fact, he had fallen in love with his creation, a fact the Gods did not overlook. Aphrodite chose to grant life to the statue, instilling Galatea with an intense love for her creator and even officiating their wedding before the Gods. Though the story often ends there, Galatea ultimately outlived Pygmalion, and wandered the world in search of a new love for centuries afterward. Their children also went on to have their own adventures that have contributed to many great works of art.

Mafdet Netjer : Mafdet was once a cat, the most beloved cat of the pharaoh. Mafdet became synonymous with protection from snakes and scorpions, and then eventually criminals. She rose to God of justice, seen as the God of capital punishment to some, as she always brought her catch before the pharaoh like a cat proudly displaying a lizard to its owner. As she grew older, Mafdet became the guardian of burial sites, continuing to protect her masters long after they were dead.

Ukemochi no Kami Kami : This being, created spontaneously from a mixture of divine magic and fanciful feast, became known was the Young Woman with Food. She could produce food with a snap of her fingers or the feeling of being full with a simple touch.

In myth, her meeting with the greater Gods to prove her worthiness was met with disaster. Ukemochi vomited forth the tastiest rice for Tsukiyomi, the mood God, who felt disrespected and struck her down. Amaterasu, the sun goddess, became angry and vowed to never see her brother face to face again, which is the reason the sun and moon never hang in the sky together.

Chosen Some people are gifted or blessed by the Gods, even though they have no blood relation. Often this requires a powerful bloodline, forged through generations of worship to the God, or a royal pedigree. Some serve willingly and gladly, while others may resent their adopted parent.

Find Your Destiny

The Chosen are never without a constant reminder that they are indebted to the gods, whether they wear it physically as a brand or in the divine power that is never truly their own. Unlike her sister-selves, she was once a mere mortal, without a touch of divinity. She was a queen, or perhaps the daughter of a king, intimately associated with the land of Ulster.

Chosen by her sister-selves in an effort to create a new aspect, she died in Ireland, shedding her mortality and joining the Morrigan. Of all her sister-selves, she is the one closest, if not kindest, to mortality.

He had the respect of other kings and the blessing of the Gods. All of this led to his becoming known as the dragonslayer, after handily defeating the dragon Fafnir, drinking his blood and learning to speak with birds.

After decades of adventure, he later chose to settle down and pass the legacy on to his kids, knowing Odin would watch after them as they walked their path. The Gods viewed Wen Zhong and granted him the third eye, capable of seeing through untruths and illusions. When he arrived home to the new king, he saw the bitterness and idiocy of the ruler, and led a coup that brought China a more compassionate and worthy king.

Incarnate Scions who are Incarnate are, perhaps, the oddest of the lot. The Gods frequently create mortal avatars, aspects of themselves that wander the World — recreating myths, experiencing life, and enjoying the various experiences of humanity. These Incarnations become full- fledged Scions, awakening to their true identity but bereft of patronage or power from their dead over-selves. Even stranger, some Incarnates were never properly Gods.

A dead Hero or Demigod leaves behind no full-fledged mantle to carry their immortal Legend, but depending on pantheon, their souls may be reborn in a new life, and these reincarnations find themselves going through the same omens and mysteries as other pre-Visitation Scions. Their early Deeds replicate their ancient feats, but these Incarnates inevitably face a vicious trial, for whatever Deed ended their life and sealed their incomplete Legend is often just as deadly the second time around.

Incarnates have a clear road map to assuming their mantle once again: recreating the epic Deeds that forged the mantle in the first place, drawing it down upon them once more. Any Hero of the deceased deity, sired by an Incarnation, can deliberately walk the same path as their parents and claim the mantle of divinity.

One of the Lords of Night, he is the light in the darkness and the food during famine, continually growing old and then becoming young again. This is a literal phenomenon. Every few centuries, Xiuhtecuhtli purposefully sheds his immortality and divine nature and reincarnates as a mortal, growing through the World and undergoing apotheosis to reclaim his godhood. Dionysius Theoi : The fun-loving son of Zeus was lured to his death with toys of his childhood. In a rage, his father destroyed the Titan responsible, and used the ashes of his beloved child to form humanity.

His Titanic mother, Rhea, guided the Scion left from the last Incarnation of Dionysius to reclaim his heart and assume the mantle of his deceased father-self. Previously a minor deity serving Inanna, he had multiple Incarnations present in the World upon his death; they battled one another for supremacy until one claimed the mantle of his progenitor and reclaimed the other Incarnations.

Since his ascension, Tammuz has acquired characteristics of solstice deities and must remain in the Sumerian Underworld for several months out of the year, much like Persephone in the Greco- Roman pantheon.

Character tropes

The Visitation Nascent Scions live lives touched by myth, moreso even than the typical denizen of the World. Some go their entire lives without really grasping the divine, skating by on providence and charm.

Others confront their nature directly — or, more often, are confronted by it. A God appears in a storm of holy fire, bearing an annunciation of divine heritage. Monsters torment the Scion and her family, not merely stalking them but attacking en masse, like iron filings to a magnet, until she has no choice but to fight back.

Scions call this moment, when the divine intrudes upon the profane in a manner beyond signs and portents, and they awaken to their true power, the Visitation.

Fate takes an active hand when the gods do not, driving the Scion to a cataclysmic confrontation with her Legend. It is a visceral, physical change — the Scion feels her blood boil away, refined into golden ichor, which roars in her ears not with the sound of her own heartbeat, but with the prayers of millions of faithful. Her breath becomes incense, carrying benedictions and curses in equal measure.

At the same time, it is a profound psychological awakening. For many Scions, it is their first encounter with their divine patron, and the first realization that the strange phenomena that have dogged their lives are signs of something greater.

