Sardonyx: Scion and Trinity Continuum

Consider two out of four of the playable character types this game wants to emulate are explicitly driven by narrativium I don't see why a game system meant to emulate that is a bad thing. Daredevils and Scions explicitly are driven by the power to manipulate luck and fate, respetively. It's also not hard to see how this extends to the other types; Novas powers are explicitly driven by the person's unconscious desires and wants and so its not hard to see that they would manipulate the world to be more... story-like by default. Psion powers are perhaps the least narrative driven, but even then psionics work on a bunch of things that make absolutely no sense from anything but a standpoint of narrative expediency, like people have "psionic templates" which make doing stuff like turning them into a newt or telekenetically crushing the bloodvessels in their brain difficult or make healing just a matter of looking at how a person should be an just making them that again.

So yeah, have a heavy realism grade for the normal humans, but all the superhumans in the game should be running on at the minimum action movie physics and all the way up to full Kirby at the high end.
 
You know the 'Scaling' system they're using in Sardonyx? I found it's prototype in the last chronicle in the Mage Chronicler's Guide.

I don't know if that's already common knowledge, but if you want to check out the Scaling system used to convert Mage to a superhero setting it looks pretty similar to the previews we've gotten about Sardonyx.
 
Paths, Purviews, and Primordials
Well, I've finally found some various new things worth posting here.

First off, information on Paths;

Oh, all right. Paths represent pieces of a chronicle setting which characters can interact with and be a part of. Paths are the organizations characters belong to, the societies they join, the place they came from, or even a concept or setting topic that relates to their character. Each Path is important not only to a single character, but are meant to give substance and meaning to the entire chronicle, as well as a holistic sense to the character's history beyond Edges, Attributes, and Skills. In some cases, these are setting-specific groups and organizations a character can be a part of; in others, these are specific to a certain chronicle or group. They descend, mechanically speaking and as far as Storyteller goes, from Adventure!'s Allegiances and Evoked Merits in Mirrors, but when you see the design you'll probably pick out a few other inspirations (here's a freebie: Loresheets from Legends of the Wulin). They're meant to pretty much wholesale replace Allies, Contacts, Resources, Status, and Influence.

Players create a one-sentence statement, defining a character's relationship to the Path and tie to the setting. Often, this can actually wholly define the Path, creating it from nothing. A statement relating to an Orgotek Path might be "Psion Scion", if the family's deep Orgotek, for example. You typically have two to three Paths - an Origin Path, a Role Path, and an Allegiance/Pantheon Path. You can have up to five, but if you don't use them more than a few times in an Arc, they fall off your character. That piece of your character's history isn't gone, it's just no longer relevant. See how much Skye in Agents of SHIELD uses her hacking anymore. She's still got Hacking on her character sheet - she's just no longer spending her days in hacker collective chatrooms and running an anti-SHIELD org, so her Hacker Collective Path isn't there anymore.

As an aside, I wholly reject the Allegiance language present in Adventure! that gives tacit permission for a player character to exist without some connection to other people. A man might be out for himself, but he's not an island. There's language and systems in Paths that allows a character to be created without an Origin if you want to define that in play, though, but I've always found the lone wolf archetype to be complete bullshit. Even freaking Ogami Ittō has Paths like "Exiled Kogi Kaishakunin".

When writing Paths, I tried to fit a lot of characters into the model to replicate how they were viewing the world around them. Foggy Nelson in Daredevil is evoking his Paths like a champion - every scene he's in, he's pulling relationships, accessing legal files,

• Common Edges: Most Paths will have Edges associated with them, such as Toughness for an ex-boxer, or Performer for a character more-or-less raised in a conservatory. Occasionally, a Path might have specific Edges only available to an individual on that Path, granted by access to special training or equipment. In this case, if the Pathway would grant permission for the Edge, the player may purchase it.
• Relationships: Frequently, characters on a Path will have other characters who are useful acquaintances, acquired over the course of her life and work. You can sketch out the most basic examples of these, but you (or the Director) may evoke some extrapolated relationship out of these.
• Asset Skills/Specialties: When a character takes this Path at character creation, they receive Specialties of the player's choice in the two listed Asset Skills.
• Gate: If a Path requires some sort of gateway or requirement to join, it's detailed here.

