I will refer to pages in the books by using the following notations for DRESDEN FILES RPG (DFRPG) and SCION (SCION).
Although I would have liked to reveal it in the course of the first game, I feel more and more that I need to justify a few points about why we are starting out where we are starting out. Number one, up to only one of you knows you're actually a Scion, a child of a god (probably Jon's character, if he goes with his initial concept); the rest of you are regular mundane folks, or so you were led to believe. We are all from the same town for two reasons-- it settles the question of why Scions are gathered in one spot (across the world, small havens were established by weakening gods, blessed to carve out niches where they can still establish dominion in the face of the current ruling pantheon-- in this case, the Judeo Christian Holy Trinity. It happened many times through history and mythology, like when the Greco-Roman pantheon overtook the Irish and Norse pantheons, for example, with the rise of the Holy Roman Empire-- those gods had to go SOMEWHERE), and it gathers you all in one spot for the start of the game.
Your hometown is a small-sized modern American town, in proximity to a major central American city (I haven't decided which one yet). Good examples of the size I was thinking of would probably be Valor Toda ECC school's surroundings, or Konan, Mikawa Anjo, or Handa, with all the conveniences and trappings of such a town. Most of you ought to have your origins in the town, but you can have had a life outside of the town, like if you were a NY stockbroker, or were Indiana Jones--- but for whatever reason, you are back in town the day before the annual Founder's Day celebration and town fair. The game will start at this this point in time.
FOLLOW THESE STEPS IN ORDER:
1) Choose a name and gender. Figure out biographical details-- family members, birthdate, where do you live, etc. Dont worry about your character's personality or skills yet. Of course, choose your God parent! Remember, you cannot be from the Judeo-Christian Holy Trinity, the Saints or the Chinese Celestial Bureaucracy, nor from an abstract idea (ie., the God of the Internet), nor of a Fictional God (ie., Cthulhu) pantheon.
A good list of Gods found in the original Scion game can be found here
http://wiki.white-wolf.com/whitewolf/in ... an_Made%29
2) Talk to at least one other player in the group. Decide on a few backstory points that you share together. Write them down and give them to me in the course of the game. For example, did Ian's character go to school with Tanya's? Did Jon's character beat up Tommie's in a bar fight once, or did Tom's character happen to date all your characters' younger sisters and dump them? I don't know. Build some rapport amongst yourselves, give yourself reasons to travel together as a group.
Time to start using the books! You can read from DFRPG pg 52 and onwards for further explanation, but you don't have to, and you definitely don't need the Template section on pg 53.
3) Time to decide your Aspects. Describe your character using words and phrases that can plausibly used in good and bad situations. Mari and Theo (Miggy's characters in Heavy Gear and Seven Seas) would both ascribe to traits "Socially Dense," "Tough as Nails" and "Hair-Trigger Temper," for example. Choose four descriptions, on your character sheet, these would be listed as Other Aspects.
You can learn more about Aspects in DFRPG pgs 18 and 98. A list of pregenerated Aspects (ALL KINDS OF ASPECTS, including the ones in steps 4 and 5) can be found at
http://www.jimbutcheronline.com/bb/inde ... 592.0.html.
4) Choose your High Concept Aspect. In this case, you all have TWO High Aspects. One is "Scion of (insert god's name here)" and the other is likely your job, but need not be (Tom's Terry character, for example, sounds like his might be "Rebel Without a Cause").
See DFRPG pg 52 and
http://www.rickneal.ca/?p=609 for more information.
5) Choose your Trouble: what complicates your high aspect? Terry's character, for example again, might be "Poor as Dirt." Ian's Rob character from 7th Seas might be "Raging Alcoholic," for example.
See DFRPG pg 55, the link in steps 3 and 4, for more examples and explanations.
The following are also Aspects, but deal with your Godly heritage. Draw a small box in the Aspects, or write them somewhere on the character sheet, as they'll be referenced from time to time. Situations involving these Virtues, Purviews and whatever work just like other Aspects do.
5B) Once you have chosen your parent god, you should write down what your Virtues are (SCION:HERO p118 starts the descriptions, but the small chart on the right-bottom corner of p119 lists your Virtues by pantheons). These Aspects are in your blood, not your personality, and will help you. If you are not from one of the original six pantheons, or from any of the other official Scion pantheons (found in the other Scion books-- ask Miggy, or check out
http://wiki.white-wolf.com/whitewolf/in ... an_Made%29), then write down four Virtues associated with your Pantheon.
