- Step 1: choose [Pantheon and Parent](https://docs.google.com/document/d/1isljyxPWd_zuJ4sBH2T6izrtM11QrEVLrpTMMtx7g1Q/edit?tab=t.0#heading=h.10qkz6wps7cq).
- If you are choosing one that is not listed, please make it easily wiki lookable-able for easy GM reference.
- Note the Virtues associated with your pantheon, and list these on your character sheet.
- Step 2: choose 3 [[2. Scion/Character Creation/Callings|Callings]], one rated 3, 2, 1. These represent your characters inherent bias towards deeds, actions and outcomes related to said callings. Rating 3 is highest/strongest, rating 1 is lowest.
- Only 1 may be Non-divine (ie: Titan, dragon, mythos)
- Step 3: Choose 3 [[2. Scion/Character Creation/Purviews|Purviews]]. At least one must be associated (loosely) back to your divine parent.
- Step 4: Create Character Traits
- Divine: Your divine title or mantle ("Warden of Equilibrium," "The Divine Intervention," "Hunter of the Underworld")
- Mundane: A trait that links back to or describes your mortal being
- Lifepath: Detail about your mortal upbringing and life when not a scion
- Desire: Characters longtime call to action or Goals, dreams, wants.
- Theme: Strong thematic emotion or character mission statement
- Temperament: Personality, mood, disposition
- Step 4: Allocate each value from the array to your characters 6 attributes and 3 approaches.
- 3 approaches: Subtle, Agile, Brash
- Attributes: <span style="color:rgb(0, 176, 80)">Wits, Intelligence</span>, <span style="color:rgb(255, 0, 0)">Might, Dexterity</span>, <span style="color:rgb(0, 112, 192)">Charisma, Presence</span>
>[!column|no-t]
>>[!Ace]
>> - d12, d12
>> - d8, d8, d8
>> - d6, d6, d6, d6
>
>>[!King]
>> - d12
>> - d10, d10
>> - d8, d8, d8
>> - d6, d6
>> - d4
>
>>[!Queen]
>> - d10, d10, d10, d10
>> - d8, d8, d8
>> - d4, d4
>
>>[!Jack]
>> - d10, d10, d10
>> - d8, d8, d8
>> - d6, d6, d6
- Step 5: Finish 3 Talents
- **(Cool name)**: EZ 2 to (Core action) when using (Approach) (Attribute)
- **(Cool Name):** STR 2 to (Approach) with using a (Core action) when (situation or restriction)
- **(Cool name):** Create the (cool and thematic) boon or bane when you roll (high or low) with (Approach) (core action type)
- *These can be changed to be more advanced as players get comfortable with the talent creation. This simplicity is to facilitate an expedited character creation process*
- Create 5 points Birthrights: Birthrights are cool items, pets, or followers like the Pegasus, Excalibur, Aegis shield, Myrmadons, etc.
- Each point increases the supernatural capabilities of the item. Rating 1 being a lower rated birthright and 5 being the highest.
- **Relics:** Powerful items, weapons, armor, trinkets, and artifacts. 1 Point of birthrights does one of the following
- Grant Access to a Purview
- +1 EZ or Strong
- Create a Passing trait on a High/low roll, simulating a unique or magical effect.
- Spend Legend to create supernatural effect/outcome
- **Creatures/pets:** Familiars, companions, friends, and steeds.
- Creatures start with d6 in each stat, and these values may be increased by reducing another stat by 1 dice value. Increase a dice value by 1 per point of birthright rating. Creatures have an identity, theme, and flaw trait. They have Legend equal to its BR x 10 and vitality equal to (BR x10) + 50.
- 1 points of birthrights does one of the following (in addition to increase stats)
- Grant Creature access to purview
- Gain additional trait
- Create a Passing trait on a high/low roll of (approach) and (attribute), simulating a special or unique effect/ability.
