
Ancient Dragon Master |

Theyre not complete
Name:
Player: Ancient Dragon Master
Calling:
Nature:
Pantheon: Aesir
God: Odin
-----------------------------
Attributes
-----------------------------
Strength: 3; Dexterity 3/1; Stamina 5/3
Charisma: 3; Manipulation 2; Appearance 2
Perception: 3/1; Intelligence 3/2; Wits 3
-----------------------------
Abilities
-----------------------------
Academics 3
Art 1
Awareness 3
Command 3
Empathy 3
Fortitude 1
Integrity 3
Marksmanship 3
Melee 3
Occult 3
Presence 1
-----------------------------
Derived
-----------------------------
Legend 4 (16/16)
Willpower 7
Courage 1
Endurance 3
Expression 1
Loyalty 4
Soak 4A, 6L, 9B
Armor Soak 5L, 8B
-----------------------------
Birthrights
-----------------------------
(5)Odin’s old Magic Armor
This old armor is forged with celestial metal and has symbols of magic etched into it.
It grants access to the magic boon.
Soak: 5L, 8B
(2)Odin’s older and weaker Labrys
This Labrys is formed out of a dark magical steel that shifts the weapons weight and positioning in their hands to get a higher chance to hit. Stats: Speed 6, Accuracy +3, Damage +8L, Melee
-----------------------------
Boons
-----------------------------
Magic (•••)
Spells: 1 of each level
MEASURED FOE (•)
Dice Pool: Perception + Empathy
Cost: 1 Legend
A glance at the threads about a particular person can tell much of that person’s capabilities, his weaknesses and the way that he handles problems. With a successful casting of this spell, the magician learns the subject’s highest-level Purview or Epic Attribute. Each additional success scored on the casting roll grants knowledge of the next lower Purview or Epic Attribute. If the subject has multiple abilities at the same level, the Storyteller randomly chooses which ones the caster learns. Note that this spell does not indicate the lack of a particular Purview or Epic Attribute: It simply indicates which ones the target has, starting with the target’s strongest (most defining) powers and proceeding to the weakest.
BONA FORTUNA (••)
Dice Pool: Wits + Occult
Cost: 1 Legend
The caster calls upon Fortune for a good luck streak. Each success gives him one die that he can “spend” to add to any dice pool for any rolls he makes for the remainder of the scene. Once he spends all of his Bona Fortuna successes, they are gone; he must cast this spell again if he wants more. He can apportion multiple successes however he wishes, but the maximum Fortune dice he can add to any single roll cannot exceed half his Willpower score.
DEUS EX MACHINA (•••) Dice Pool: Charisma + Presence
Cost: 1 or more Legend + Fatebinding
The caster calls for help—and Fate answers in its own way. The most improbable—even impossible—escapes can be delivered by this spell. If the caster hangs from a cliff by his fingernails, a sudden earthquake might cause a ledge to jut out beneath him, catching his fall. If he’s tied to a train track before a speeding train, the train might leap the track over him, continuing on its way as if he weren’t there. The caster cannot choose the manner of help he gets; he has thrown his lot in with Fate and gets whatever destiny brings. Basically, the Storyteller can get as dramatic and creative as he wishes, but he is under no onus to do so. He can choose a quite mundane rescue if he so desires (the Scion hanging from a cliff is pulled to safety by a boy scout).
The caster is Fatebound to the person, place or means of his rescue. The strength of the binding is 3, unless the caster spends extra Legend points—on a scale of one point per -1 strength—during the casting to lower it (minimum strength of 1).
-----------------------------
Knacks
-----------------------------

DM Ragnarok |

So now that I had more time to look, there does seem to be one thing out of order, Erika; at character creation, mundane attributes may not be more than 5, and you have it listed as (6,2) which I don't quite understand.
Couple of other things;
I assume your various Runestones allow you channel your purviews?
Also I'm assuming by what you have written that you have 1 Dot in the Prophecy Purview, 2 Magic Spells, the 1 and 2 dot Justice boons, and 3 Epic Attributes. Is that correct?

