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Scion Cheatsheet

Rolling Dice

Storyguide determines Arena (Physical/Mental/Social). Player determines Approach (Force/Finesse/Resistance). Take that Attribute, add a relevant skill. 8s or higher succeed. 10s Explode.

Number of Successes needs to beat the Difficulty. Extra successes can buy off Complications (You succeed but…) or buy Stunts (Either add Complication, Enhancement or Difficulty to a different Skill+Attribute roll).

Enhancements provide extra successes on any roll in which you already achieved a success. Teamwork provides Enhancement equal to successes on Teamwork roll. Specialties provide 1 Momentum when you fail that skill and +1 Enhancement for other skills when the specialty applies.

Failure generates Consolations. Often Momentum, but also more information, new characters or Enhancement 1 for a different challenge

Conditions provide 1 Momentum when they cause you to fail or experience a setback. Resolving a Condition provides 1 Momentum.

Complex actions require multiple Milestones to be reached. Each one requires a roll that beats its difficulty. Some Complex Actions set a maximum number of Intervals (Attempts).

Scale

Provides multiplier against minor characters and story elements. Provides Bonus Enhancement for dramatic contests.

Scale

Rank

Narrative

Dramatic

Size

Speed

Leadership

0

Standard

n/a

+0

Normal

Normal

Normal

1

Elite

*2

+2

Elephant

Horse

Manager

2

Supernatural

*5

+4

Giant Squid

Cheetah

Boss

3

Incredible

*10

+6

Blue Whale

Sports Car

Leader of a nation

4

Godlike

*100

+8

Statue of Liberty

Plane

Deity

5

Supernal

*200

+12

Skyscraper

Fighter jet

Important Deity

6

Titanic

*Lots

+16

Small mountain

Railgun

Supreme Deity


Feat of Scale

Gain Scale equal to [Legend/2], rounded up. Usually from invoking your Legendary Title

Paths

Paths always give access to anything relevant to your character concept. If they’re a cop, they have access to the police station; if they’re filthy rich, they have lots of disposable income.

Paths can always call upon a group (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.

Once per session, your Path may request you complete a task. This can act as a Short-term Deed, or restore a Path connection. Failure provides Complication 2 on the next attempt to use your connections

To access a connection, roll relevant skill + 2 dice. For access, success gives Enhancement = Successes on your next roll. For contacts, success provides 2 dots of Tags for your Contact that last until the end of the session.

Invoking your Path more than twice gives the Suspended Condition. Invoking again while Suspended gives the Revoked Condition.

Twist of Fate

Special Stunts that are tied to your Paths and allow you to add or remove details from a Scene. Without Legend, they cannot be explicitly supernatural.

Momentum

Gain Momentum from a failed roll.

+1 if that roll was a Specialty

+2 if that roll was a Botch (No successes, at least one 1)

Hold up to twice the number of players in Momentum (This is sometimes referred to as the Black Pool).  

Spend Momentum to add dice to a roll (1 Momentum = 1 Dice), to extend a Complex action by one Interval, or to activate a Knack that requires Momentum

Character Creation

  1. Concept: Who is your character? 3 Deeds – One Short-term, one Long-term, one Band-term

  2. Paths: Origin, Role, Pantheon. 3 Skills. Connections/Contact/Access connections. Path Condition.

  3. Skills: Order your paths. 3 dots per skill for Primary, 2 for Secondary, 1 for Tertiary. Add specialties to skills at 3 or above

  4. Attributes: Prioritise Physical/Mental/Social and get 6/4/2 dots. Choose Favoured Approach

  5. Callings & Knacks: Choose one of each. Must be from divine patron’s Callings.

  6. Finishing Touches: 5 Skill dots, 1 Attribute, and either 2 Knacks or 4 Birthrights

  7. Defense: Equal to Highest Resilience Attribute

  8. Health: Start with Bruised, Injured, Maimed, Taken Out. +1 Bruised at Stamina 3. +2 at Sta 5


Experience

Event

Gain

Recipient

Player shows up

1

Solo

Achieve Short-term Deed

1

Solo

All players achieve Short-term Deeds

1

Group

Player achieves their Long-term Deeds (Can’t gain again until all have achieved it)

