TEXT: Secrets of Fire 7
  Brood bidding is a dynamic character creation
  process that makes each new Fireborn campaign, or
  even one-shot adventure, unique. First, the Game
  Master develops several story hooks or extras, called
  brood fates, that he wishes to incorporate into his game.
  He can do this after reviewing the characters as they
  have developed thus far, or can create them blind. The
  GM could also run a brood bidding session after the
  characters are totally completed, but that would limit the
  players' ability to react to the personal impact their
  brood role would have on their character concept. We
  recommend running the brood bid phase after character
  backgrounds and sires are chosen but before bonus
  points are spent on skills and bonus ranks are used to
  purchase edges and fighting style ranks. This allows
  players to develop their basic character concepts,
  including their careers and attitudes, before the discov-
  ery, windfall, disaster, or surprise of their brood fate
  enters their characters' lives. Afterwards, they may tailor
  their characters to reflect the brood fate, or not, as they
  like, by upgrading and promoting skills, choosing fight-
  ing styles, and of course developing their dragon breeds
  and powers.
  The GM should develop around twice as many brood
  fates as he has players in his campaign, to ensure that
  everyone has at least some choice that appeals to them.
  The brood fates should be things he can work into the
  first adventure (or not) without too much trouble,
  depending on the players’ choices. He should not offer a
  brood fate that is immediately essential to his adventure
  storyline, however, as he will be in dire straits if no one
  chooses it. Applying a passed-over brood fate to an NPC
  is an option, but not an ideal one.
  As the brood bidding begins, the GM should describe
  each brood fate with as much or as little detail as he
  wishes. Some GMs like to tempt their players by giving
  the name of the brood fate, and nothing more; others
  describe one aspect of the fate, such as which aspect of
  life it will influence; others prefer to make it a mystery
  or a riddle, describing a brood fate by assigning any-
  thing from a historical figure to a band to a season that
  reflects aspects of that trait. Regardless of the GM’s
  style of describing the brood fates, each brood fate
  should receive the same level of description.
  Once all of the players have at least a summary
  understanding of what each brood fate involves, they
  secretly rank them on a sheet of paper, from their
  favorite choice to their least favorite. Next to each fate,
  the player may offer between 0 and 5 karma as a bid for
  breaking ties; if two players select the same brood fate,
  the one who bid the most karma receives it. Karma bid
  in this way does not “return” . . . the players are actual-
  ly reducing their characters’ total karma pool by the
  amount listed. Only karma bid on the brood fate a play-
  er gains is “spent,” however; players  who lose a tie do
  not lose the karma bid.
  SOME BROOD FATE IDEAS INCLUDE:
  Knowledge of your Draconic Heritage
  You begin the campaign awake and aware of your
  draconic heritage. Perhaps you’ve had flashbacks since
  long before magic awakened, or your family or culture
  could be keepers of knowledge from the mythic age.
  Maybe you were captured by the government or a secret
  society and experimented upon until memory of your
  previous existences was unlocked. Regardless of the
  source of your As such you can easily become a de facto
  leader of your brood, someone that the other less aware
  characters look up to for your knowledge and experi-
  ence. 
  In terms of game mechanics, you start the campaign
  at awakened level 1, even though your hoard, humanity,
  and heritage ranks are all 0. This means that one of your
  aspect scores will have a superhuman rank of 1, you will
  be able to manifest a cost 1 draconic trait and you will
  have a superhuman aspect score. However, you will
  have no ranks in powers other than Group Mind. once
  you align yourself with your brood, you return to a more
  “eventual” style of advancement, however; you need
  twice the number of humanity and heritage points to
  increase your humanity and heritage ranks to 2.
  Knowledge of the Mythic Age
  While you may not realize that you are yourself a
  dragon, you’re no stranger to the truths underlying our
  modern reality. You know that the mythic age existed,
  you know that it was populated by strange creatures and
  that it was a time of magic, and you can put two and two
  together to realize that it’s coming back in the modern
  day. As with the Knowledge of Draconic Heritage brood
  fate, you could have come by this knowledge through
  inheritance, diligence, or pure accident.
  In terms of game mechanics, you are the brood’s
  librarian, lorekeeper, or walking textbook. Any time a
  new creature is encountered, you’re likely to know what
  kills it; any time you meet a strange new culture, you’re
  likely to know how to get on its good side. You begin the
  campaign with an elite rank of 3 in Knowledge: Mythic
  NEW RULES
  BROOD BIDDING
  BY DARRELL HARDY & ROB VAUGHN
  
  Age. You also gain the rank 2 independent edge Skill
  Expertise with the Knowledge: Mythic Age skill and
  rank 2 in the Network edge; your network is comprised
  of mortals who are similarly aware of the mythic age
  and can point you to more “exotic” contacts, like super-
  natural creatures.