- *instead of a single character, this can also make up an entourage of followers by breaking up the vitality into smaller unites to have a large group. Elite Followers have 20 Vit each, Common have 10 Vitality each, and Hoard have 5 vitality. *
>[!info]- Core Actions
>
| **Action Name** | **Action Points** | **Description:** |
| :-------------- | :---------------- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| *Assess* | *1 AP* | Your character scrutinizes their surroundings, analyzes situations, or investigates anomalies. <br><br>*Outcome:* gather crucial information, detect hidden details, or uncover obscure clues. |
| *Harm* | *1 AP* | Your character actively seeks to harm another character, item, or idea. <br><br>*Outcome:* damage to the target's vitality, durability, or resource |
| *Inventory* | *1 AP* | Your character produces, switches out, or puts away a piece of gear into or from one of your inventory slots.<br><br>*Outcome: *your character alters their current gear load out with gear from inventory. |
| *Move* | *1 AP* | Repositioning your character in the environment. The distance you can travel depends on your character's description, capabilities, terrain, statuses, and all subject to the approval of the Dealer. More complex means of movement require a roll.<br><br>*Outcome:* your character ends up in a new location or position |
| *Ploy* | *1 AP* | Allows your character to manipulate their environment or situation, altering the odds of success for future actions. This action does not directly oppose an action or cause harm, but instead, you're introducing a calculated influence that can shift the narrative's trajectory.<br><br>*Outcome: * This action enables you to craft temporary benefits or drawbacks that can be exploited in subsequent rolls, either by yourself or others. |
| *Overcome* | *1 AP* | Your most abundant action is overcoming obstacles to achieve a goal, whether it be a physical barrier or a more intangible challenge. The outcome is that your character successfully completes a task or action despite facing resistance or opposition. |
| *Interact* | *1 AP* | Your character can engage with tangible objects, gear, equipment, items, environments, and even individuals within their reach or influence. <br><br>*Outcome:* This action allows you to manipulate, utilize, or alter the state of these elements. |
>[!info]- Weapon info
>| **Melee Weapon Types** | **Ranged Weapon Types** |
| :------------------------------------------------------------------------------------------- | :-------------------------------------------------------------------------------------- |
| *Dueling:* Buff 1 to reflexive actions that utilize this weapon. | *Slow:* Gain Str (1/2 weapon rating) when performing a focused harm action. |
| *Swift*: Buff 1 when performing second harm action this turn. | *Balanced:* EZ 2 to actions when spending 3 or more ammo. |
| *Brutal:* Bonus (1/2 weapon) effect when spending edge to increase effect of a harm action. | *Rapid:* EZ 4 to actions when spending 10 or more ammo. |
>
>| **Weapon Description** | **Weapon Rating** | **Inventory Cost** | **Hands** |
| :--------------------- | :---------------- | :----------------- | :--------------- |
| Light | 2-4 | Little | 1 |
| Small | 4-6 | Small (1) | 1 |
| Medium | 6-8 | Medium (2) | 1 or 2 |
| Large | 8-10 | Large (3) | 2 |
| Heavy | 10-12 | Huge (4) | 2 |
| Super Heavy | 12-14 | Gargantuan (5) | 2 (supported) |
>[!info]- Armor Info
>| **Armor Type** | **Edits** |
| :--------------- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| *Soft/Concealed* | Armor soak degrades every 5 structure. -1 Inventory cost. |
| *Flexible/scale* | Armor soak degrades every 10 Structure. Can wear up to Body x 2 without penalties. -1 all body rolls for each point of soak above this rating. |
| *Hard/Plate* | Armor soak degrades every 20 structure. Can wear up to Body without penalties. -1 to all body rolls for each point of soak above this rating. +1 Inventory Cost |
>
>| **Armor Description** | **Armor Soak** | **Inventory Cost (When not worn)** |
| :-------------------- | :------------- | :--------------------------------- |
| Minimal | 2 | Little |
| Light | 4 | Small (1) |
| Medium | 6 | Medium (2) |
| Heavy | 8 | Large (3) |
| Super Heavy | 10 | Huge (4) |
| Reinforced | 12 | Gargantuan (5) |
>[!cite]- Example Relic (String from LOTR)
>- Swift Small Melee Weapon (wpn 4, 1 hand, small {1}), Relic 3
>- (1) Glows blue when Orks are within Far Range
>- (1) Str 1
>- (1) Vorpal Blade: On High high roll with harm, create the passing trait "It burns" with 5 free edge
>[!cite]- Example Creature (Buckbeak from Harry Potter)
>- Id: Medium Chimera. Theme: Loyal Companion. Flaw: War Weary.
>- Creature 4
>- (1) Access to Sky Purview
>- (1) Access to Beast Purview
>- (1) Will always arrive in 3 turns if the Scion calls and they are in separate worlds.
>- 40 Vitality
>- 40 Legend
>
| ***Subtle*** +1 | ***Agile*** +3 | ***Brash*** +2 |
| :------------------------------------- | :------------------------------------ | :------------------------------------- |
| <font color="68FF00">Mind</font> +3 | <font color="ff0101">Body</font> +4 | <font color="018cff">Soul</font> +2 |
| <font color="68FF00">Mind SV</font> +4 | <font color="ff0101">Bod SV</font> +6 | <font color="018cff">Soul SV</font> +3 |
| <font color="68FF00">Tgt</font> 10 | <font color="ff0101">Tgt</font> 14 | <font color="018cff">Tgt</font> 10 |
>
> - Sv is (attribute) + (1/2 attribute rounded down)
> - Tgt is (Approach) + (Attribute) + (1/2 Attribute) + 5