2

Solo

Spend half the Momentum pool in a single scene

1

Group

Reach a story milestone

1

Group

Complete a Group Story

3

Group


Legend advances when you have completed a Short-, Long- and Band-term Deed

Advancement

Trait

Change

Cost

Attribute

+1 Dot

10 experiences

Birthright

+1 Dot to new/existing

5 experiences

Favoured Approach

Change Favoured Approach

15 experiences

Skill

+1 Dot

5 experiences

Knack

+1 Knack

10 experiences

Specialty

Add a Specialty to a Skill

3 experiences


Tweaks

Shift one dot from one Attribute to another Attribute or from one Skill to another Skill.

At the start of a session, announce that you’d like to move a single dot. Use new trait (Roleplay, in a dice pool, etc.). At the end of the session, make the change

Swap out an existing Knack for a new Knack

Max Knacks active = Dots in Calling (Immortal Knacks count for 2).

Write a new short-term Deed

Max of 5 Deeds active at once

Action-Adventure

Initiative

Appropriate Skill + Cunning. Rank by number of successes. Each player creates a PC slot at that number, which any player can use.

Attacks

Roll relevant dice pool versus Defence. Additional successes can be used to buy Stunts.

For Close combat roll Close Combat + Might

For Grappling roll Close Combat + Might. The character who initiates the Grapple has control.

For Ranged roll Relevant Skill + Might for Close range, Dex/Might for Short, Dex/Cunning for Medium, Cunning for Long, Intellect for Extreme

For Throwing roll Athletics + Might/Dex.

Stunts

Each may only be taken once per roll

Inflict Damage ((Opponent's Soft Armor) Success): Deals an Injury Condition (All)

Blind (2 Successes): +1 Difficulty to attack at Range (Close Combat, Thrown)

Break Free (Successes equal to Grapple Successes): Costs no successes if you’re in control (Grapple)

Break-up a Grapple (1 Success): Ends someone else’s grapple (Close Combat)

Critical Hit (4 Successes): Deal an additional Injury Condition (All)

Disarm (Successes = Combat skill): Disarm. +1 Success to knock it away (Combat, Ranged, Thrown)

Establish Grapple (1 Success) (Close Combat)

Feint (Successes = Dodge): For every 2 successes, give +1 Enhancement to ally’s attack on this target (Close Combat)

Line Drive (Successes = Might): Knock target prone (Thrown)

Knockdown (Successes = Stamina): Knock your opponent Prone (Close Combat, Ranged)

Pin (Grapple) (2 Successes): Deny opponent Defence against all other attacks. Must be in control. (Grapple)

Pin (2 Successes): Complication 2 on next attack. Receive Injury Condition if they don’t buy it off. +1 to Complication for each additional success (Ranged)

Position (Difficulty = Opponent’s Dodge). Gain Enhancement equal to successes spent (Grapple)

Seize (3 Successes): Take an object from opponent (Melee)

Takedown (1 Success): Go prone with your opponent. Must be in control to use. (Grapple)

Trip (Successes = Dexterity): Force target prone (Melee)


 

Movement

Move (Reflexive): Covers one Range Band

Disengage (Reflexive if uncontested): Retreat one Range Band. If contested, Athletics+Dex or Might+Close Combat.

Rush (Simple): Move one Range Band. Can be in addition to a Move.

Crossing Barriers, or Rising from Prone under pressure requires Athletics + Might/Dex

Expendable Cover absorbs 1 Injury. Light Cover absorbs 4. Heavy Cover absorbs 10. Full Cover blocks line of sight entirely.


