The Scion is a descendant of a supernatural being—be it a dragon, demon, fae, or Jotun. Unlike most others, the Scion's very bloodline is infused with the ancient and potent magic of their ancestor. This connection grants them innate magical abilities far beyond the reach of ordinary mortals. While they may not have formal training, their supernatural heritage grants them an undeniable strength in magic, allowing them to wield powerful spells naturally, making them formidable spellcasters even without study. In this way, Scions stand apart from other magical practitioners, born with a natural gift that others can only dream of.
However, this power is not without its risks. The Scion's heritage is both a blessing and a potential curse. As they tap into the magics of their ancestor, they must contend with the temptation to embrace the raw power that their lineage offers. This ancient power, if left unchecked, can lead to corruption—a process that makes them stronger but also leaves a mark upon their mind, body or soul. Those who seek to tap into this power face the risk of losing parts of themselves, whether it be through monstrous transformation, mental instability, or social alienation.
While Scions are naturally gifted, they are not invincible. Their raw power can be dangerous to themselves and others, and many choose to train in the ways of formal magic to refine and control their abilities. Through training, a Scion can begin to rival even the most experienced spellcasters. However, this path is not easy, and those who wish to wield their ancestor's power with precision and mastery must dedicate themselves to their craft. In this way, Scions can either embrace their raw magical nature or choose to temper it through training and discipline, with each path offering its own rewards and sacrifices.
The decision to accept the full weight of one's heritage is a personal one, and each Scion must navigate the delicate balance between their innate power and the potential consequences of embracing their dark legacy. Whether they seek to harness their abilities to protect the world or pursue a dangerous quest for greater power, Scions are powerful individuals capable of extraordinary feats—if they can keep their own darkness in check.
Stamina: A Scion begins play with 12 stamina, plus an amount equal to your Wisdom bonus. You naturally mantle yourself in magical energy.
Recovery Dice: When you select Scion as your background, you gain two eight-sided dice (2d8) as Recovery dice. This is in addition to any Recovery dice you gained due to your ancestry.
Defences: Add two training ranks to your Will defence.
You have a supernatural ancestor, and it is through their heritage that you can tap into your powers. Choose one of the four following bloodlines.
Choose any four skills from the following list: Blades, Blunt Weapons, Crafting, Deception, Diplomacy, Insight, Intimidation, Lore, Medicine, Perception, Sleight of Hand, Society, Stealth, Unarmed Combat, Unbalanced Weapons Place one training rank in each of the selected skills.
Some traits—especially those found under your Bloodline entry—have two forms, the normal and the Corrupted. You can take the normal forms of these traits with not ill effects.
However, the Corrupted version of these traits, while more powerful, tend to warp the body, mind or soul of the person who takes on that taint. Each such Corrupted trait grants a roll on your Bloodline's Corruption table. Unless otherwise specified, you cannot gain the same Corruption multiple times. If you gain a duplicate through a random roll, re-roll it. If no possible roll would result in a Corruption you do not already have, pick one of your choice.
These Corruptions are difficult—in fact, nearly impossible—to remove. Once you have a Corruption, it is an indelible part of your character.
You begin play with the trait, Scion Magic. Choose one of the Apprentice-tier traits available under your Bloodline, and add it to your character. Then choose one of the following traits, and add it to your character. In addition, the following traits are available to your character as Apprentice-tier traits.
The following traits are available to your character as Journeyman-tier traits, available starting at level five.
The following trait is available to your character as a Master-tier trait, available at level nine.
You begin play with the following equipment: