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QUICK REFERENCE

Jon Gislason
Compatible with Scion 2nd Edition
CREDITS
Author: Jon Gislason Requires Scion 2nd Edition Origin, Scion 2nd Edition
Hero and references Scion 2nd Edition Titanomacy.
Editor: Jon Gislason
Artists: Art sourced from stock art provided on
DrivethruRPG

Thank you to my players and everyone else that


helped with proofreading.

This product was created under license. STORYPATH SYSTEM, STORYPATH NEXUS COMMUNITY CONTENT
PROGRAM, and all related game line terms and logos are trademarks of Onyx Path Publishing. All setting material,
art, and trade dress are the property of Onyx Path Publishing. www.theonyxpath.com

This work contains material that is copyright Onyx Path Publishing. Such material is used with permission under the
Community Content Agreement for Storypath Nexus Community Content Program. All other original material in this
work is copyright 2021 by Jon Hygom Gislason and published under the Community Content Agreement for
Storypath Nexus Community Content Program.

© 2019 Onyx Path Publishing. All rights reserved. References to other copyrighted material
in no way constitute a challenge to the respective copyright holders of that material. “Scion” and
all characters, names, places, and text herein are copyrighted by Onyx Path Publishing.
Keep up to date with Onyx Path Publishing at theonyxpath.com.

2 SCION: QUICK REFERENCE


INTRODUCTION 4

COMBAT 5

PROCEDURAL 6

INTRIGUE 7

CALLINGS 8

PATHS 9

MOMENTUM 10

LEGEND 11

SCALE 12

PURVIEWS 13

CRAFTING 14

TENSION 16

COLLATERAL 17

NOTE CARDS 18

TABLE OF CONTENTS 3
INTRODUCTION
T he goal of this document is to provide quick to read one
page references for a number of important mechanics,
easy to print and use for both new and experienced players.
The end of the document has a few pages of note cards for
common stunts, a list of Marvels, Cover Types, Clash of Wills
and a list of potential ways to increase the number of dice
used for rolls.

A ll of the rules found in this quick reference sheet can be


found in the official Scion products. These pages merely
serve as a quick reference where I summarize multiple rules
on a single page. I would recommend you still read the
corresponding sections in Scion 2nd Edition: Origin and Hero.

4 SCION: QUICK REFERENCE


COMBAT DEFENSE
1. STANDARD DEFENSE is 1.
INITIATIVE 2. ROLL DEFENSE ROLL as your highest
• Roll (Best Combat Skill) + Cunning. Resilience Attribute as a Reflexive Action.
FULL DEFENSE ACTION: You can spend your
• Number of Successes = PC Slot in Initiative order.
Simple Action this round to double your Defense Roll
• The players decide which character uses which PC Pool.
Slot for the duration of the combat.
3. SPEND SUCCESSES on Defensive Stunts that
ACTION TYPES lasts until end of
FULL DEFENSE SUCCESSES can be split
round.
You have 3 action types. PCs can perform 1 Simple Action among increasing Difficulty to Inflict Injury and Stunts.
or 1 Mixed Action per turn. A PC can only attack once per
turn. RANGE
• REFLEXIVE ACTIONS are free actions, do not Each range band uses a different standard Combat Attribute
require roll and can be taken any time in a round. for your Attack Roll.
Counts towards action limit for Mixed Actions.
• SIMPLE ACTIONS are when you do one thing MOVEMENT
with your full attention, usually an attack. You have the following Move actions available:
• MIXED ACTIONS are when you do two things at • MOVE: You can move one range band as a
once Reflexive Action.
• REFLEXIVE + SIMPLE ACTION: • BARRIERS: Athletics + Might/Dexterity to
Use the Simple Action’s dice pool bypass.
• SIMPLE ACTION + SIMPLE • DISENGAGE: Simple Action to pull one range
ACTION: Use the lower dice pool of the actions, band away from attacker. Contested Athletics + Might/
split successes between the two actions. Dexterity vs. Close Combat + Might.

ATTACK RESOLUTION • DROP TO PRONE/STAND: Reflexive Action.


• RISE FROM PRONE: Must be Mixed Action if
1. DECLARE TARGET(S): Target(s) declare and
in melee. Opponent can threaten rise with 1
roll for Defensive Action to determine their Defense.
complication that threatens Injury condition if not
2. MAKE ATTACK ROLL: Roll your Combat Skill bought off.
+ Combat Attributes, count total successes, add
• RUSH: Extra Move as Simple Action after
enhancements to total.
standard Reflexive Action Move. Contested Athletics +
3. SPEND SUCCESSES: Spend successes to Might/Dexterity if opponent wants to stay away.
overcome the target’s Defense. Extra successes can be
• UTILIZE COVER: Athletics + Dexterity or
used on Stunts.
Defensive Stunt to move into Cover.
4. RESOLVE STUNTS: Target takes damage based
• WITHDRAW: First Disengage, then Athletics +
on the Inflict Damage stunt. Apply any effects from
Might/Dexterity to cross range bands. Contested if
other stunts used.
enemy pursues.

RANGE DISTANCE COMBAT ATTRIBUTE


Close 0 to 2 meters Might
Short 3 to 30 meters Dexterity
Medium 31 to 100 meters Cunning or Dexterity
Long 100+ meters to maximum weapon Cunning or Intellect
distance
Extreme By weapon (typically 1000+ to 10,000 Intellect or Guidance System Dice
meters) Pool
Out of range Beyond maximum weapon range N/A

SCION QUICK REFERENCE 5


PROCEDURAL
INFORMATION GATHERING
• A lead gets you started.
• Clues are gathered by rolling dice.
• An investigation can be a complex action requiring
multiple milestones to be met.

CLUES
Suggested Skills for different ways to find clues:
• ANALYSIS: Analyze the case using experiments
and specialized equipment. Medicine, Occult, Science.
• CRACKING: Information found through illegal
means. Subterfuge, Technology.
• INTERROGATION: Information found by
talking to other people or noticing things in a crowd.
Culture, Empathy, Persuasion, Subterfuge. May trigger
Intrigue system.
• SURVEYING: Interpret what you see using
appropriate skills. Can use any appropriate skill.
• RESEARCH: Research using books, internet and
so on. Academics, Culture, Occult, Science.
Successes that exceed Difficulty can be used for Gather
Information Stunts.