At about 3 Skill dots, a character is knowledgeable and skilled enough that she's likely known in her field - part of a community, in other words, which can share their enthusiasm or insight, or serve as a useful resource for Dramatic Editing. This is usually reflected by a particular Path - if your Gunnery is at 4, you've probably got your gun nuttery reflected somewhere in your character - but most Skills above 3 can act as Paths for the purposes of accessing Networks or Relationships (see below).

Paths can do a lot of things:

• Access Equipment. The character can gain access to any equipment relevant to the Path. Abusing this leads to a special type of Challenge called Path Challenge, which essentially locks down your access to the Path until it's resolved. If John's character is a "Century City Cop," his character gaining access to restraints, restricted law enforcement files, and even an extra firearm or two is no problem. If he wanted something bigger — riot gear and tear gas grenades — he'd have to call in some favors and take a Challenge to his character. If John lets his buddies roam through the evidence locker to find a psychic artifact, he's gonna have to answer to da chief.
• Access Location. Some locations in the game might be restricted for most characters —military bases, exclusive clubs, a hacker collective's private chat, an underground fighting ring, a corporate boardroom. In the above example, John's character flashing his badge gets him into a lot of places.
• Access Networking/Relationship. Paths infer connections to an entire ecosystem of individuals, and this effect allows a player to evoke that for the purposes of creating or associating with an ally or contact. Additionally, when a character meets someone else who shares a similar Path for the first time, they immediately form a Bond (1 point) based on shared experiences. This need not be a positive one, but similar experiences generally mean a positive Bond or Attitude. Since it took a scene to establish, it only persists for that scene, though roleplaying and work can extend this further.
• Momentum Expenditure. A player may evoke one of her Paths to justify a Momentum expenditure. So long as she has 4 Momentum in her black pool, she may expend that number of Momentum to add four dice to any roll applicable to the Path. While this may be done as many times as the player desires, it generally won't be performed more than thrice in any one scene, because the total size of the black pool is 12. In John's case of being a cop, any invocation of authority, or combat with weapons he's trained in, or driving to subdue, can benefit from this evocation. This is pretty notable because Storypath almost never modifies the number of dice rolled, and four dice is a lot. The Director is encouraged to suggest when a Momentum expenditure is applicable, and be extremely lenient.
• Innate Talent. Once per Episode, the character may automatically match the Difficulty on one applicable roll related to one of his Path's asset skills. This resolves the roll as it if had met the action's base Difficulty; successes on the actual roll may then go towards any Complications. I'm still fiddling with this a little bit.
• Trait Bonus. A number of derived Traits can be affected by the Path: Defense, the stress track, Initiative roster, Speed. In certain situations, a Path might modify one of these traits for a scene, adding a +2 bonus to a derived trait. This aspect of Paths may only be evoked once per scene.


And some Scion stuff;

Firstly, some info on Purviews

I have come begging for more wisdom!

1- What's the narrative or thematic difference between Scions who pick up a large number of purviews and those who specialize?
2- How would Demigods and Gods who want to dip their toe into peripheral purviews make use of low-level purview effects that are designed to work at the Hero level?

They're much better at broad, weak effects over a big list than specialized and powerful effects. There's a freeform aspect to using Purviews besides using them like Boons (formerly called weaving, now called miracles) that allows you to burn Legend for, well, free-form effects. Boons are more specialized and powerful expressions of the Purview.

So, at Demigod and God, you've got way more Legend to burn and can use your free-form effects in more variable ways, but you're basically locked to dipping your toe in and burning a ton of Legend rather than refining your process and deepening your competence.

It's not quite as freeform, but there are similarities in the current alpha build. I might compare it more to Dark Ages Mage. The Purviews are more heavily weighted towards Boons (there's more flexibility and raw power to them, and more of them, than previously), but the freeform is for effects not covered by Boons but make sense to perform ("I have absolute command of Frost, so can I just snuff out the fireplace?") or if a Scion wants to replicate a Boon they haven't selected (in which case it generally costs more Legend).

So how many purviews are there in total at the moment?
23 General Purviews and 10 PSPs, though 4 GPs probably won't be in Hero, or will be stretch goal content. This differs from pantheon stretch goals in that they will, eventually, be published, just possibly not in Hero. Although, one of them is the GP for city gods, so.

