Convertion of Scion hero to FATE system, version 0.1
Base systems: We are using Dresden Files RPG for FATE system and Scion: Hero for Scion.
Character Creation:
Skill List: The Dresden Files Skill List is the Canon list.
Legend, Birthrights, Nature and Virtues are Aspects.
Initial Refresh: 8 to 12 points to a Hero (we are using 8 points, but I´m thinking it is not as heroic as Scion must be.
Each Knack cost 2 Refresh Points.
Each Boon cost 1 Refresh Point and must be purchased Level by Level.
Mortal Stunts cost 1 Refresh Point.
Each Knack, besides giving the power itself, grants +1 bonus in Damage, Defense or Armor, according to the type of Knack.
DAMAGE:
Physical: Strength
Social: Charisma
Mental: Intelligence
DEFENSE
Physical: Dexterity
Social: Manipulation
Mental: Wits
ARMOR
Physical: Stamina
Social: Appearance
Mental: Perception
Example: If Finnegan, the son of Artemis, has 4 Knacks of Dexterity (Cat´s Grace, Lightning Sprinter, Trick Shooter and Untouchable Opponent) and 2 Knacks of Perception (Perfect Pitch and Unfailing Recognition) he has +4 to Physical Defense and +2 to Mental Armor.
Stress: The Scions and most of the other creatures of the game, starts with 4 Stress Boxes in each category, instead of 2.
KNACKS and BOONS
We use most of the text from Scion to the description of powers, any legend spend is ignored and replaced by tests, shifts and/or Fate Points.
Strength Knacks
Crushing Grip: +3 to Grapple damage;
Holy Bound: +4 to Jumps.
Holy Rampage: +4 to break inanimate objects;
Hurl to the Horizon: +2 zones when throwing things.
Uplifting Might: +4 Might to lift heavy things.
Dexterity Knacks
Cat´s Grace: Cannot be knocked down and is unaffected by difficult terrain (except water/mud).
Lightning Sprinter: Doubles dash speed and allows running on water and mud.
Monkey Climber: +2 to Climbing. The character can do a second action while climbing, with -2 penalty.
Trick Shooter: +4 to trick shoots.
Untouchable Opponent: +2 to dodge. Reroll the dodge dice, choosing the better result.
Stamina Knacks
Damage Conversion: Scion can ignore one mild consequence during Combat.
Holy Fortitude: Doubles time that scion can work and the period between required eating, drinking, and sleeping.
Inner Furnace: Any organic matter can be consumed as food, even if poisonous.
Self-Healing: Test of Endurance, each shift “cures” one point of physical damage. The time to remove consequences is decreased by 2 steps.
Solipsistic Well-Being: A single surprise attack does no damage at all.
Charisma Knacks
Benefit of the Doubt: +3 to Charisma and Falsehood and Deception against one target each time.
Blessing of Importance: Gives one Fate point per person per game session.
Charmer: +4 to convincing someone to help you.
Inspirational Figure: The targets receives the “INSPIRED” Aspect.
Never Say Die: When the character receives one Severe Consequence, the group receives one Fate point each.
Manipulation Knacks
Blurt It Out: +4 to force the target says what he thinks.
God's Honest: +4 to Convinces someone that the scion is telling the absolute truth until someone else proves that the target has been tricked.
Overt Order: Spend a Fate point and puts “OBEDIENT” Aspect in the target and compel it, the compelling must not be suicidal. Mortals have no choice but to obey, supernaturals (scions, titanspawns and alike) can spend a Fate point to avoid the Aspect.
Stench of Guilt: +4 to perceive guilt. When topic comes up in which the target is keeping a secret, the scion is aware that a secret is being kept.
Takes One to Know One: When target deliberately lies, the scion is aware that the statement is false.
Appearance Knacks
Center of Attention: the character receives “Center of Attention” Aspect.
Come Hither: +4 to Rapport test to draws target to scion with just a message and a picture. The target receives the Aspect “Desperate to come to me”. Does not work for divinely ugly scions.
Dreadful Mien: +4 to Intimidation test to put and automatically compel “SCARED” Aspect in the target. Causes target to flee. Does not work for divinely beautiful scions.
Lasting Impression: +4 to Rapport/Intimidation to give/steal 1 Fate Point from the target.
Serpent's Gaze: Deceit test with +4 bonus and paralyze the target while stare in the eyes. One Fate point cancels the effect.
Perception Knacks
Perfect Pitch: Scion notes any subtle variations in sound, from keypad keys to single note flaws in a concert.
Predatory Focus: +2 to Survivor when using smell to track.
Refined Palate: Perfect sense of smell and taste.
Subliminal Warning: Scion always gets a roll, and with +4 bonus, to detect an ambush as it is triggered.
Unfailing Recognition: Scion recognizes the faces of people she is fatebound, regardless of disguise or concealment. Others can be remembered with effort.
Intelligence Knacks
Fast Learner: Scion receives +2 bonus on Scholarship, Lore and Craftsmanship with at least Average (+1) at the skill.
Know-It-All: The Scion has the aspect “I Know a Little of Everything”. Obscure knowledge abounds for this Scion, which may provide hints when stuck in a story.
Math Genius: Scion makes instant calculations and estimations.