6 SCION: QUICK REFERENCE


convince target it is their own idea. Target uses dice
INTRIGUE pool for opposed Difficulty with +1-+3 Enhancement.
• ENCOURAGE BELIEF: You want someone to
ATTITUDE believe something. Target uses dice pool for opposed
• ATTITUDE LEVEL range from 0 to 5. 4+ is Difficulty with +1-+3 Enhancement. Target receives +1
especially intense emotions. Enhancement to next time this belief is changed.
• Can be either positive or negative. • SHIFT ATTITUDE: You want to encourage or
worsen someone’s Attitude towards another character.
• Provides Enhancement equal to Level to either
Difficulty equal to Target’s Attitude towards subject.
influencing or resisting influence, depending on if the
Extra successes equal to new Attitude can be spent on
Attitude is positive or negative.
another shift as a Stunt. E.g. from new Attitude 2 to 1
• Players define their Attitude when others try to costs 2 extra successes.
Influence or Bond with them.
• SHIFT ATMOSPHERE: You want to change the
• Attitudes to other characters can matter can matter atmosphere of the room. Difficulty equal to level of
more than the Attitude to the one influencing, e.g. current atmosphere, Difficulty +1 per 5 people or so.
attacking your best friend.
• READ ATTITUDE: You determine the intentions
• Attitude can shift based on Influence, and relationships of others. Target uses dice pool for
Consolations, Complications and events during opposed Difficulty. On success, learn Attitude towards
roleplay or the Atmosphere in the scene. other character or topic.
ATTITUDE
LEVEL
POSITIVE
EXAMPLE
NEGATIVE
EXAMPLE BONDS
1 General Minor irritation • Deep connection between characters.
friendliness • True love, deep friendship, rivalry, etc.
2 Valued comrade Serious dislike • Has a pool of successes that characters can spend
on challenges where they help, defend or otherwise
3 Best friend Worst enemy support each other, up to maximum +3.
4 Love potion Curse of hatred • Starts with extra successes equal to positive Atti‐
5 Divine soulmate Fated nemesis tude between characters when first created, use lowest
for different Attitudes.
ATMOSPHERE • Both characters can spend extra successes from
• Attitude can be affected by atmosphere of a scene. challenge or similar challenges to what created the
Bond to add extra successes to the Bond.
• Level 1 to 3, positive or negative, increase Atti‐
tudes of same type and reduce opposing Attitudes. • Two characters can spend a scene reinforcing
relationship: Roll Social Skill, use successes to create
INFLUENCE or fuel a Bond.
• Allows you to change Attitudes, encourage actions • Actions that work against a Bond face a
and spread ideas. Complication equal to positive Attitude (min. 1). If not
• Form a dice pool from Skill + Attribute, roll to overcome, the Complication drains an equal number of
meet Difficulty, Target’s Attitude provides successes from the Bond pool.
Enhancement to Influence roll or opposed Difficulty • If the pool of Successes run out, the Bond ends.
roll, see Attitude. Difficulty increases with Behavior or Doesn’t mean the relationship does, but focus is not on
Belief severity. the Bond. Can be rebuilt or changed by reinforcing the
• Players block Influence with Integrity + Bond.
Composure. Players can choose not to accept influence • All Bonds fade at the end of an episode.
if it makes them uncomfortable or makes for a worse • Can spend successes from Bonds against Influence
story. Receive Momentum if accepted. that does not support a Bond. Normally +1 by spending
• Very difficult or ambitious influence can be re‐ 1 success, rises to +2 if Bond contradicts Influence, +3
solved via Milestones equal to target’s original Attitude if influence would harm the Bond and +4 if it would
Enhancement against an idea. destroy the Bond.
Influence actions: • Bonds are cooperative and consensual. If
• ENCOURAGE BEHAVIOR: You want someone characters with negative Attitudes bond, start with neg‐
to do something. Use Mixed Action with Subterfuge to ative successes equal to worst negative Attitude. Spend
extra successes to pay off negative successes.

SCION: QUICK REFERENCE 7


CALLINGS LIST OF CALLINGS
• CREATOR: Hero page 192.
• Defines your mythic archetypes.
• KNACKS: Hero page 224.
• Gives access to Calling specific Knacks.
• GUARDIAN: Hero page 192.
• Callings are rated from 1 to 5 dots.
• KNACKS: Hero page 225.
• Origin Tier characters have 1 Calling with 1 dot.
The Calling must come from the Divine Parent’s list. • HEALER: Hero page 193.
• Hero Tier characters have 3 Callings, 5 dots split • KNACKS: Hero page 226.
between them, with at least 1 dot in each Calling. 1 of • HUNTER: Hero page 193.
the Callings must come the the Divine Parent’s list.
• KNACKS: Hero page 227.
• You gain additional Calling dots as your Legend
• JUDGE: Hero page 193.
increases. +1 Calling dot at even Legend ranks.
• KNACKS: Hero page 228.
• Each Calling has 3 associated Fatebinding roles,
see Legend and Fatebinding. • LEADER: Hero page 193.
• You can reassign Calling dots at every uneven • KNACKS: Hero page 229.
Legend rank, as long as you have at least 1 dot left for • LIMINAL: Hero page 194.
each Calling Keyword used in your Legendary Title.
• KNACKS: Hero page 230.
• You can change Callings by performing a
• LOVER: Hero page 194.
FAILURE DEED to get rid of the old Calling and an
ADOPTION DEED to adopt another Calling. • KNACKS: Hero page 231.
• Titanomacy describes 5 additional Titan Callings. • SAGE: Hero page 194.

