I'm pretty sure that you shouldn't stap up antagonists the way you would a PC... It's a lot more work that isn't really going to improve your game. There's a couple of Scion Antagonists example starting at page 297 of Hero - one of Divus Iulius and one of Anansi - that would be a good starting point.
In fact, checking that right now, there's a whole section on handling exactly that!
In fact, checking that right now, there's a whole section on handling exactly that!
We can hear you saying it now: “Hold on, there’s an entire book before this section that tells you how to
make a Scion!” And you’re right, there is! If you intend to keep an Antagonist Scion around and make them
a major part of the story, using the Character Creation system to build them and the Advancement system
to maintain and improve them is an entirely reasonable thing to do.
But the Antagonist system can handle Scions, and it can handle them fairly easily. Knacks translate
well to Qualities, and Boons translate well to Flairs (in the above example, Knacks and Boons have been
italicized for clarity). Both obey the same rules as if a player character were using them, replacing Legend
with Tension if needed. Imbued Tension is set aside and reclaimed with the effect’s end, as usual. If a roll is
called for, use the most appropriate pool, or default to the Desperation Pool if none fit.
You’ll note the addition of Callings and Purviews to the typical Antagonist sheet. Callings are included
for Fatebinding and any other effects the Storyguide may wish to emulate. Purviews, meanwhile, may be
used to create marvels as usual, replacing Tension for Legend.
If you’re using the Antagonist system to create a Scion, don’t worry too much about trying to match up
to expectations of a player-character Scion. From the players’ perspective, you’re rolling dice and making
strange effects go off, just as usual. The goal is, after all, to make less work for the Storyguide.
make a Scion!” And you’re right, there is! If you intend to keep an Antagonist Scion around and make them
a major part of the story, using the Character Creation system to build them and the Advancement system
to maintain and improve them is an entirely reasonable thing to do.
But the Antagonist system can handle Scions, and it can handle them fairly easily. Knacks translate
well to Qualities, and Boons translate well to Flairs (in the above example, Knacks and Boons have been
italicized for clarity). Both obey the same rules as if a player character were using them, replacing Legend
with Tension if needed. Imbued Tension is set aside and reclaimed with the effect’s end, as usual. If a roll is
called for, use the most appropriate pool, or default to the Desperation Pool if none fit.
You’ll note the addition of Callings and Purviews to the typical Antagonist sheet. Callings are included
for Fatebinding and any other effects the Storyguide may wish to emulate. Purviews, meanwhile, may be
used to create marvels as usual, replacing Tension for Legend.
If you’re using the Antagonist system to create a Scion, don’t worry too much about trying to match up
to expectations of a player-character Scion. From the players’ perspective, you’re rolling dice and making
strange effects go off, just as usual. The goal is, after all, to make less work for the Storyguide.
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