And lastly a bit regarding the Titans;

Or is Primordial a new less-Greek focused term for what was called 'Titan'? I've got a terrible suspicion you've mentioned this before and it may have just totally slipped my mind.
While Titans are more strongly tied to Primordials, the difference is largely more political than it is metaphysical. (Though it is still very metaphysical.)

On the topic of the Second Titanomachy, are you guys continuing with Titans being always antagonistic forces?
No. The thing about Titans in 2e is that they're generally not tied to thoughts of humanity or human ways of thinking (which is why they tend to be large in stature in some myths) as they are expanding their Purview (which most of them are singularly focused to), and they tend to just sort of gently sandblast the area they're in with theurgic energy. Take Helios - generally pretty tight with the Olympinas, but he literally has the aureole of the Sun around his head, which is really crappy for a whole host of reasons. Helios can't really understand what the big deal is, even if mortals cry when he wanders into view, shield their eyes and cry some more, and then slowly get sunburnt to death. For that reason, a lot of Titans stick around Terra Incognita, of which there are limited supplies.

Titanspawn are generally either direct creations of a Titan or Titanic servant, or a Legendary Race adapted to living within the magic of a Titan. It, too, is really more of a political designation.
 
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Thoughts:
Storypaths: I like the intention, but as presented in the text paths feel to gamey, they give too good benefits and can be gamed. These should be more about who character is, rather than what he is and it really should not be I have 3 dots in this so..., which I feel out of this text as rather strong issue.

Purviews. Freeform YAY, boons seem to be more complex and completely honestly stink too much of charms, which I do not consider good thing.

Titans: Not a fan honestly, kinda feels like missing the point, for The whole idea of Titans was , that they were not Legend formed in the first place, which is why they were purview for 1st e, so the first part feels like we are different, look how different we are and second part leaves me cold, because I did like Antagonistic Titans and felt this is what gave Scion epic scope and was one of the crucial differences from Exalted.
 
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So example of organization for Storypath system showed up.

Allegiance: The Theseus Club [Trinity Continuum]

Many of you who read the Monday Meeting blog may have noticed that the Trinity Continuum core rules is now in the First Draft stage. I'm delighted to announce that the TC variant of the Storypath rules was finalized this past weekend and sent on to the writers on the 14th.

The Storypath system has a mechanic called Paths, which can cover many background elements such as your character's origin ("Street Rat," "Trust Fund Baby," etc.) or role in the group ("Face," "Mastermind," "Muscle," etc.). Characters are encouraged to have multiple Paths, whose values may ebb and flow over the course of a series. Allegiances are a fairly specific type of Path, but are arguably the most important Path for Inspired characters like the Talented.

Here's another entry from Jack Norris, who brought us 9 a couple of weeks ago. I was thrilled when I got into the History section and realized the origins of the group (and their nemeses, The Society of Minos). I'll spoil it at the end.

The Theseus Club

Venatores Venamur ("We Hunt the Hunters")

Manhunters, investigators, and survivors who track and eliminate those who would stalk, hunt, and kill others. From bored depraved aristocrats to serial killers, the Theseus Club has brought down numerous would-be huntsmen and proved than the most dangerous game is the person who fights back. Though originally founded as a counterpoint to the Society of Minos, they have since moved beyond opposing this organization and expanded to dealing with a variety of threats.

Formed by a survivor of a crazed count's attempt to hunt and butcher him, the Club has existed since the 1920s, growing from a handful of members to a worldwide society devoted to a single cause. They can be criticized for focusing more on their hunts than the victims of such activities, but in doing so they've saved countless lives.

History
In 1924, World War I veteran and avid sportsman Sanger Rainsford was shipwrecked on a remote island owned by General Zaroff, a Russian aristocrat. After an exchange of social pleasantries, Zaroff proposed a challenge to Rainsford; he would hunt and attempt to kill the castaway to prove which of them was the greater hunter. Zaroff rigged the contest, using hunting dogs, his hulking assistant Ivan, and various weapons. By contrast Rainsford was released with nothing but the clothes on his back and a short head start. Despite these handicaps, Rainsford eventually triumphed, killing Zaroff.