KNACKS •
• KNACKS: Hero page 232.
TRICKSTER: Hero page 194.
• Callings give access to associated Knacks.
• KNACKS: Hero page 233.
• You can have 1 active Mortal/Heroic Knack per
dot in your Calling, even if they have more available. • WARRIOR: Hero page 195.
Immortal Knacks take up 2 Calling dot slots to keep • KNACKS: Hero page 235.
active.
• This matters no matter how many Knacks you LIST OF TITAN CALLINGS
have access to. • ADVERSARY: Titanomacy page 13.
• Some Knacks are available to ANY Calling, and in • KNACKS: Titanomacy page 150.
turn takes up a Calling dot from another Calling when • DESTROYER: Titanomacy page 13.
in use.
• KNACKS: Titanomacy page 151.
• A GUIDE BIRTHRIGHT can give you access to
Knacks from other Callings, if they have an associated • MONSTER: Titanomacy page 14.
Calling. These take up Calling dot from another Calling • KNACKS: Titanomacy page 152.
when in use, like ANY Calling Knacks. • PRIMEVAL: Titanomacy page 14.
• For KNACK SKILL ROLLS you choose the • KNACKS: Titanomacy page 155.
most appropriate Skill for each Knack, based on Leg‐
endary Title, Paths, Knack and Skills associated with • TYRANT: Titanomacy page 14.
Calling. The SG chooses the Arena for the Knack Skill • KNACKS: Titanomacy page 156.
Roll, while the player chooses the Approach.
• Knacks cannot affect anyone 2 Tiers higher than
you, unless otherwise noted.
• Some Knacks can be used to try to cancel each
other, resulting in a CLASH OF WILLS. Resolved by
making opposed [Knack Skill] + [Higher of Legend or
Calling dots]. Use Integrity for the Knack Skill if no
Knack Skill applies.

8 SCION: QUICK REFERENCE


PATHS PATHS CONDITIONS
If you invoke abilities that you can only use once per session
• A path is a story that tells something about who
twice in a session gives your Path the SUSPENDED
your character is. Gives access to connections and
condition. Invoking them another time gives your Path the
experiences.
REVOKED condition.
• All characters have Origin, Role and Pantheon
• SUSPENDED: You’re on the outs with your path
paths.
group. Complication 2 whenever you attempt to engage
CONNECTIONS anyone in the Path group. Invoking the Path again gives
your Path the Revoked condition. Resolved at the end
Each Path has 3 types of connections: of the session or by fulfilling a specific obligation.
• GROUP: Persons that share a similar path. • REVOKED: You cannot attempt to access
• CONTACT: A single person related to the path connections or benefits from the Path. Resolved by
that you have a relationship with. Their Tags determine dedicating a long-term deed to redeeming yourself to
how they can help you. the Path.
• ACCESS: Equipment or specialized space related
to the path.

INVOKING PATHS
Paths always give access to:
• ACCESS to anything relevant to character
concept.
Paths gives you access to each of these abilities once per
session:
• Add 2 dice to roll where Path experience applies.
Successes can be spent to make Twists of Fate stunts.
• Call upon a CONNECTION or CONTACT.
If Paths are Invoked again during the same session, they
gain Conditions.
You access a Connection by rolling a relevant Skill + 2 Dice
• ACCESS: Each Success gives Enhancement on
your next roll.
• CONTACTS: Each Success provides 2 dots of
Tags for your Contact that last until end of session.

TWISTS OF FATE
When Invoking Path: Spend extra Successes to make a
TWIST to the story related to your path.
Can be an esoteric or supernatural effect if you posses the
Legend trait.
Examples
• A master assassin can count bullets: A Twist of
Fate can be used to declare an enemy’s weapon empty.
• An occult scholar can know the weakness of an a
creature: A Twist of Fate can be used to declare they
brought something to affect the weakness.
• An experienced driver can drive anything: A Twist
of Fate can be used to find a nearby car with keys.