Ancient Dragon Master |

Especially if you take Holy Fortitude like I did.
I went for inner furnace -> Devourer -> Internal Refinery instead. Holy Fortitude was a consideration but i decided that being able to eat/drink literally anything with no penalties and be immune to all poisons and toxins I might suffer & any diseases that mortal flesh might suffer was better.
I will probably get it at stamina 7, if only because there is nothing substantialy better. There are a lot of average abilities.

Ancient Dragon Master |

@Ancient Dragon Master
As a scion of Odin with those skills I'd personally go with a preacher who is also like a doomsday prepper.
Also, for naming things I think this website is pretty handy.
Thank you. Suggested nature?

Ancient Dragon Master |

Scion of Odin
Name:
Player: Ancient Dragon Master
Calling:
Nature:
Pantheon: Aesir
God: Odin
-----------------------------
Attributes
-----------------------------
Strength: 3; Dexterity: 3/1; Stamina: 5/3
Charisma: 3; Manipulation: 2; Appearance: 2
Perception: 3/1; Intelligence: 3/2; Wits: 3
-----------------------------
Abilities
-----------------------------
Academics 3
Art 1
Awareness 3
Command 3
Empathy 3
Fortitude 1
Integrity 3
Marksmanship 3
Melee 3
Occult 3
Presence 1
-----------------------------
Derived
-----------------------------
Legend 4 (16/16)
Willpower 7
Jump (Vertically): 3 yards
Jump (Horizontally): 6 yards
Go Without Sleep: 35 days
Go Without Food: 40 days
Go Without Water: 14 days
Hold Breath: 2400 seconds
Move (Base): 4 yards
Move (Dash): 11 yards
DV (Dodge): 4.5
DV (Parry (Labrys)): 4
Lift (Easily): 75 lbs.
Lift (Feat of Strength): 220 lbs.
Work at a Strenous Task: 245 hours
Soak 3A, 6L, 9B
Armor Soak 5L, 8B
-----------------------------
General
-----------------------------
My wounds will never be infected
-----------------------------
Virtues
-----------------------------
Courage 1
Endurance 3
Expression 1
Loyalty 4
-----------------------------
Birthrights
-----------------------------
Odin’s old Magic Armor (•••••)
This old armor is forged with celestial metal and has symbols of magic etched into it.
It grants access to the magic boon.
Soak: 5L, 8B
Odin’s older and weaker Labrys (••)
This Labrys is formed out of a dark magical steel that shifts the weapons weight and positioning in the weilders hands to get a higher chance to hit.
Stats: Speed 6, Accuracy +3, Damage +8L, Melee
-----------------------------
Boons
-----------------------------
Magic (•••)
Spells: 1 of each level
MEASURED FOE (•)
Dice Pool: Perception + Empathy
Cost: 1 Legend
A glance at the threads about a particular person can tell much of that person’s capabilities, his weaknesses and the way that he handles problems. With a successful casting of this spell, the magician learns the subject’s highest-level Purview or Epic Attribute. Each additional success scored on the casting roll grants knowledge of the next lower Purview or Epic Attribute. If the subject has multiple abilities at the same level, the Storyteller randomly chooses which ones the caster learns. Note that this spell does not indicate the lack of a particular Purview or Epic Attribute: It simply indicates which ones the target has, starting with the target’s strongest (most defining) powers and proceeding to the weakest.
BONA FORTUNA (••)
Dice Pool: Wits + Occult
Cost: 1 Legend
The caster calls upon Fortune for a good luck streak. Each success gives him one die that he can “spend” to add to any dice pool for any rolls he makes for the remainder of the scene. Once he spends all of his Bona Fortuna successes, they are gone; he must cast this spell again if he wants more. He can apportion multiple successes however he wishes, but the maximum Fortune dice he can add to any single roll cannot exceed half his Willpower score.
DEUS EX MACHINA (•••)
Dice Pool: Charisma + Presence
Cost: 1 or more Legend + Fatebinding
The caster calls for help—and Fate answers in its own way. The most improbable—even impossible—escapes can be delivered by this spell. If the caster hangs from a cliff by his fingernails, a sudden earthquake might cause a ledge to jut out beneath him, catching his fall. If he’s tied to a train track before a speeding train, the train might leap the track over him, continuing on its way as if he weren’t there. The caster cannot choose the manner of help he gets; he has thrown his lot in with Fate and gets whatever destiny brings. Basically, the Storyteller can get as dramatic and creative as he wishes, but he is under no onus to do so. He can choose a quite mundane rescue if he so desires (the Scion hanging from a cliff is pulled to safety by a boy scout).
The caster is Fatebound to the person, place or means of his rescue. The strength of the binding is 3, unless the caster spends extra Legend points—on a scale of one point per -1 strength—during the casting to lower it (minimum strength of 1).
-----------------------------
Knacks
-----------------------------
I love the Intelligence knacks, they are so flavorful.

