Backers will be able to read the entire Cyber-Scion section from Mythic Shards tomorrow, but we'll have a sneak peek at what we're in for today! If you haven't joined in yet, know that all backers will be able to read the entire current draft manuscript of the book before any pledges are processed or payments collected, so join in and see how cool this project is.
Building a Character
Before any skyscraper-shattering punches are thrown from the cockpit of a Divine Machine, first you must have someone to pilot it. Build a pre-visitation Scion using the rules found in Scion: Origin, starting on page 94. Choose three Callings but do not assign dots to them. Divine Machine pilots do not have Knacks, Legend, or Legendary Titles as these will come from their Machine. The pilot always has their pantheon’s Virtues and moves along the Virtue track as normal. If the pilot is Virtuous, so is their Machine.
Pilots are always pre-visitation Scions; the spark of divinity lurks within them but can only be expressed through the power of their Hero-Class frames. Using Scent the Divine or similar effects always identifies the pilot as someone with a touch of godhood within them. Likewise, pilot scenes involve human-scale conflict: interpersonal drama, logistics, and the like. Otherwise, all battles take place at colossal scale from the safety of their Divine Machine’s cockpit.
The Divine Machine
Choosing a pantheon for your pilot grants the character access to that pantheon’s arsenal of Divine Machines. Typically, players will pilot one Divine Machine for the duration of a campaign, but they are not restricted from doing so. A pilot may command a number of different Divine Machines. The only restriction is that the Machine and the pilot must share a pantheon. Some pilots refer to their favored Machine as their Pantheon Signature Frame.
The Divine Machine functions similarly to the Hero or Demigod template, supplying supernatural powers, exceptional durability, and godlike might on top of the pilot’s skills.
Building the Machine
After creating your pilot, build their Divine Machine. Additional machines can be constructed at any time later. There is no limit to how many Machines may be in a pantheon’s arsenal excepting the framework of the narrative.
Pilots must spend a narrative scene harmonizing their latent divine power with that of their frame. After doing so, the pilot gains the innate ability from all of the Purviews associated with her Machine, even when she is not piloting it. If she switches frames, this changes the Purview abilities she can access. A pilot may only equip or upgrade Calling-type Submodules that align with her Callings.
Divine Machines do not have Knacks and Boons. Instead, they grant the inherent property of any Purview associated with the Machine to the pilot as noted above. Divine Machines have Calling-type Submodules which function similarly to Knacks. A pilot must have a matching Calling in order to equip the Submodule to her mech.
There are two classifications of Divine Machines, called “frames:” Hero-Class and Demigod-Class. Hero-Class frames have a Legend rating from 1 to 4 and Demigod-Class frames have a Legend rating from 5-8. The Divine Machine is not a Birthright and does not have a dot rating. Instead, the Divine Machine’s Legend increases as the pilot spends experience points on upgrading it (see Advancement).
Calling-Type Submodules
Calling-Type Submodules are condensed supernatural powers used exclusively by Divine Machines. Like Knacks they are driven by the themes of the Calling associated with them. Submodules have two modalities: one that allows a mechanical extension or new effect when Momentum is spent, and another that allows the same but when Legend is spent. Some may also have a modality that grants another additional effect (usually without a cost) when the Machine’s purviews align with this Submodule. Not every Submodule will have this modality.
Hymn to the Divine Machine
Calling the coded prayer-phrases, the pilot beckons her Machine to her side.
System: Use a simple action to summon your Divine Machine into any pilot-scale scene. It smashes through the most appropriate scenery or rises up out of the ground or a nearby body of water, etc., as appropriate to the themes of its Purviews. You may enter it immediately and initiate Machine-scale battle as a result (or use the Machine to flee danger). Special: This may be used outside of the Divine Machine.
Weapon-Calling Song
Humming the resonant frequency, the pilot summons her signature weapon to her hand — in or out of her Machine.
System: Spend Momentum. Call your Divine Machine’s signature weapon to its hand instantly and reflexively. Special: This Submodule may be taken a second time to summon a person-scale version of the Machine’s signature weapon while in pilot-scale scenes.
Shield of The World
The pilot positions her Divine Machine into place and projects a shield of pure divine power that keeps her allies safe.
System: Imbue 1 Legend for the duration of the battle. All allied Machines within Close range of you are protected by your divine shield. Increase the cost of the Inflict Injury and Critical stunts against them by 2. The zone of protection moves with you.
Unseen Threat
A Divine Machine resonant with the Hunter Calling is an apex ambush predator.
System: Spend Momentum. Your Divine Machine vanishes from view, disappearing from all sensors. All attempts to locate or identify the Divine Machine suffer Complication (3) “Hidden from View.” If not bought off, the target cannot spot you and must choose to attack another target.
I'm like Johnny Sokko over here, extra eager to get my Giant Robo-themed manuscript tomorrow!
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