5C) Being a god means you have access to four domains of power-- usually these are listed with the description of your god (as Associated Powers) from the SCION book, in the Pantheons section, but if you chose a God parent that's not from the book, write down the Associated Power if you chose a god found in the link in Step 5B, or judiciously choose four domains if you chose an even rarer God. These correlate with All-Purpose Purviews, which will come up later (SCION page 139), and must be bought as powers. Even if you don't bIuy any Purviews, you must write down the four domains/purviews as Aspects.
If you're keeping count, there should be 10-14 Aspects somewhere on your character sheet, just as we are starting out: one high concept, one trouble, four other aspects, four godly virtues, and four domains of power/purviews (these last four shouldn't come into play too often, so you can put them on the back of your sheet if you want, but are still part of your inherent nature). Expect to collect more, and expect to change these, as we go along!
6) Time to choose your SKILLS! Your skills are pretty limited, but anything that is not on your sheet can be done at a straight-up +0 dice roll, so it's not so bad as, say, Heavy Gear or D&D, which punishes not having a skill listed. We will start with 20 skill points, and a skill cap at Superb (a +5, which means no skills are higher than this level, though you can do any combination of points lower than a +5)
See DFRPG pg 65 for explanations, particularly the yellow box in the corner for an example of skill point distributions, and pg 120 for the list of skills.
Important skills right off the bat would include Resources:Buying Things (DFRPG pg 139, it affects what you can buy), Conviction:Mental Fortitude (DFRPG p125, it increases how much mental "damage" you can take), Endurance: Physical Fortitude (DFRPG p130, it increases how much physical punishment you can take), and Presence: Social Fortitude (DFRPG p137, it increases how much social embarassment or pressure you can take). The default damage limit (marked as Stress on the character sheets) for a run of the mill human is 2 for all three categories. Alertness determines initiative in a physical conflict; in mental and social conflicts it can change, but are usually Discipline or Empathy respectively.
Some Abilities from Scion may be used as skills, but only if DFRPG doesn't already have it listed in its book. Check out SCION p105 for the start of the list.
7) CONSEQUENCES, on the character sheet, will be left alone, unless you increased any of the Fortitude skills (in section 6) to a Superb level, in which case, please tell me. Consequences are bad things that happen to you in the face of battle (mental, social or physical).
The next 2 sections, STUNTS AND POWERS, are where we really set apart our characters from each other, ability-wise. Think of them like D&D feats or Skill Tricks. STUNTS are things that any normal human can aspire to-- they are the things that anyone can excel at, with hard work, training, or inherent genes. POWERS are things that border the supernatural, and this is where the SCION:HERO book will come into play.
All of these are subtracted from your Fate Point Refresh Pool, which will start at a dinky little 6. Stunts cost 1/2 point each, whereas POWERS have varying degrees of cost. For the first game, I recommend you don't spend all of your Fate Point pool, because you're still humans, and it's difficult to justify why you can talk to ghosts or whatever Power you have your eye on. I'm not saying you can't do it, though.
SCION boons, knacks and heirlooms will come more into play starting in the second game session and are more expensive than Stunts, another reason why you might not want to spend your pool of points right now. DRESDEN FILES Powers will cost as listed in the book, whereas SCION Powers costs are listed below.
8) STUNTS, as mentioned above, are worth 1/2 point each.
If you build your own stunts, see DFRPG pg 147-148 and please check them with me before finalizing it on your sheet.
Lists of Stunts can be found starting on DFRPG pg 149, and at
http://www.jimbutcheronline.com/bb/inde ... 952.0.html
9) POWERS descriptions will be explained in different sections, but are largely broken up here into DFRPG and SCION powers, for the sake of easy reference. If there are powers that are double-listed between both books, feel free to take the cheaper of the two costs, but always take the cost for the power whose description more closely matches what you have in mind, and/or match what fits with your god powers.
DFRPG Powers can be categorized into Creature Features (starting on DFRPG p162), Faerie Magic (page 166), Items of Power (page 167), Minor Abiilities (I recommend these very utilitarian abilities; page 169), Nevernever Powers (page 170), Psychic Powers (page 172), Shapeshifting (page 174), Speed (page 178), Spellcasting (page 179-- if anyone understands this better, I'm all ears, and will give you a bonus for helping explain it to me), Strength (page 183), Toughness (185), True Faith (187), and Vampirism (188). Not all of these will apply to your concept (I'm looking at you, Vampirism), though.
SCION Powers include Purviews (SCION p 138, but see below), Knacks (page 126, but see below), and Birthrights (page 157, but see below). Relics, as listed starting from SCION pg 159, cannot be bought, but must be sought out as part of your campaign goals, and as part of the Heroic mythic journey.
Purviews (SCION p 138) are listed in the SCION book as being two types: All-Purpose, or Pantheon Specific. Even if you don't buy any all-purpose Purviews, you should have written four of these domains down, in Step 5C. If you have access to the Purview, you can purchase any of the abilities, at one point each, but they must be bought in order. Here's the complete list, simplified (so you don't have to flip through the pdf):
Animal
* Animal Communication: Test: Survival. Speak with animals.
** Animal Command: Test: Survival. Command animals. Simple commands.
*** Animal Aspect: Test: Survival. The character receives one Aspect based on an animal. Each shift increases time beginning from “half a minute”.
Chaos
* Eye of the Storm: as original text.
** Hornet´s Nest: Test: Alertness. As original text.
*** Paralyzing Confusion: Test: Empathy. The target receives “Paralyzed” as Aspect for Shift/rounds.
Darkness
* Night Eyes: see in the dark.
** Shadow Mask: Test: Deceit. As original text.
*** Shadow Refuge: Test: Stealth. Only supernaturals senses can perceive the character.
Death
* Death Senses: as original text.
** Euthanasia: as scion: hero, but the target must be physically Taken Out.
*** Unquiet Corpse: Test: Presence. Spends one Fate. Turns the touched corpse into zombie.
Earth
* Safely Interred: as original text.
** Echo Sounding: Test: Alertness. As original text.
*** Shaping: Test: Craftsmanship. As original text.
Fertility
* Green Thumb: as original text.
** Cleanse: Test: Survival. As original text.
*** Bless or Blight: test: Survival. 1 Fate. As original text.
Fire
* Fire Immunity: as original text.
** Bolster Fire: as original text.
*** Fire´s eye: as original text.
Guardian
* Vigil Brand: as original text.
** Aegis: Test: Endurance. 1 Fate point. The target receives SHIFT/Armor for 24 hours.
*** Ward: Test: Endurance. 1 Fate point. As original text.
Health
* Assess Health: as original text.
** Bless of Health/Curse of Rotten: Test: Scholarship. As original text.
*** Heal/Infect: Test: Scholarship. cure stress/shift. Causes stress/shift.
Justice
* Judgment: Test: Empathy. As original text.
** Guilty Apparitions: Test: Presence. As original text.
*** Shield of Righteousness: 1 Fate Point. As original text.
Moon
* Smoking Mirror: as original text.
** Tidal Interference: Test: Presence. Minus 1 in the targets defense. Each shift is one target affected.
*** Phase Cloak: test: stealth. As original text.
Psychopomp
* Unerring Orientation: as original text.
** Where are you?: test: alertness. As original text.
*** Unbarred Entry: as original text.
Sky
* Sky´s grace: as original text.
** Wind´s Freedom: 1 Fate point. Movement (including dashing) now works vertically as well. If the Birthright item channeling the boon is dropped, the Scion falls immediately.
*** Storm Augmentation: Test: Presence. The target receives “Stunned” as Aspect.
Sun
* Penetrating Glare: as original text.
** Divine Radiance: as original text.
*** Heavenly Flare: Test: Presence. The target tests Endurance. If fail, he gains “Blind” as aspect for one scene. If tie, receives -1 penalty/action.
War
* Blessing of Bravery: test: Presence. During one combat per game session everyone of the Scions side receive 1 Fate Point.
** Battle Cry: Test: Presence. Every enemy have -1 penalty per Shift/rounds.
*** Warrior´s Ideal: test: Presence. Those who fight against the character receives Shift penalty per Shift turns. Only usable once per scene.
Water
* Water Breathing: breath under water.
** Water Control: test: Craftsmanship. Controls water. +2 physical defense.
*** Changing States: Craftsmanship. 1 Fate point. As original text.
As for Pantheon-specific purviews (SCION p149), screw that; this is already becoming too complicated. You can buy them as generic powers, but must be bought in order. Same goes for the Special Purviews (SCION p153)
Knacks need not be bought in order (especially as there is no order priority), but can be bought by anyone, if they feel like it. Each Knack costs 2 Fate points. Although listed in SCION p125, we will use the following power descriptions:
Strength Knacks
Crushing Grip: +3 to Grapple damage;
Holy Bound: +4 to Jumps.
Holy Rampage: +4 to break inanimate objects;
Hurl to the Horizon: +2 zones when throwing things.