Perfect Memory: Scion remembers everything, which is useful if players forget a plot point.
Teaching Prodigy: When teaching any of your abilities, students benefit from -3 time increments to learn.
Wits Knacks
Instant Investigator: (like original text) The scion can instantly tell what crimes were commited in a location, sequence of events, numbers involved, and other details.
Meditative Focus: -2 difficulties from Environmental distractions.
Opening Gambit: +4 to initiatives. Can spend 1 Fate to receive other +4.
Rabbit Reflexes: When surprise attacked, the Scion gets double defenses against that attack instead of no defense.
Social Chameleon: Aside from language and clothes, the scion always looks like he fits into any group of people.
BOONS
Animal
* Animal Communication: Test: Survival. Speak with animals.
** Animal Command: Test: Survival. Command animals. Simple commands.
*** Animal Aspect: Test: Survival. The character receives one Aspect based on an animal. Each shift increases time beginning from “half a minute”.
Chaos
* Eye of the Storm: as original text.
** Hornet´s Nest: Test: Alertness. As original text.
*** Paralyzing Confusion: Test: Empathy. The target receives “Paralyzed” as Aspect for Shift/rounds.
Darkness
* Night Eyes: see in the dark.
** Shadow Mask: Test: Deceit. As original text.
*** Shadow Refuge: Test: Stealth. Only supernaturals senses can perceive the character.
Death
* Death Senses: as original text.
** Euthanasia: as scion: hero, but the target must be physically Taken Out.
*** Unquiet Corpse: Test: Presence. Spends one Fate. Turns the touched corpse into zombie.
Earth
* Safely Interred: as original text.
** Echo Sounding: Test: Alertness. As original text.
*** Shaping: Test: Craftsmanship. As original text.
Fertility
* Green Thumb: as original text.
** Cleanse: Test: Survival. As original text.
*** Bless or Blight: test: Survival. 1 Fate. As original text.
Fire
* Fire Immunity: as original text.
** Bolster Fire: as original text.
*** Fire´s eye: as original text.
Guardian
* Vigil Brand: as original text.
** Aegis: Test: Endurance. 1 Fate point. The target receives SHIFT/Armor for 24 hours.
*** Ward: Test: Endurance. 1 Fate point. As original text.
Health
* Assess Health: as original text.
** Bless of Health/Curse of Rotten: Test: Scholarship. As original text.
*** Heal/Infect: Test: Scholarship. cure stress/shift. Causes stress/shift.
Justice
* Judgment: Test: Empathy. As original text.
** Guilty Apparitions: Test: Presence. As original text.
*** Shield of Righteousness: 1 Fate Point. As original text.
Moon
* Smoking Mirror: as original text.
** Tidal Interference: Test: Presence. Minus 1 in the targets defense. Each shift is one target affected.
*** Phase Cloak: test: stealth. As original text.
Psychopomp
* Unerring Orientation: as original text.
** Where are you?: test: alertness. As original text.
*** Unbarred Entry: as original text.
Sky
* Sky´s grace: as original text.
** Wind´s Freedom: 1 Fate point. Movement (including dashing) now works vertically as well. If the Birthright item channeling the boon is dropped, the Scion falls immediately.
*** Storm Augmentation: Test: Presence. The target receives “Stunned” as Aspect.
Sun
* Penetrating Glare: as original text.
** Divine Radiance: as original text.
*** Heavenly Flare: Test: Presence. The target tests Endurance. If fail, he gains “Blind” as aspect for one scene. If tie, receives -1 penalty/action.
War
* Blessing of Bravery: test: Presence. During one combat per game session everyone of the Scions side receive 1 Fate Point.
** Battle Cry: Test: Presence. Every enemy have -1 penalty per Shift/rounds.
*** Warrior´s Ideal: test: Presence. Those who fight against the character receives Shift penalty per Shift turns. Only usable once per scene.
Water
* Water Breathing: breath under water.
** Water Control: test: Craftsmanship. Controls water. +2 physical defense.
*** Changing States: Craftsmanship. 1 Fate point. As original text.
Specific Purviews.
Not done yet.
Arete: +2 cumulative bonus into one trapping skill.
Cheval
* Rada's Eyes. Test: Alertness
* Petro's Hands. Test: Driving.
*** Horse. Test: Driving. 1 Fate Point.
Heku
* Ren Harvest:
** Sekem Blaze
*** Sekem Barrier
Itztli
* Maguey Sting
** Combat Sacrifice
*** Obsidian Mutilation
Jotunblut
* Bestial Endowment
** Human Endowment
*** Heroic Endowment
Tsukumo-Gami
* The Waking Spirit
** The Watching Spirit
*** The Helpful Spirit
Knacks: Knacks of Dexterity, Manipulation and Wits give OR extra defense OR extra Attack.
Aspects: There are 4 levelsof power for ASPECTS, mundane power, Hero power, Demigod power and God Power.
With mundane power, each FATE point spent to Invoking Aspects gives +2 bonus on the roll;
Hero power aspects give +3 bonus;
Demigod power aspects give +5;
God power aspects give +7.
The Fate, the influence, the destiny, whatever, of a god is stronger then of the mundane.
I don´t thought about how it will impact on the weaker boons, which require Fate points to work, like "Bless or Blight" of Fertility purview.