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  • wyrdhamster
    replied
    Originally posted by Florin View Post
    Put it in the feedback form. The Mummy 2nd ed book changed for the better based on backer feedback, and Aberrant as well, for that matter. OPP listens.
    How should I report this in the form? 'Page XX - You did not written the rules you promised'?

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  • Aliasi
    replied
    As a note, checking my bank statement online, Kickstarter seems to have charged me twice. We'll see if one of the pending charges goes away (and I doubt this is an Onyx Path issue), but just a heads up to everyone else.

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  • Mateus Luz
    replied
    It is basically the same rule for regular knacks, so I don’t think it’s a leap, maybe a little jump, but not a big leap, at least for those that are used to the rules of Knacks to Heroes.

    Much like what happened with the idea of Active knacks when Hero was launched, there are a few texts that are missing better explanations, at least some definitions of what they meant. Using Slots makes it much more clear than how it was described in Origin/Hero.

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  • glamourweaver
    replied
    Originally posted by Mateus Luz View Post
    The number of Dragon Knacks is stated in the Inheritance description, basically 1 + 1 per inheritance (start with 2, gain 1 extra per inheritance). After sometime you are restricted on what you can take, as your inheritance increase you must pick your patron stuff (knacks and magic), but other than that you are free to get what you want.
    it doesn’t actually say that. That might correctly be what it intends to communicate, but nothing in the text actually says it. It requires the leap of assuming the number of Dragon Knacks you get from your Inheritance is the number of slots you have, but since inactive Knacks, and transformed knacks not taking up slots are things, that isn’t a safe assumption to make.

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  • Florin
    replied
    Put it in the feedback form. The Mummy 2nd ed book changed for the better based on backer feedback, and Aberrant as well, for that matter. OPP listens.

    Leave a comment:


  • wyrdhamster
    replied
    I'm a bit disjointed on the Storypath rules expansions in those supplements - I do not see RULES for heists in Scion: Dragon preview - only story ideas in last chapter. And Masks of Mythos 'extended research mechanics' are only 3 more Stunts on research rolls...

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  • Mockery
    replied
    Originally posted by Mateus Luz View Post
    The number of Dragon Knacks is stated in the Inheritance description, basically 1 + 1 per inheritance (start with 2, gain 1 extra per inheritance). After sometime you are restricted on what you can take, as your inheritance increase you must pick your patron stuff (knacks and magic), but other than that you are free to get what you want.
    So I'm currently assuming that's active knack slots there, and while Dragon Form activates all of your transformation knacks (including extra that you've purchased with XP), the ones that aren't either filling one of your knack slots for the session or permanently transformed are the ones that draw complications.

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  • Mateus Luz
    replied
    Originally posted by Mockery View Post
    Some of this is by inference: I'm missing where the number of active Dragon Knacks is clearly stated, and the idea that I could have, say, Wings without the knack for it is implied by the idea that *having* the knack removes the complication.
    The number of Dragon Knacks is stated in the Inheritance description, basically 1 + 1 per inheritance (start with 2, gain 1 extra per inheritance). After sometime you are restricted on what you can take, as your inheritance increase you must pick your patron stuff (knacks and magic), but other than that you are free to get what you want.

    Leave a comment:


  • Aliasi
    replied
    Originally posted by Mockery View Post
    I want to make sure I understand how Dragon Knacks, the Dragon Shape, and Transformation effects work:

    Human Form: Dragon Knacks can be used if they're set into knack slots as active. You gain Dragon Knacks w/slots as you increase in Inheritance, but can also buy them with Experience. You can also permanently transform knacks to make them accessible at all times without spending a Knack slot on them, at the cost of permanently marking your "normal" form.

    Dragon Form: You can custom-design your dragon shape, using your flight as an inspiration. You don't need to back elements of the shape up with Transformation knacks but any elements you invoke that you don't have the corresponding Knack for take a potentially serious complication when you try to use them. Any Transformation Dragon Knacks you have kick in when you go full Dragon, even if you don't have room to slot them into knacks.

    Some of this is by inference: I'm missing where the number of active Dragon Knacks is clearly stated, and the idea that I could have, say, Wings without the knack for it is implied by the idea that *having* the knack removes the complication.