DM Ragnarok |

@ADM- I don't think you have enough points to have all those Magic Boons as well as your Epic Attributes.
When buying Boons with character creation points, they cost a number of points equal to the Dot value of that specific boon. So all three spells would be 6 dots. 3 Epic Stamina and 1 Epic Perception consume your other dots, and 2 points of Epic Intelligence would cost you 8 Bonus Points. That would consume all bonus points (Legend 4 and 8 for Epic Attributes), leaving you without enough bonus points for your relic armor.
You could just depower the armor a bit and you'd be okay.

Ancient Dragon Master |

In a sense, every power a Scion’s Boons, Epic Attributes and Knacks grant her could be considered magic. Yet, one power seems
magical even to them—namely the ability to direct and influence the mysterious force of Fate. All Scions (and even the Gods themselves) are subject to Fate, but only a select few are graced with the power to read and influence it.
A Scion gains one free new spell of the increased value for each new dot of the Magic Purview he gets. Additional spells of equal or lesser value are purchased individually as Boons of the all-purpose Purviews are (for the same bonus point or experience point cost). Some sample spells are provided here, but in theory, the number of possible spells is limitless
Emphasis mine
Scion of Odin
Name:
Player: Ancient Dragon Master
Calling:
Nature:
Pantheon: Aesir
God: Odin
-----------------------------
Attributes
-----------------------------
Strength: 3; Dexterity: 3/1; Stamina: 5/3
Charisma: 3; Manipulation: 2; Appearance: 2
Perception: 3/1; Intelligence: 3/2; Wits: 3
-----------------------------
Abilities
-----------------------------
Academics 3
Art 1
Awareness 3
Command 3
Empathy 3
Fortitude 1
Integrity 3
Marksmanship 3
Melee 3
Occult 3
Presence 1
-----------------------------
Derived
-----------------------------
Legend 4 (16/16)
Willpower 7
Jump (Vertically): 3 yards
Jump (Horizontally): 6 yards
Go Without Sleep: 35 days
Go Without Food: 40 days
Go Without Water: 14 days
Hold Breath: 2400 seconds
Move (Base): 4 yards
Move (Dash): 11 yards
DV (Dodge): 4.5
DV (Parry (Labrys)): 4
Lift (Easily): 75 lbs.
Lift (Feat of Strength): 220 lbs.
Work at a Strenous Task: 245 hours
Soak 3A, 6L, 9B
Armor Soak 5L, 8B
-----------------------------
General
-----------------------------
My wounds will never be infected
-----------------------------
Virtues
-----------------------------
Courage 1
Endurance 3
Expression 1
Loyalty 4
-----------------------------
Birthrights
-----------------------------
Odin’s old Magic Armor (•••••)
This old armor is forged with celestial metal and has symbols of magic etched into it.
It grants access to the magic boon.
Soak: 5L, 8B
Odin’s older and weaker Labrys (••)
This Labrys is formed out of a dark magical steel that shifts the weapons weight and positioning in the weilders hands to get a higher chance to hit.
Stats: Speed 6, Accuracy +3, Damage +8L, Melee
-----------------------------
Boons
-----------------------------
Magic (•••)
Spells: 1 of each level
MEASURED FOE (•)
Dice Pool: Perception + Empathy
Cost: 1 Legend
A glance at the threads about a particular person can tell much of that person’s capabilities, his weaknesses and the way that he handles problems. With a successful casting of this spell, the magician learns the subject’s highest-level Purview or Epic Attribute. Each additional success scored on the casting roll grants knowledge of the next lower Purview or Epic Attribute. If the subject has multiple abilities at the same level, the Storyteller randomly chooses which ones the caster learns. Note that this spell does not indicate the lack of a particular Purview or Epic Attribute: It simply indicates which ones the target has, starting with the target’s strongest (most defining) powers and proceeding to the weakest.
BONA FORTUNA (••)
Dice Pool: Wits + Occult
Cost: 1 Legend
The caster calls upon Fortune for a good luck streak. Each success gives him one die that he can “spend” to add to any dice pool for any rolls he makes for the remainder of the scene. Once he spends all of his Bona Fortuna successes, they are gone; he must cast this spell again if he wants more. He can apportion multiple successes however he wishes, but the maximum Fortune dice he can add to any single roll cannot exceed half his Willpower score.
DEUS EX MACHINA (•••)
Dice Pool: Charisma + Presence
Cost: 1 or more Legend + Fatebinding
The caster calls for help—and Fate answers in its own way. The most improbable—even impossible—escapes can be delivered by this spell. If the caster hangs from a cliff by his fingernails, a sudden earthquake might cause a ledge to jut out beneath him, catching his fall. If he’s tied to a train track before a speeding train, the train might leap the track over him, continuing on its way as if he weren’t there. The caster cannot choose the manner of help he gets; he has thrown his lot in with Fate and gets whatever destiny brings. Basically, the Storyteller can get as dramatic and creative as he wishes, but he is under no onus to do so. He can choose a quite mundane rescue if he so desires (the Scion hanging from a cliff is pulled to safety by a boy scout).
The caster is Fatebound to the person, place or means of his rescue. The strength of the binding is 3, unless the caster spends extra Legend points—on a scale of one point per -1 strength—during the casting to lower it (minimum strength of 1).
-----------------------------
Knacks
-----------------------------
Inner Furnace
