I have been mucking about with creating a modern pantheon, the Spirits of Civic Virtue, made up of a mixture of folk heroes and historical figures who've been mythologized. Among other things, I'm creating Guides. But I can't figure out how to gauge the appropriate power level for a Guide's stunt and, in the case of a 5-point Guide, their special Knack? Mysteries of the World has detailed guidelines for creating Purviews and Boons and there's advice on Relics in both Hero and Mysteries, but I don't see anything equivalent for Guides. Maybe I've missed something.
This is what I have so far for Harriet Tubman:
Harriet Tubman: 5-Point Guide
Legendary Title: The Moses of Her People
Asset Skills: Subterfuge, Survival
General Benefits: Access to the Underground Railroad, both the Terra Incognita and the network of people who use it to help people escape oppression.
Stunt: On a successful Subterfuge or Survival roll, you gain +1 Scale versus those trying to track you and anyone with you, making it harder for them to locate or pursue you and those with you.
Calling: Liminal
Purview: Journeys
Knack: By studying the landscape and relying on guidance from the divine, you always know the best route to escape from those who seek to capture, imprison, enslave, etc. you. You gain +1 Enhancement on rolls involved in making an escape from would-be captors.
This is what I have so far for Harriet Tubman:
Harriet Tubman: 5-Point Guide
Legendary Title: The Moses of Her People
Asset Skills: Subterfuge, Survival
General Benefits: Access to the Underground Railroad, both the Terra Incognita and the network of people who use it to help people escape oppression.
Stunt: On a successful Subterfuge or Survival roll, you gain +1 Scale versus those trying to track you and anyone with you, making it harder for them to locate or pursue you and those with you.
Calling: Liminal
Purview: Journeys
Knack: By studying the landscape and relying on guidance from the divine, you always know the best route to escape from those who seek to capture, imprison, enslave, etc. you. You gain +1 Enhancement on rolls involved in making an escape from would-be captors.
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