As he recuperated at the nobleman's island estate and sought rescue, he discovered Zaroff's journal. In this book he found evidence that Zaroff was a member of the Society of Minos, a secret society of aristocrats, wealthy businessmen, and others of excessive privilege devoted to proving their superiority by the hunting and killing of human beings. Angered and appalled by this revelation, upon returning to civilization Rainsford founded the Theseus Club, a gathering of hunters, sportsman, soldiers of fortune, and like individuals sworn to destroy the Minoans and others like them. Beginning with only six members, the group grew over the decades and now numbers in the hundreds with allies worldwide numbering in the thousands.

While initially the group only engaged in operations against non-Minoans as targets of opportunity, the increased awareness of serial killers, the rise of fascism in Europe, and other factors resulted in the Theseus Club soon widening its focus. While they would never abandon their mission to identify and eliminate every last member of the Society of Minos, Rainsford and his organization soon realized that group was only one of many such threats. How could the Theseus Club consider themselves true hunters of sadists and victimizers if they ignored obvious threats simply because they didn't fit into Rainsford's original vendetta? After Rainsford retired and passed on leadership of the Club to the board, this focus widened even more as other members' agendas, perspectives, and outlooks caused them to focus outside their founder's experiences and discover a myriad of new and dangerous game to hunt.

Since its founding the Theseus Club has operated around the world, identifying and eliminating any who would prey on the innocent and unaware. Its members have hunted renegade Nazis in South America, tracked serial killers across the Siberian tundra, and eliminated slavers and human traffickers in everywhere from Africa to the United States. Many unsolved serial killers who ceased killing abruptly ended their careers at the hands of a Theseus Club member and more than a few "accidents" that befell various wealthy and famous individuals were actually the organization eliminating a Minoan or similar threat.

Recruitment
The Theseus Club gets its members from two main sources; survivors of murderous attempt to stalk and kill them and individuals who otherwise have made catching and ending these such threats. Most of the latter are cops, investigative journalists, criminal psychologists, and similar professionals but can be anyone. From teenagers kidnapped to participate in twisted bloodsports in remote corners of the world to homeless veterans nearly lured to their deaths by promises of money or shelter, this second category of recruits gives the group an alarming diversity.

Members of the Club are selected for basic physical and mental fitness, but these criteria vary wildly. A disabled woman with a keen mind and technical expertise might be recruited to provide support to an experienced big game hunter who works in the field. Training is provided when necessary, usually by an informal apprentice program. Thus a former FBI profiler might take the survivor of a serial killer on to show him the ins and outs of tracking and predicting aberrant behavior, or a former special forces operative might train a runaway aristocrat who has discovered her family's leisure activities lean towards hunting down orphans with hounds. Mentors determine when their apprentices have learned all they need. There is no requirement for a member to train others or accept unnecessary training; some of the Club's most successful members came to the organization will all the skills they need to be an asset to the group.

Individuality is encouraged among members, though mentors and fellow Thesians reinforce to new recruits how important focus and cooperation is to success. While exact methods vary, core to recruitment and orientation is the development of a "Hunter's Code", tenets that the recruit accepts, internalizes, and embraces so that they won't abandon their mission and can avoid becoming as twisted and sadistic as those they fight.

Organization and Structure
Outside the aforementioned mentor and apprentice program, the Theseus Club is structured extremely informally. Members are ranked in terms of successful manhunts and seniority, but the whole framework is left intentionally fuzzy to encourage individualism and independence. To aid in identifying each other, various hand signs, secret phrases, and symbols are used, chief among them an item made of or in the shape of a bull's horn. This is a reminder of the group's continuing enmity with the Society of Minos, a group who embodies all the Theseus Club opposes and whose depravity led to the Club's founding.

In addition to normal members, the Theseus Club operates an associates program. These are servants, allies, and contacts of club members who assist with information gathering, surveillance, and other task. In many cases associates are survivors of various atrocities who are unwilling or unable to join the organization full time but still wish to assist the group in their mission. Associates are often identified by a simple piece of string wrapped around a finger, wrist, or object. This identification was devised by the Rainsford and still sees use today, though in electronic or remote communications associates will often work a similar image into an electronic signature or profile picture.

The Club is run by a board of six of its most prominent members, one member for every original founder. When a founder dies, retires, or is unable to continue as an active member they nominate their own replacement and the board votes to accept. The board sets basic club rules and policies, manages budgets for various operations, and prioritizes Club resources. They are usually attended by at least one apprentice, who is often but not always among their chosen successors.

The current board consists of the following individuals: Lady Eleanor St. John-Smythe, a bona fide English noble, explorer, and adventurer who was shipwrecked and nearly killed by crazed pirates and criminals as a youth; Nezir Mirjana, whose whole family was slaughtered by anti-Muslim extremists during the Bosnia conflict; Katherine Pine, a young woman who narrowly survived the Minoan's Labyrinth as a teen; Will Myers, a former top FBI profiler whose obsession with certain cases drove him from the Bureau; Ojore Kitumba, a former Ugandan child soldier rescued by Lady St. John-Smythe while on an operation nearly twenty years ago; Yoshida Ito, a former low-Yakuza who joined after a gang of vigilante cops brutally murdered several of his fellow gangsters; and finally Ellen Rainsford, great-granddaughter of the Theseus Club's founder, Sanger Rainsford.

Goals and Methods
The Theseus Club is driven by two goals: one general and the other specific. First they are devoted to stopping any who prey upon the underprivileged, disenfranchised, and victimized. They are predators of the predatory, focusing their efforts on protecting others by taking down threats. They aren't generally concerned with charity or elevating the social status or quality of life of others, favoring dealing with those who harm others so that people can help themselves. This outlook causes many members to develop a mix of callous disregard and pragmatic avoidance when dealing with victims of their targets. They want to bring down the killers, human traffickers, pirates, and similar threats, not nurture and protect those who suffer at the hands of such people. They justify this approach by pointing to the countless lives they save by focusing on those spreading suffering and death, but this also sometimes causes them to run afoul with law enforcement and groups with aligned by different goals such as the Saviors.

Second, the Theseus Club seeks the destruction of the Society of Minos. This is an old grudge, going back to the founding of the group, and vast resources are spent tracking, identifying, and eliminating any Minoans whose activities put them on the Club's radar. If a Club operation requires the group to choose between a general predatory threat and the Minoans, they will usually choose to let other parties handle the former so they can focus on the latter. This isn't universal: some Theseus Club members have personal codes and motivations that will cause them to break this methodology, but they're an exception rather than the rule.

The group employs any methods required to accomplish their goals that still allow them to feel some sliver of righteousness in their cause. They might endanger or use innocents as bait to lure their prey out into the open, but they won't wantonly slaughter or needlessly torment. Legal procedures and civil rights are a secondary concern to most members; they are hunting monsters and recognize sometimes hard choices are necessary.

Despite favoring a knife in the dark to due process, the Theseus Club makes active use of various legitimate resources to accomplish their goals. If alerting the authorities to a target's illegal activities aids in their neutralization, they'll do it. However, many members prefer a hands-on methods of dealing with threats and some Club members have even helped their quarry evade prosecution so they can deal with them personally later. Many members have signature methods they employ whenever possible, such as board member Katherine Pine's use of a bow to bring down targets or members with exceptional technical expertise who prefer to socially and financially ruin a target utterly but leave them still breathing. The Theseus Club encourages these personal touches as long as they don't get in the way of the group's overall mission.

Advantages
The main advantages of the Theseus Club are its contacts and skills of its membership. Despite it being at best a secondary focus, the organization has saved the lives of countless individuals by eliminating would-be predators, serial killers, and other menaces. If a victim has useful skills or influence, they are often contacted later and made aware of the Club's involvement in their salvation. Though not all of these contacts become members or even allies, many do. These efforts over the decades have created a network to assist and protect the organization. As the world gets ever stranger and more dangerous, the Theseus Club has gained new connections among those who encounter strange beasts, eccentric madmen, secret cults, and the like. While the organization has never turned its back on such problems, they are gaining expertise and experience in such matters every day.

In addition to their contacts, the membership itself is its greatest asset. Many Thesians possess amazing aptitudes for combat, pursuit, surveillance, and stealth. Some are full blown Talents, nigh-superhuman in their abilities. Others are simply incredibly skilled but essentially normal people save for their drive and perspective. The group fosters support and cooperation among all members, reinforcing the idea that the only people who truly understand what is necessary to hunt and destroy the evils they face are others who do the same.

Between their contacts and members, there is little support or assistance that can't be provided given time and necessity. From special weapons to professional psychological analysis of potential targets, somewhere in the web of members and associates is usually someone who can help. Of course, favors and support are expected to be repaid in kind, and those who seek such assistance need to be ready to provide the same when requested.