The character rarely lacks for sustenance. As long as he can find some sort of organic substance (from rotting quail eggs to a piece of notebook paper on which someone blew her nose), the Scion can eat it and survive. And as long as he finds a source of water (no matter how stagnant or polluted it might be), he can drink it and survive. Any pestilence or poison lurking in what he consumes burns in the fires of his superior constitution, without even requiring a Fortitude roll. The same goes for drugs or poisons he ingests on purpose, or for any Mickey Finn a ne’er-do-well might try to slip him. He’s still just as susceptible to airborne toxins and any drug injected into his bloodstream, but any drug that has to go through his stomach first stops there.
This Knack does nothing to suppress the gag reflex or make an unappetizing meal taste better.
Perfect Memory
The character remembers everything about his past from before the game started to the current moment in the story. If ever the player forgets a salient point or key bit of information from previous sessions, he has but to ask the Storyteller and the Storyteller will remind him. It’s a good idea for the character’s player to take copious notes on each session’s events and double-check them with the Storyteller, if only to alleviate some of the stress on the Storyteller.
Devourer
Prerequisite Knack: Inner Furnace (Scion: Hero, p. 129)
The Scion will never lack for sustenance again. Any liquid that can exist at as a liquid at room temperature can sustain him as water sustains a mortal—even such distasteful liquids as gasoline, blood, pine-scented disinfectant or diet cola. The same goes for food. Whereas Inner Furnace requires that the Scion at least consume organic matter in order to fuel the inferno at his core, this Knack loosens even that restriction. The Scion could fill his belly with sand, polystyrene, harmonicas or suture needles and not feel so much of a pang of indigestion. This Knack confers no special ability to chew up or tear off pieces of inorganic material, but anything small enough to swallow disappears down his gullet with no harmful effects and fuels him just as efficiently as normal food.
Spatial Attunement
The Scion is so aware of his surroundings that his other senses (primarily those of hearing and smell) compensate for his eyes in identifying nearby objects outside his line of sight. The Scion could recognize the person sneaking up on him by that person’s telltale scent and mark exactly how far away that person is by the sound of his passing. With one quick glance around the room, the Scion could mark in his mind exactly where every wall and piece of furniture is within. Having done so, he could then navigate the room with his eyes closed, even slipping through a milling crowd of people without bumping into anyone or anything. To a certain extent, the character can perceive what’s going on around him in a 360-degree arc. Also, he suffers no penalties for fighting blind as long as he can hear or smell his opponents.
Internal Refinery
Prerequisite Knack: Devourer (Scion: Demigod, p. 58)
A character with Inner Furnace (see Scion: Hero, p. 129) can eat any organic substance and drink water from any source and be efficiently nourished. A character with Devourer can safely eat literally anything she can force down her gullet. With both Knacks, no poison or toxin in what she eats or drinks has any effect on her. Internal Refinery expands that latter protection to not only poisons or toxins she eats, but all poisons and toxins she’s exposed to, as well as any diseases that mortal flesh might suffer.
In addition, a character with this Knack can refine any poison, toxin or disease to which she is exposed into a single dose of an antidote for that substance or cure to that affliction. If the character spits this antidote or cure out and administers it to an afflicted patient, it completely erases one dose or one exposure to the hazardous substance in the patient’s system. The character must administer this treatment within one scene of the patient’s exposure, and within one action of when she (the character with this Knack) refines the substance into a dose of its cure. The cure doesn’t heal damage from the exposure, but it purges it completely. Refining the deleterious material costs five Legend points per dose.
Speed Reader
The character can read and comprehend with perfect clarity an entire block of text—such as two facing pages of an open book—in the amount of time it takes her to blink. She need only be able to see the entire block clearly enough to focus her eyes on any given word in it.
Omnidexterity
The Scion functionally has “two right hands”. The Scion can use either hand with equal facility and also suffers no penalties when trying to manipulate an object with his tongue or his toes; even while using some other contorted body part, the Scion suffers only half the usual penalties (rounded down) for the awkwardness of the situation. While the Scion still can’t perform something physically impossible (there’s no way to fit his calf muscle through the trigger guard of a pistol to fire it, for instance), just about any amount of wiggle room is sufficient for the Scion to manipulate objects in surprising ways. The Scion could hang from a tree branch by his toes (perhaps in emulation of Sun Wukong) or could use his tongue to hold a pair of probes and thereby pick a lock. If the Scion manages to gain new and different natural appendages, say by assuming the form of an octopus via the Animal Purview, then his new appendages also benefit from Omnidexterity. Artificial “appendages,” such as a chain or a ruler with a sticky piece of tape on the end, do not gain this benefit, although the Scion could certainly wield such a tool via his hand, foot, mouth or stranger combination of limbs.