Defending

Roll highest Resistance Trait. Use Successes to buy Stunts Dodge: Provides additional difficulty equal to success to enemy attacks.

Dive to Cover (1 success): Move up to one range band to reach cover. Cover provides Hard Armour

Roll Away (Successes = Composure): Move away from an attacker

Alternatively, perform a Full Defence – Roll Defensex2, but takes your Simple action this round.  

Damage

Injuries: Gain Momentum when the Injury gets in the way, adding +1/+2/+4 Difficulty to your action. Resolves after 2 days/weeks/weeks

A player can opt to Concede. This allows you to be Taken Out without taking damage. This provides 3 Momentum

Ambush

Usually Agility + Dex versus Integrity + Cunning. Provides access to the Surprise Stunt, giving Complication on the Initiative roll equal to Successes spent. Failure to buy off the Complication means the target cannot act in the first round.

Range

Range

Description

Distance

Attribute

Weapons

Close

In range to strike

0-2m

Might

Unarmed, Melee, Pistols

Short

CQC for firearms

3-30m

Might/Dex

Thrown, Pistol, Rifle, Bows

Medium

Can aim a firearm or bow

31-100m

Dex/Cunning

Thrown, Pistol, Rifle, Bows

Long

Sniping

100m-1km

Cunning

Rifle, Some Bows, Artillery

Extreme

Must compensate for curvature of earth

1km-10km

Intellect

Missiles, Heavy Artillery

Out of Range

Procedurals

Information Gathering

Leads are the basic facts of a mystery

Investigating these Leads allows you to gather Clues.

Examples of methods for finding Clues:

Analysis: Experiments and specialised equipment. Medicine/Occult/Science.

Cracking: Acquiring information through criminal activity. Subterfuge or Technology.

Interrogation: Acquiring information by asking and observing. Culture/Empathy/Persuasion/Subterfuge. Can also use Access if you have a relevant Path

Surveying: Looking at the scene. Any appropriate skill.

Research:  Hitting the (e-)books. Academics/Culture/Occult/Science

Stunts

Extra Clue (1s): Gain an additional Clue

Interpretation (1s): The Storyguide offers context or insight for understanding a clue or lead

Q&A (1s): Ask 1 question about the Clue. Must be relevant to investigation method

Player Inspiration (1s): The player can create a new fact about the clue


Crafting

All Crafting projects have a Tier. They require a number of Milestones equal to their Tier, plus one for every key element missing. If you’re attempting to resolve a Milestone with a roll, the Difficulty is equal to the Tier. Tier 2 Projects require a relevant Path.

Example Milestones: Acquire Rare Materials

Hard Labour

Uncover a recipe or secret inspiration, or gain inspiration from a similar item

Earn the assistance of a God

Perform a ritual act

Repairs

Repairing a mostly intact object works as creating a new item, but with 1 fewer Milestone

Altering an object to remove its Flaws requires a number of Milestones equal to the total rating of the removed Flaws.

Reforging a Relic to create a new one at a higher Tier provides an Enhancement to each roll equal to the old version’s dot rating.

Intrigue

Attitude

Characters have an Attitude rated between 1-5 (4-5 being supernatural) and it is either positive or negative. When an Attitude would assist in an attempt to influence or bond with a character, or resist that attempt, they receive an Enhancement equal to its rating.

Attitudes shift when circumstances change, such as through Influence, Consolations, Complications and Events

Atmosphere increase Attitudes of the same type and reduce opposing Attitudes.


Influence

Opposed Roll

Encourage Behaviour: Usually Persuasion or Leadership. Resisting it gains +1 to +3 Enhancement, depending on danger.

Encourage Belief: Usually Empathy, Persuasion, Leadership or Subterfuge. Resisting it gains +1 to +3 Enhancement depending on how unreasonable to it

Shift Attitude: Usually Empathy or Persuasion. Difficulty equal to current Attitude. Extra Successes can allow multiple shifts

Shift Atmosphere: Usually Culture or Leadership. Difficulty equal to current Atmosphere. Difficulty increases by 1 for roughly every 5 people.