Uplifting Might: +4 Might to lift heavy things.
Dexterity Knacks
Cat´s Grace: Cannot be knocked down and is unaffected by difficult terrain (except water/mud).
Lightning Sprinter: Doubles dash speed and allows running on water and mud.
Monkey Climber: +2 to Climbing. The character can do a second action while climbing, with -2 penalty.
Trick Shooter: +4 to trick shoots.
Untouchable Opponent: +2 to dodge. Reroll the dodge dice, choosing the better result.
Stamina Knacks
Damage Conversion: Scion can ignore one mild consequence during Combat.
Holy Fortitude: Doubles time that scion can work and the period between required eating, drinking, and sleeping.
Inner Furnace: Any organic matter can be consumed as food, even if poisonous.
Self-Healing: Test of Endurance, each shift “cures” one point of physical damage. The time to remove consequences is decreased by 2 steps.
Solipsistic Well-Being: A single surprise attack does no damage at all.
Charisma Knacks
Benefit of the Doubt: +3 to Charisma and Falsehood and Deception against one target each time.
Blessing of Importance: Gives one Fate point per person per game session.
Charmer: +4 to convincing someone to help you.
Inspirational Figure: The targets receives the “INSPIRED” Aspect.
Never Say Die: When the character receives one Severe Consequence, the group receives one Fate point each.
Manipulation Knacks
Blurt It Out: +4 to force the target says what he thinks.
God's Honest: +4 to Convinces someone that the scion is telling the absolute truth until someone else proves that the target has been tricked.
Overt Order: Spend a Fate point and puts “OBEDIENT” Aspect in the target and compel it, the compelling must not be suicidal. Mortals have no choice but to obey, supernaturals (scions, titanspawns and alike) can spend a Fate point to avoid the Aspect.
Stench of Guilt: +4 to perceive guilt. When topic comes up in which the target is keeping a secret, the scion is aware that a secret is being kept.
Takes One to Know One: When target deliberately lies, the scion is aware that the statement is false.
Appearance Knacks
Center of Attention: the character receives “Center of Attention” Aspect.
Come Hither: +4 to Rapport test to draws target to scion with just a message and a picture. The target receives the Aspect “Desperate to come to me”. Does not work for divinely ugly scions.
Dreadful Mien: +4 to Intimidation test to put and automatically compel “SCARED” Aspect in the target. Causes target to flee. Does not work for divinely beautiful scions.
Lasting Impression: +4 to Rapport/Intimidation to give/steal 1 Fate Point from the target.
Serpent's Gaze: Deceit test with +4 bonus and paralyze the target while stare in the eyes. One Fate point cancels the effect.
Perception Knacks
Perfect Pitch: Scion notes any subtle variations in sound, from keypad keys to single note flaws in a concert.
Predatory Focus: +2 to Survivor when using smell to track.
Refined Palate: Perfect sense of smell and taste.
Subliminal Warning: Scion always gets a roll, and with +4 bonus, to detect an ambush as it is triggered.
Unfailing Recognition: Scion recognizes the faces of people she is fatebound, regardless of disguise or concealment. Others can be remembered with effort.
Intelligence Knacks
Fast Learner: Scion receives +2 bonus on Scholarship, Lore and Craftsmanship with at least Average (+1) at the skill.
Know-It-All: The Scion has the aspect “I Know a Little of Everything”. Obscure knowledge abounds for this Scion, which may provide hints when stuck in a story.
Math Genius: Scion makes instant calculations and estimations.
Perfect Memory: Scion remembers everything, which is useful if players forget a plot point.
Teaching Prodigy: When teaching any of your abilities, students benefit from -3 time increments to learn.
Wits Knacks
Instant Investigator: (like original text) The scion can instantly tell what crimes were commited in a location, sequence of events, numbers involved, and other details.
Meditative Focus: -2 difficulties from Environmental distractions.
Opening Gambit: +4 to initiatives. Can spend 1 Fate to receive other +4.
Rabbit Reflexes: When surprise attacked, the Scion gets double defenses against that attack instead of no defense.
Social Chameleon: Aside from language and clothes, the scion always looks like he fits into any group of people.
Birthrights (SCION p 156) can take the form of Creatures (Animal Companions), Followers or Guides. The descriptions and Fate Point costs are listed in the book. Please tell Miggy in advance what kind of birthright you are looking to buy, so we can work it into the story, instead of you just magically getting a unicorn on your doorstep one morning, or something. Also, relics, as mentioned above, cannot be bought, but sought out.