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Correcting my former statement, you must choose to increase Awareness or Legend, but they are different on what they can do.
Awereness and Legend occupy different places in the rules, complementing each other. Awareness is a second pool of energy that can be used to power as legend and a few other uses, while Legend is the power stat that define all the supernatural powers a character have.
Seems a bit complicated. But then then again the payoff seems quite good.
Altough i must say that there is in some cases not enough distinction between the awareness purview and its "normal" counterpart.
Final preview's out, showing the powers and antagonists.
And I must say, I like the implication that Dragons are more sorcerers than they are embodiments of natural forces; they don't have Marvels of Dragon Magic, each one is a distinct Spell. Even a fully ascended Dragon is just an encyclopedia of Spells, not "I am fire!". Not that this makes them weak - they have dragon forms and much, much easier access to Knacks to compensate.
I kinda want to play a Pearl Thief (draconic term for someone trying to get their Hoard with a minimum of violence) or hunter who had good reason for grudges, but mistook the identity of the Lesser Wyrm who pissed them off, who met a Lesser Wyrm who could contact their Handler, and long story short now they are the Heir. The Serpents and the Joka seem like sorts who are just forgiving enough to see someone who could be, and would be, better on their side, and leap for the chance.
Also, forgive me, but this is my image of a certain Refinement Spell:
Not exactly choose one to raise, Legend requires a Band, a Short and a Long deed to raise, while Awareness requires a Mythos deed, the last requirement no band deed for example to raise, what allow different characters to have different values of Awareness. Mythos deeds scan be used to raise Legend, replacing long or short deeds.
Awereness and Legend occupy different places in the rules, not competing with each other to evolve, and indeed complementing. Awareness is a second pool of energy that can be used to power as legend and a few other uses, while Legend is the power stat that define all the supernatural powers a character have.
Please explain because that is not how I reading it at all. They seem to be competing power sources for they both need a complete "set" of deeds in order to progress.
Please explain because that is not how I reading it at all. They seem to be competing power sources for they both need a complete "set" of deeds in order to progress.
You are right. I must have misread somehow. It makes Awareness even more awkward than my first impression, as it grants no additional power and will effectively keep your legend lower than could.
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.
You are right. I must have misread somehow. It makes Awareness even more awkward than my first impression, as it grants no additional power and will effectively keep your legend lower than could.
Yeah, the only upside to more Awareness is that you have more points to imbue or spend on Boons.
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.
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.
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.
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.
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.
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.
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