    It's possible that a lot of this is lost in the "Page XX" shuffle, so I just don't have a clear reference of where to look, but for now I'm confused.
    Just another person, but my reading seems to confirm this is correct. So, while it'd take 20 XP total to buy a Draconic Knack and transform it, it doesn't count against your 'active' knacks, of which you start with two.

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  • Mockery
    replied
    I want to make sure I understand how Dragon Knacks, the Dragon Shape, and Transformation effects work:

    Human Form: Dragon Knacks can be used if they're set into knack slots as active. You gain Dragon Knacks w/slots as you increase in Inheritance, but can also buy them with Experience. You can also permanently transform knacks to make them accessible at all times without spending a Knack slot on them, at the cost of permanently marking your "normal" form.

    Dragon Form: You can custom-design your dragon shape, using your flight as an inspiration. You don't need to back elements of the shape up with Transformation knacks but any elements you invoke that you don't have the corresponding Knack for take a potentially serious complication when you try to use them. Any Transformation Dragon Knacks you have kick in when you go full Dragon, even if you don't have room to slot them into knacks.

    Some of this is by inference: I'm missing where the number of active Dragon Knacks is clearly stated, and the idea that I could have, say, Wings without the knack for it is implied by the idea that *having* the knack removes the complication.

    It's possible that a lot of this is lost in the "Page XX" shuffle, so I just don't have a clear reference of where to look, but for now I'm confused.

    Leave a comment:


  • glamourweaver
    replied
    I’ve argued (and at Chris’ suggestion submitted as feedback) that Mythos Scions should just have Awareness, and let it fill the usual functions of Legend for them. Afterall, Randolph Carter didn’t ascend to another plain of existence by building an epic legend of himself. He did it by gaining an alien understanding of the universe. Now all creepiness and mutations associated with ascending Awareness are just Omens.

    the big thing Mythos Scions wouldn’t do lacking Legend is form traditional Fatebindings. Instead they only deal in Mythos bindings.

    Transcended Scions (which currently lack mechanics, as I have also submitted feedback on) would be Scions of other Pantheons with Legend who gain Awareness and divide the functions as in the current rules. If their Awareness ever surpasses their Legend, they break the bonds to their original myth and lose Legend entirely, becoming solely bound to the Mythos. This is the point where they lose their original PSP and gain access to Arcane Calculus, and their Virtues switch. Losing the double pool of points to spend on powers obviously means losing some muscle, but it snaps all their external Fatebonds and they only deal in Mythos bindings going forward instead of both, so it may be worth it none the less.

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  • Mateus Luz
    replied
    Yes, but Deeds are one thing that define the way you evolve in Scion, you do 4 deeds and you are a Demigod. It’s not like XP that you gain every session and spend as you wish, deeds, mainly band deeds, are stories, you don’t complete a band deed every other session, or every 3 or 4 sessions, a band deed is the end of a story.

    Also, if the idea is to keep all the characters in the same legend (or no more than 1 step above or bellow at Max), the entire band should increase awareness or legend together, what takes away some of the choices. Awareness can become a awkwardness, as you increase it and suddenly your group have more powers and energy while you have only more energy to spend on a smaller number powers.

    Edit: in other words, Awareness become another thing that the Storyguide gives when it fits and not much a thing you chose to gain or spend XP on.

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  • Bioagent
    replied
    I am not disagreeing. Legend is a more useful and potent investment. Sure, there is technically an unlimited supply of Deeds to be done, but the same could be said for the amount of XP you can earn.

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  • Mateus Luz
    replied
    Originally posted by Bioagent View Post


    Yeah, the only upside to more Awareness is that you have more points to imbue or spend on Boons.
    But if you must chose between raising one over other, Legend is the choice, as the first dot on Awareness grants access to everything and Legend grants you knacks, booms and titles.

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  • Bioagent
    replied
    Originally posted by Florin View Post
    I think they're going for a trade-off with knowing more about the Mythos or at least being more aware of it, or building toward godhood. However, if you're playing a mixed game with normal Scions and Mythos Scions, you're probably not going to hit Demigod at the same time.

    If you table is all for it, more power to them but I don't think many tables will be. The power disparity is something they solved with the Deed System because it became an alternate/parallel system to XP that only works on one Trait. The adding of Awareness make them compete for the same resources and forces mixed groups, and even some Mythos Only Groups, to have a power disparity. So this is counter to one of main strengths of the original Scion Deed/Legend System.

    Leave a comment:

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