Ancient Dragon Master |

I understand that entirely; however, you do not level up your purviews in Increments (one for first level, one for second level, etc.). You must pay dots equal to the level you are going to; one for the first, two for the second, three for the third.
The way I see the process (now) is
0 dots -> Spend points -> 3 dotsThe increased value is 3 and I gained three new dots, therefore 3 level 3 spells.
Off to change my spells

Ancient Dragon Master |

I understand that entirely; however, you do not level up your purviews in Increments (one for first level, one for second level, etc.). You must pay dots equal to the level you are going to; one for the first, two for the second, three for the third.
The way I see the process (now) is
0 dots -> Spend points -> 3 dotsThe increased value is 3 and I gained three new dots, therefore 3 level 3 spells.
Is that incorrect?, if so how?

Erika Erlingsson |

So now that I had more time to look, there does seem to be one thing out of order, Erika; at character creation, mundane attributes may not be more than 5, and you have it listed as (6,2) which I don't quite understand.
I used bonus points (8) to raise Intelligence from 4 to 6, is that not ok? 2 is the Epic Intelligence score.
I assume your various Runestones allow you channel your purviews?
Also I'm assuming by what you have written that you have 1 Dot in the Prophecy Purview, 2 Magic Spells, the 1 and 2 dot Justice boons, and 3 Epic Attributes. Is that correct?
Yes, I envisioned the runestones to be the channel for both prophecy and magic. Justice is another purview that I took, but that one is listed as free-for-all, do I still need something for it? And would I need to put a dot in Justice as a purview? I wasn't sure, so I only spent 9 Boon and Epic Attribute points (1 in Prophecy, 2 in Magic - which gives me 2 spells - 3 in Justice boons and 3 in Epic Attributes).
I also completed Erika's background.