  Karmic Item
  By hook or by crook, you begin the game with a
  karmic item . . . and not just any karmic item, but one
  that was part of your hoard during the mythic age. 
  In terms of game mechanics, the item is a rank 2
  karmic item from your draconic hoard, meaning that (so
  long as you don’t drain it completely of its karma), your
  scion will be able to reach awakened rank 2 before he
  needs to start looking for a hoard item.
  Enchanted Item
  You begin the game with an enchanted item of a vari-
  able hoard cost (the GM could design several brood
  fates of different “values” or “styles” each with its own
  enchanted item). While it’s bound to be useful, odds are
  good that you’re not the only one who knows about the
  item . . . and they’re bound to come looking for it.
  Totem creature
  Somewhere in your previous existence, or perhaps
  even in the modern one, you became tied to the totemic
  spirit of a mundane creature. You relate to creatures of
  that type and look to images of that creature for guid-
  ance.
  In terms of game mechanics, you begin the campaign
  with abilities identical to rank 1 in the Rapport power
  toward creatures of the same family as your totem. You
  may improve this power separately from the normal
  Rapport 
  power 
  during 
  normal 
  advancement.
  Additionally, the GM can offer you guidance at his dis-
  cretion using animals of your totem’s species or images
  of such animals; for instance, someone with the raven
  totem might be warned away from an ambush by a
  croaking raven above a building he’s about to enter, or
  might be led toward a wounded brood-mate by a hover-
  ing raven.
  Avatar of . . .
  You are the living embodiment of an ideal, an aspect
  of nature, or even a long-forgotten god. This truth
  emerges slowly throughout your life, both in your
  actions and your thoughts.
  In terms of game mechanics, the GM may allow you
  to re-roll one test per day per awakaned rank. The test
  must be something completely in-tune with the ideal
  that you are the avatar of. If you are an avatar of Fire,
  for instance, it would be any Fire test. If you are an
  avatar of Athena, it might be a test involving knowledge
  or defense. If you are an avatar of truth, it might be a test
  to determine if someone is lying to you.
  Of course, as a pseudo-deific being, you are bound to
  have other roles. Your organs, for instance, would fetch
  an extravagant price as spell components on the mystic
  black market.
  Ex-Government agent
  You were a government agent with connections to
  the kind of information most folks think are conspiracy
  theories. Perhaps you were framed and betrayed by
  someone within your organization and had to leave; or
  you could’ve disobeyed an order you found repugnant;
  maybe you’re the only survivor of your group and
  haven’t yet checked back in with the powers that be for
  fear you’ll be “removed from the picture” to keep every-
  thing quiet. 
  In terms of game mechanics, you begin the game
  with up 9 street cost worth of weapons. You also have 5
  ranks in Knowledge: Secret Government Initiatives
  (effectively rank 2 regarding governments other than
  your own). The downside to all this intel and hardware?
  You go by an assumed name, have fake I.D.s, and if
  you’re ever apprehended by authorities who manage to
  show your picture to the wrong people, you and every-
  one you associate with are likely to be quiety, efficient-
  ly, and irresistably erased from existence. 
  BROOD BIDDING IN YOUR CAMPAIGN
  When coming up with brood fates, consider your
  campaign’s archetype and themes, and make the fates
  match the campaign. If your campaign is about a top-
  secret team of university field researchers, your fates
  may tie into the university, academia, scholarship, fund-
  ing, or the other personnel at the school. The fate “Old
  friends with the university president” might not be
  worth much in a club-hopping socialite campaign, but
  it's very attractive to a university researcher who keeps
  getting into trouble.
  Some fates are destined, and simply haven't hap-
  pened yet. You might want to adjust “You have a cool
  sword as a hoard item” to “You will someday soon have
  a cool sword.” Shifting fates to the future means they
  influence character creation less, and that you'll have to
  somehow work them into the adventure, but they pro-
  vide a point of anticipation for the players who win
  them. Instead just writing “I have a cool sword” on his
  character sheet, the player is now curious: is the sword
  hiding at the bottom of this encounter? Is it magical?
  Will it trigger flashbacks? 
  You can also use future fates for foreshadowing:
  “You will discover a past life—and an old enemy you
  thought was your friend.”  Or perhaps, “You will suffer
  a terrible loss that leads to enlightenment and joy.”
  Keeping them vague leads again to player anticipation.
  They know something of what's coming, but not the
  details, and that keeps them interested.
  NEW RULES: BROOD BIDDING
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SOURCE: textdata/thevault/Fireborn/Fireborn Secrets of Fire 7 New Rules - Brood Bidding.pdf