Gifts, too, are common features of Visitations. Some Gods appear to their Scions with a veritable gift basket of holy Birthrights — Relics, Followers, and Guides all primed to aid the Scion in her execution of divine will.

Other times, the nascent Scion must win her gifts, by force of arms or cleverness, from the titanspawn that beset her. Sometimes, those trials are sent by the Gods themselves — Itzpapalotl sends tzitzimime to torment her high priestess, and waits to see if she will overcome the star demons.

Assuming the nascent Scion survives her trial which is by no means guaranteed , her patron deity usually appears to her to bestow the gift of divinity on her.

But the gift of ichor, once given, cannot be taken back — as many chosen Scions are resentful rebels as loyal priests. Gods make created Scions for a specific purpose, and send them out well-equipped to fulfill that purpose.

Fate takes the greatest hand in the Visitations of Incarnate Scions. The reincarnations of dead heroes and forgotten Gods seldom receive Visitations from outside sources. Rather, they find themselves drawn into repeating the myth cycles of their former selves. Perseus reborn finds himself interrogating old, blind women for the location of Hesperides Farms, while Fionn mac Cumhail wakes to find himself embroiled in intrigues over the leadership of the Kerns Motorcycle Club in Ulster Township, PA.

While reenacting these ancient stories, Incarnate Scions come into possession of the Birthrights associated with her previous life. Troupe or ladder play below gives players an opportunity to explore their characters deeply, through extra time or attention.

Epic: Play everybody. Well, almost.

In epic play, the story focuses on a slice of the entire setting, not just a band of Scions. The Storyguide and players create a broad cross-section of characters, from mortals to Gods. Play routinely shifts perspective, so players may move from a doomed mortal military squad running up against titanspawn monsters, to the Heroes who respond when the squad dies. The next session might put the players in the roles of the Gods and Demigods, who know why the attack happened.

The epic structure requires a great deal of preparation and a willingness to let characters go dark for a while, or even die, because they exist to show you parts of story larger than any of them. Players must also prevent the knowledge acquired in some roles from bleeding over into others.

Ladder: The ladder structure is the traditional mode previously described. Mortals become Heroes, and climb the ladder of Legend to become Demigods and Gods. The ladder takes time, however, and you may wish to adjust character advancement or make use of time shifts to move characters up a tier faster, to include it in a series with fewer sessions. This presents the same challenges as epic play being willing to shift characters and not let knowledge of one side unduly affect the other while giving you the opportunity to focus on a smaller group of characters.

Nonlinear: In this structure, create the same characters at different stages in their mythic lives, as Heroes, Demigods and Gods and possibly as mortals, too. The central conceit is that even though the finale occurs with the Gods, it gets put into context by recalling the past, when the characters were struggling to build their Legends. This method breaks the ladder structure up, allowing you to explore different levels without waiting for conventional advancement.

Troupe: This old structural innovation works well for Scion. Create three types of characters: everyday mortals cultists, Worldly contacts and so on , exceptional mortals as covered in Origin, and true Scions. In each arc, one player portrays her Scion, a few play exceptional mortal allies, and the rest play everyday mortals. Thus, every player eventually enjoys a story focused on their own Scion, while everyone else plays the supporting cast.

Once slain, ordinary mortals are quickly replaced — you can usually find another brave cult foot soldier in this style of play — and should be casually swapped between players. What do you do? Anything you can. Everything you must. Within these pages, a GM will find the guidelines they need to challenge the mightiest of heroes and mark tremendous deeds on the face of their world.

Inside this book, you'll find… Everything you need to take a Godbound hero from their first uncertain awakening to the pinnacle of divine supremacy, with mighty Words of Creation, divine gifts, and enormous works of celestial Dominion.

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Fearsome god-monsters and terrifying foes to tax even a pantheon of Godbound. More than that, you'll find specific instructions and advice for matching martial challenges with situations and groups.

Sine Nomine-style system-neutral tools for building demigod-worthy adventures and Former Empire ruins. Create noble courts, lost shards of Heaven, hidden ruins, and dire perils for your heroes to overcome. Play a different game? Lift these tools out and use them with your system of choice!

A system-neutral Dominion and faction mechanic that lets heroic deeds have mechanically-supported effects on the campaign world. Your hero wants to build a fortress in her native village, or ward an allied nation from the scourge of a Host-spawned disease?

These rules show you how to do so, and how to make it count in play. Need to find out what happens when the pantheon's holy nation declares war on an insidious empire of evil? The rules here will give you an answer you can use. Old-school inspired play mechanics derived from the Scarlet Heroes game system that are easy to pick up and let you loot decades of material for foes and challenges for the players.

Just grab a classic arch-enemy, run it through the conversion notes in the bestiary chapter, and you've got your next campaign nemesis. But that's not all. Mortal player character creation, whether as desperate dirt farmers-turned-adventurers or as budding mortal heroes who dare the perils of this dark world.

Can your PCs survive and prosper in a world blighted by the past?Download: Worldbuilding Template Enter your email to receive Reedsy's 1 worldbuilding resource Fantasy tropes, like any other type of literary trope, are recurring images, themes, or devices that are used to the point of being common conventions amongst its genre. The Lucifer comic series deals with the problem of free will and the tyranny of having a divine father, and features appearances from a whole host of Gods including representatives of the Norse and Japanese pantheons.

Satyrs, centaurs, therianthropes, and fair folk will all get their due as both player characters and antagonists. In each arc, one player portrays her Scion, a few play exceptional mortal allies, and the rest play everyday mortals. What do you do? Some legends — and even popular television shows — depict fully-grown adults waking up in strange places, bereft of memory and identity yet possessing an air of mystery, typically aided by handsome federal agents pursing tattooed enigmas or attractive psychologists trying to help with the inevitable amnesia.

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