I know it's a double post, but it's been hours. And this is a substantial post.
I scrounged up some money, and made the purchase. Definitely tell that it needs some editing and layout love, but they even note that it's basically an early copy. It's still even in the pg. XX stages and random font changes.
1) Alternate Chargen
Not sold on the age chargen. It's makes making your character elderly ridiculously strong. I think, if my math is correct, the expected age bracket (Young Adult 19-29) is at strength if you choose the middle importance pantheon path for the 6 dots, total 18.
But just starting at Hero eliminates the penalty for elderly-ness. So if you go that route (which does sorta make chargen more interesting and easily fluffs out backgrounds) be old and get 18 dots for the 'role path'/'life I've lived' part of chargen. Plus 6 for origin path, plus 9 for choosing the pantheon path as 'most important,' bringing you to start play with 33 skill dots. That's a considerable amount more than the normal 18 total.
Mature adults 'only' get ~27 dots to start with.
It makes narrative sense, the older you are, the more experience you have to 'spend.' But from a gameplay perspective it really incentivizes being old. (Not that there's anything wrong with being old, but if you wanted to be 26, and your bandmate is a spry 70, at the hero level they're probably going to dunk on you, fuck they might do that at the origin level)
I really think it needs some looking at. There is a clearly superior option.
Also some advice at incorporating your visitation into your backstory. Yey.
2) Edges
Edges are a good enough rule I'd substitute the +4 birthright dots with +4 edge dots, and have my players default to getting +2 knacks just so they have more knack options. I think it really helps in fleshing out characters in a mechanical and narrative way.
Edges are little character flairs, like being wealthy! Or being able to do reading of fate off of computer databases as a specific thing.
I didn't see anything explicit about XP costs for edges (certain edges at least) but I'd cost them the same as birthrights since that's kinda what they are but more inherent.
3) Mythic Rulesets
The narrative rules systems are pretty nifty. There are a couple of options. For more 'mythic' story telling.
I like the calling option tbh. You replace all skills with a calling (recommended all difficulties are reduced by 1 min 1) and like infernals in Ex2nd you have to justify using that calling in that manner. Like justify using Warrior in an investigation scene by saying that the scene is basically a battlefield and reading a battlefield is crucial to a warrior. There are some other tweaks, like neglecting and overusing callings causing issues. But it's pretty solid for a lightweight rules system.
There are other options for things like no boons but a personal motif to channel marvels. And a casual miracle rule set.
It's interesting to see, for me at least, what amount to houserules come directly from the developer.
4) Denizens, Sorcerers, Prophets/Saints
I'm not interested in the Denizens or non-god/titan heros and the like. I wouldn't discourage a player from choosing one, but not my cup of tea, so I've skipped over that (for now). Though Sorcerers seemed pretty cool.
A quick glance through does show some cool and interesting options for play and story telling, just again, not my cup of tea.
5) Titanic Scions
Titans though. The swap from innate powers to Epicenters was interesting, and certainly plays more into titans being part of the world in a way that godly scions just aren't. This happens by spreading the innate powers out into an AoE effect that can be suppressed. Like the Earth Epicenter is that the Earth loves you, so it will jump in the way of attacks (if on or under the ground, plus whatever ST leeway you get) to provide cover, with more cover provided if you've already been injured. Or the Sky Epicenter that has the weather reflect your moods.
Also, more sure that the Collateral pool should be base rules, with it's momentum but potentially negative vibes. Between Tension for enemy agent fate boosts and Collateral for a more landscape or expression of power or effects on genpop fate actions, I think it's a more complete game.
And the ability to purchase Innate Purview powers and Epicenters for 10 xp for Titanics and Godly respectively is nice. The updated? knacks? Some are better, some are worse, I'm going to use judgement and Titanmachy for when I create Titanic Scions.
(Low key? Titanmachy is easily the best book for Scion so far, imo. That team should get a big bonus.)
Titanic Mutations are freaking baller, great rule, it's kinda like relics. But if those relics were part of you. You can gain enhancements, purview, spontaneous panoply generation, and more. There are some good options and again, lean into the 'titans are the are what make the world 'uncaring' of humans' vibe scion is going for. More mutation, more power, and even becoming more personally titanic when you reach a certain level of mutation. Though certain mutations and methods of gaining mutations will draw the ire of your titanic parent.
6) New Callings
Besides the Titanic callings, some of which make being the bad guy plenty easy yet give you some nifty not necessarily bad guy options, there are a pair of new ones.
They're okay. They both occupy some more specific niches. They didn't wow me. But then most callings aren't particularly wow worthy on the page. I can definitely see some really good characters using them though, so? YMMV.
7) Final words
All in all? Worth the purchase if you're really into scion. Really gives some options for important NPC generation (where I expect most of the use is going to be for newer groups or in depth STs) and lots of ideas for important enemies and alternate hero options(such as anti-hero or anti-villain). Or even the antagonist campaign.
I might wait a month or two, just for some edits to be made, unless like me, you're impulsive.