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Old 12-06-2014, 04:58 AM   #1
nerdvana
 
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Join Date: Nov 2006
Default Scion's Fatebinding

I'm working on adapting Scion to GURPS. I'm going to be using Rank from Pulling Rank for the character's relative position in the Pantheons (their ability to call for assistance, etc.) and Powers to build Purviews etc. The aspect of the game that is proving problematic is Fatebinding.

It has a bit of Destiny and Luck and it influences NPCs behavior and attitudes. I was wondering if anyone could advise on methods to emulate it with GURPS (especially for those who are familiar with Scion).
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Old 12-06-2014, 09:37 AM   #2
Dinadon
 
Join Date: Aug 2007
Default Re: Scion's Fatebinding

I would model Fatebinding as a form of Temporary Disadvantage on the Scions legend pool. Whenever the Scion uses their Legend Pool the GM will roll against 5 + Legend (Power Talent) + Situational Modifiers. Margin of Success determines the strength of the Fatebinding. Magic abilities will have their limitation to reflect that Fatebinding is guaranteed but at a fixed strength.

The Temporary Disadvantage would be some form of Dependent/Enemy (modified for the Fatebinding strength), likely combined with some sort of Sense of Duty to cover the die roll effects of the Fatebound role. That some Fatebound roles are also Allies (and so may net a positive score) should be considered a wash.

If the Fatebinding moves up to permanent then this means the Scion now actually has the disadvantage (mark this as an additional Nuisance Effect). A Fatebinding permanent after death just means the Scion can never remove it from their character sheet.
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