Why the Theseus Club?
Hunt the hunters, using their tools against them to show they can't kill and torment others at their whim. The Society of Minos' existence means you always have a default and formidable enemy, but you have room to grow and focus beyond their actions. Become the blade in the dark, the shadow stalking merciless killers, and show the world that you cannot prey on others without inviting your own downfall. Also, as one of the older Allegiances they carry a bit of interesting history with them.

Character Concepts: Final Girl Who Survives the Slasher/Serial Killer, Bounty Hunter, Serial Crimes Expert, Generational Club Member, Big Game Hunter, Vengeful Hunter

Both the Theseus Club and the Society of Minos are inspired by Richard Connell's The Most Dangerous Game, or The Hounds of Zaroff. It's a short story, so I recommend you go read it. I told the Continuum crew numerous times that I wanted to basically make the Trinity Continuum my own League of Extraordinary Gentlemen, with characters from all sorts of media thrown into a single setting. Jack really nailed that by taking advantage of a public domain work, and I couldn't be more delighted.

The concept of this society itself is interesting, but its description feels slighty too bland for me. It reads too much as edgy hunter/ punisher org expy to be truly enjoyable for me.

As example of What can Storypath system offer. it is bad it reads more as an splat example, rather than society itself. This might be just them writing it up badly, but it does not make me optimistic. Storypath strong point is that it should allow just partial/somewhat associated to the group option instead of being forced into a splat, which I do not see there at all.
 
Has anybody used Aberrant to run Static Shock?
Or at least a "serial numbers filed off" version?
Because it occurred to me that Novas are a decent approximation of Bang Babies.

Eh.....

To some degrees, Aberrant is pretty good at modeling a lot of different super hero type settings. Something which is completely understandable given what it is.

There's a couple problems though.

Ignoring the issue of Taint, Novas have both Mega Attributes and the ability to constantly grow and improve.

With most superheroes, they get their power(Static gets his electromagnetism, Hotstreak gets pyrokinesis, etc) and that's it. They may discover or work out new applications for those powers, but they don't straight up develop new ones.

They also tend to just have their powers. Static has his electromagnetism, not electromagnetism, super strength, speed, intellect and charisma.


There's ways you can mod either the game or the setting to fit with the other, sure. But you can't do straight from the box.
 
To some degrees, Aberrant is pretty good at modeling a lot of different super hero type settings. Something which is completely understandable given what it is.

No. No it really isn't. It models Black Hawk Down with superpowers, or if you stretch it a little bit, some of Warren Ellis's superhero works like Black Summer and The Authority but not much more than that. Remember, as a chargen character with some relatively minimal equipment (Strength 5, M-Str 1, a sword), you will be outright killing people with every attack action you make-and this isn't even a dedicated fite guy, but someone who spent 4 NP out of 30 for offense.

In Aberrant superhuman speed and strength aren't some sort of special effect, but massive, massive force multipliers.
 
Ignoring the issue of Taint, Novas have both Mega Attributes and the ability to constantly grow and improve.
With most superheroes, they get their power(Static gets his electromagnetism, Hotstreak gets pyrokinesis, etc) and that's it. They may discover or work out new applications for those powers, but they don't straight up develop new ones.
They also tend to just have their powers. Static has his electromagnetism, not electromagnetism, super strength, speed, intellect and charisma.
Uh...no.
Bang Babies can continue to mutate for a long time, changing and growing stronger/stranger.
It doesn't happen often but it does happen.

Also Static has superhuman durability due to being a superhero in a superhero cartoon.
I think Mega Attributes can work like that; Treat normal people more realistically, while treating the Bang Babies as if they were part of an 90's action movie(or a comicbook or cartoon:tongue:). Especially if the NPCs notice this happening.


edit:
And I wasn't thinking of actually trying to model Static Shock with Aberrant, I was thinking of using the basic setting conceits(notably the Big Bang) for an Aberrant Setting-Hack.
 
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That Brazilian pokeball logo is pretty unfortunate, though. :V
Eh, I did not reaqlly saw it until you mentioned it. It is kinda bland though. One things bugs me though. Article mentions heavy body modification as a popular thing to do. I might be remembering this incorrectly, but was this not always heavily asociated with Taint and Abberants, which are suppposed to be big bogeymen? Body modification is at least for me the most typical sign of nova or nova work , while psi is nonpermant and keeps the sanctity of human form and psi tech itself strenghtents this point, instead of Nova body alteration. I might be remembering it badly though.

edit. Is being cartel like family better or worse than being ecoterorist bloggers for pis-order?
 