DM Ragnarok |

Also, unlike other Purviews, Magic Mystery and Prophecy must be purchased one at a time in Order. Having Magic at 2 means you would also have had to buy it at it's 1 dot value first; however, according to your spends, you should have the 1 point left over to do so. Other than that I think you're good; reducing your Intelligence to 5 should give you an extra 4 bonus points to play with as well.

Erika Erlingsson |

Adjusted my attributes and put the remaining bonus points into another dot of Prophecy.
I am a bit confused about the relic and purview channeling - does a three-dot relic not allow me to channel Magic, Prophecy and Justice?
Regarding the parentage, my take was that gods don't need to bother with biology to get offspring, would it be alright for Erika to have two mothers? If not, then she is adopted; perhaps Ragnhildur is aware of Erika's nature and her moving away from Iceland was an attempt to protect Erika from becoming a pawn of the gods.

DM Ragnarok |

I could say "no way, that's not how gods do things", but that's sort of ignoring the time Loki turned into a female horse and got pregnant and Odin decided that Loki's offspring (from when he was a female horse) was now his mount...
The Aesir are weird, guys.
Frigg's magical as hell, so why not?
A three-dot relic will allow you to do that, certainly.
In brief here is how it functions; to use a Boon, a Scion must possess a Birthright relic that allows her to access the Purview that boon comes from.
A Relic may channel one birthright per dot.

Ancient Dragon Master |

You may buy Boons of any dot that your character can possess, but it costs 4 bonus points per dot (mentions it in the beginning of the Boon section). Thus a 2-dot Boon would cost 8 Bonus Points.
Well, crud. I really don’t want to lose third level magic but i can’t see a way ariund it without losing a substantial amount of abilities.

DM Ragnarok |

Looking at it now, though, I believe your math is off.
10 Points to spend on Epic Attributes/Boons;
Prophecy 1 (1)
Magic 1 (1)
Magic 2 (2)
Justice 1 (1)
Justice 2 (2)
Epic Charisma 1 (1)
Epic Intelligence 1 (1)
Epic Wits 1 (1)
7 Bonus Points spent on Abilities, 4 to raise Wits to 3 and 4 to give you Prophecy 2 still means that you couldn't have that second dot of Epic Intelligence unless I've miscalculated.
Also Prophecy 2 would cost 8 points :p

Erika Erlingsson |

I'll take another look at the bonus points expenditure then.
How about this:
- Prophecy **, which costs 3 Boon points
- Magic **, which costs 3 Boon points
- Epic Intelligence *, which costs 1 Boon point
- Two boons from Justice for a total of 3 Boon points (10 total at this point)
- 4 bonus points to bring Epic Intelligence to **
- 4 bonus points for Epic Charisma *
- 4 bonus points to bring mundane Intelligence to 5
- 3 bonus points for Abilities (shaved off a few dots here and there)
Does this add up?
To be clear, the relic is a bag of runes, like so.

DM Ragnarok |

To briefly elucidate (I've hashed this out with a couple of people already); When you are buying Boons from All-Purpose Purviews, you do not need to purchase them in order. If you want the Two or Three-dot Boon from Sky, for example, you may simply purchase it, with the appropriate amount of the 10 points allotted you or with 4 Bonus Points per Dot of the Boon.
If you are purchasing a Special Purview, either Prophecy, Magic or Mystery, you must purchase each level individually and in order. The first level costs 1 of your 10 points(or 4 Bonus Points). After purchasing the first level, you may purchase the second level, which costs 2 of your 10 points (or 8 bonus points), and so on and so forth.
When buying levels of the Magic Purview in this way, each time you purchase a new rank (dot), you automatically learn one spell at that rank.