A character’s Paths are iconic statements about who they are and what roles they play. Paths represent pieces of a series’ setting that characters are part of and interact with. Paths are the pantheons characters belong to, the societies they join, the place they came from, or even a concept or setting topic that relates to them somehow.
Paths are a key concept in Storypath, as the name of the system might imply. In Scion, Paths do the following things when they are invoked, a term basically indicating when a player taps her sheet and says, “I’d like to invoke my Path here”:
- Paths always give access to anything relevant to your character concept. If you’re a cop, you have access to the police station; if you’re filthy rich, they have lots of disposable income.
- Once per session (or more if you can deal with a Path Suspension, see p. 101), a Path can call upon a connection (a group of associates on similar Paths), or a contact (someone specific related to your Path).
- Once per session you may add two dice to any roll that plausibly applies to your Path experience. You may spend successes on special stunts to make a Twist of Fate on this roll.