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Okay now I am officialy even more confused. Aren't cyborg parts said (per word of dev)to be seen as EVIL in the Aeon setting, with one whole new setting marketed as explanation for it? Psi tech is supposed to be big and its main advantage is,that it is not cyber.
 
Okay now I am officialy even more confused. Aren't cyborg parts said (per word of dev)to be seen as EVIL in the Aeon setting, with one whole new setting marketed as explanation for it? Psi tech is supposed to be big and its main advantage is,that it is not cyber.

They are making some fairly significant changes to the base setting here and that only strikes me as a good thing.

Also, I hope when we do get to bio/psi tech its something that people other than activated Psions can use more than one of at a time without it causing their heads to explode. I mean, I'm kind of okay with Star Wars and Star Trek as setting but am tired of their lazy 'everyone is just like today' character stuff infecting all other sci-fi settings. If I'm playing a transhuman psychic super soldier of the future I want some trans in my human, you dig?
 
They are making some fairly significant changes to the base setting here and that only strikes me as a good thing.

Also, I hope when we do get to bio/psi tech its something that people other than activated Psions can use more than one of at a time without it causing their heads to explode. I mean, I'm kind of okay with Star Wars and Star Trek as setting but am tired of their lazy 'everyone is just like today' character stuff infecting all other sci-fi settings. If I'm playing a transhuman psychic super soldier of the future I want some trans in my human, you dig?

Same.

I mean, to an extent, I can sorta get why you may not be able to tote around a bunch of psionically fueled bio-apps, especially if you yourself aren't a psion. But the way it was portrayed felt just damn silly more often than not.

The example for Tolerance that they used in the core book of a guy getting tossed a rifle one over his Tolerance and after failing a Willpower roll, going nuts over it didn't help either.
 
There's an update about Scion 2nd Edition consisting of a blog post and 21 pages of alpha material.
I like this. Scale works for me(maybe too big jumps in between levels, but that is old problem). Hopefully focus rules are simple. Edges seem interesting. And example of Pantheon writeup is promising. Few problems though. The terminology used reads too much as a movie. Tabletop is a movie and if they are not careful it might end with rules not really good for tabletop. and Paths still feel to gamey, more as an subclass rather that organically grown part of character. Hopefully they do get expanded and worked on more. They are not bvad . it jkust feels like a lot of missed potential.

It is kinda funny. The more I read about new Scion the more I like it and that is mostly mechanics, which rarely excite me and the more I read about Trinity, which is mostly fluff the less excited I am about it.
 
Scion: The World
So new tidbit of Scion is revelaed and it is rather bad.

The World [Scion Second Edition Open Development]

Okay. The unknown lands part is great and that is it. Rest is the most lazy piece of writing I had the displeasure to read in a long while. The world is basically the same, yet look at those differences, which actually did not change the world in any detail, which would require creative thought. It is this world, but it does not logically follow that it would be our world. No amount of these small changes, which happened, actually changed the world in meaningful way. This is lazy writing. Oay, authors do not want to write new setting, which would logically flow from this. Okay, I can accept that, but they actually fail to invent any reason why this world should be same as ours. They just wave hands really hard and pretend it works.

This is just dissapointing.
 
So new tidbit of Scion is revelaed and it is rather bad.

The World [Scion Second Edition Open Development]

Okay. The unknown lands part is great and that is it. Rest is the most lazy piece of writing I had the displeasure to read in a long while. The world is basically the same, yet look at those differences, which actually did not change the world in any detail, which would require creative thought. It is this world, but it does not logically follow that it would be our world. No amount of these small changes, which happened, actually changed the world in meaningful way. This is lazy writing. Oay, authors do not want to write new setting, which would logically flow from this. Okay, I can accept that, but they actually fail to invent any reason why this world should be same as ours. They just wave hands really hard and pretend it works.

This is just dissapointing.
I quite like it. It's a much more interesting setting than the original Scion, and seems like it'll have more and better worldbuilding. Much more room for mythic heroes.

Honestly you seem like you don't read much Urban Fantasy, because this sort of thing is par for the course.
 
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