Read Attitude: Usually Culture or Empathy. Opposed.

Players can always resist influence if it would negatively affect the story. However, when it meaningfully inconveniences the character, you receive 1 point of Momentum


Bonds

When two characters use teamwork to overcome a challenge they can agree to form a Bond.

A Bond has a pool of successes equal to the characters’ positive Attitude towards each other. These can be spent to add Enhancement when helping, defending or supporting each other. This pool can be increased by spending excess successes from appropriate rolls.

If the characters spend a scene doing nothing but reinforcing their relationship, they can each roll a suitable Social pool and either forge a bond, or add these successes to their pool.

Actions that work against a Bond gain a Complication equal to their positive Attitude.

Storyguide

Tension

Base Tension = number of players + average Legend

Refreshes every arc

+1 Tension when player characters overcome a Condition or complete Failure Deed

Spending Tension

Archetype Promotion    3 Tension    Promote NPC to next Archetype up

Add Quality        2 Tension    Add a Quality

Add Flair        1 Tension    Add a Flair

Action Interrupt        2 Tension    Insert a new Initiative slot

Defense Boost        1 Tension per Added Defense

Instant Cooldown    1 Tension    Refresh a single Flair

Tension can also be spent to power Qualities and Flairs


Dramatic Timekeeping

Turn - A few seconds to a minute

Round - Time for all participants to have a Turn

Scene - A single sequence of events

Act - Session

Episode - A single small story - May be completed in a single session

Arc - Group of episodes. Usually 2-5 sessions

Season - A complete and conclusive story

Series - The entire continuity of the game’s story

Storyguide character Stunts

Assume that Storyguide character traits are equal to half the relevant pool.

Round up for Attributes

Round down for Skills




 

Antagonists

Mooks

Primary Pool: 5

Health: 1

Secondary Pool: 4

Defense: 1

Desperation Pool: 2

Initiative: 3

I’m Here to Chew Bubblegum and Kick Ass - Additional successes can be passed to other Mooks in Close Range when you would take out a Mook


Professionals

Primary Pool: 7

Health: 2

Secondary Pool: 5

Defense: 2

Desperation Pool: 3

Initiative: 5

Extras: A Cut Above (+1 Enhancement, Storyguide’s choice)


Villains

Primary Pool: 9

Health: 4

Secondary Pool: 7

Defense: 3

Desperation Pool: 5

Initiative: 7

Extras: Get Out of Jail Free (As long as the Villain dies offscreen or in questionable

circumstances, she can later reveal herself to have miraculously survived. This costs 1 Tension.

Cooldown: One Arc)


Monsters

Primary Pool: 11

Health: 6

Secondary Pool: 9

Defense: 4

Desperation Pool: 5

Initiative: 9






Hero

Converting Characters

  1. Choose 2 additional callings and take 4 additional dots in Callings (Total dots: 5)

  2. Take a Knack for each new dot in a Calling (Immortal Knacks count for 2)

  3. Choose Innate Purviews (One from your Divine parent, one from Pantheon)

  4. 7 dots of Birthrights

  5. Take 2 Boons

  6. Legend = 1

  7. Take Virtues from Pantheon. You start in the middle of the track

Virtues

Each Pantheon has a set of Virtues. Acting according to one of your Virtues moves you closer towards it in the track. When you reach the end of the track, you gain the Virtuous condition

Effect: Gain a free point of Momentum whenever you spend a point to augment a roll that supports your Virtue

Momentum: Every time your Virtue rage causes trouble, add another point of Momentum into the pool.

Resolution: Reinforcing the opposing pantheon Virtue resolves the Condition.

Purviews

Boons/Marvels


Fatebinding

Explain Fatebinding

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