SCION: QUICK REFERENCE 9


MOMENTUM MOMENTUM AND VIRTUES
• If you perform an action in line with one of your
CONSOLATIONS virtues, you can spend Momentum and move your
Virtue Track towards the Virtue.
You will often gain Momentum from rolls with no
successes. Other possible consolations for a failed roll: • You receive an extra die to your roll for every
Momentum spent.
• FATEFUL ENCOUNTER: Your failure reveals
another approach to your goal. • This extra die does not come out of the Momentum
Pool.
• CHANCE MEETING: Your failure leads to
meeting another character that can help. • If you reach either end of your Virtue Track, you
gain the VIRTUOUS Condition.
• UNLOOKED-FOR ADVANTAGE: You receive
1 Enhancement for a future challenge. VIRTUOUS CONDITION
MOMENTUM • While in the Virtuous Condition you must act
according to your Virtue.
• MOMENTUM POOL: The band has a shared
Momentum Pool that can hold at most 2x the number of • Every Momentum spent to argument a roll with a
characters. Virtue receives an additional die.
• GAINING MOMENTUM: Multiple Momentum • Every time your Virtue causes trouble or stops you
gains stack. Failing a Speciality gives you a total of +2 from acting rationally, add another point of Momentum
Momentum: +1 from failed roll and +1 from failed to the Momentum Pool.
Speciality. • RESOLVE the condition by taking an action that
You can gain Momentum from the following sources: reinforces the opposite Virtue, without contradicting
the condition’s effect.
• CONSOLATION FROM FAILED ROLL: +1.
• FAILED SPECIALITY: +1.
• BOTCH: +2.
• CERTAIN KNACKS, RELICS AND
PURVIEWS: Varies.
• CONCEDE A FIGHT: +3 per character.

USE MOMENTUM
You can spend Momentum from the Momentum Pool for a
number of effects:
• ADD DICE: You can spend 1 Momentum to add 1
die to a roll. The die can belong to any roll by a player
or a SG character. All players must agree on spending
Momentum like this. Each player can spend 1
Momentum to add 1 die each to the same roll.
• ADD INTERVAL: You can spend 3 Momentum
to add an Interval to a Complex Action, giving you
more time to work.
• ACTIVATE KNACKS: You can spend
Momentum to activate any Knacks that require
Momentum.

10 SCION: QUICK REFERENCE


LEGEND REGAINING LEGEND
You can regain Spent Legend through
• A measure of your divine power and renown.
Origin Tier characters are Legend 0, Hero Tier 1-4, • FATEBINDING: Accepting a Fatebinding related
Demigod Tier 5-8, God Tier 9-12. to one of your Callings restores a point of Legend. See
more below.
• You posses a pool of Legend Points with a total
number of points equal to your Legend Rank that can • SACRIFICES: Perform a MINOR or MAJOR
be used for a number of effects. sacrifice to your divine parent or pantheon as a whole
to restore a point of Legend. A ceremony takes one
LEGEND EFFECTS scene to complete.
You can use Legend Points from your Legend Pool to • MINOR sacrifice materials can be
obtained off screen and has little or no
• PERFORM FEATS OF SCALE: Increase your
consequence. Can be done once per arc. Ritual
Scale for an action associated with your titles. See
self-mutilation is a minor sacrifice that results in an
Scale for more.
Injury Condition.
• EVOKE CALLING KEYWORDS: Increase
• MAJOR sacrifice materials involve
your Scale for an action associated with your keywords.
multiple scenes or entire sessions to acquire or
See Scale for more.
have potential consequences.
• IMBUE LEGEND: Certain Knacks and Relics
might require that you Imbue Legend to use them. FATEBINDING
Imbued Legend is removed from your Legend Pool, but Fatebinding can be used to restore spent Legend. A
returned once it is no longer active. You can reclaim Fatebound SGC is tied to your Scion through fate.
Imbued Legend instantly at any time.
See specific Fatebinding roles in Hero, starting page 197.
• SPEND LEGEND: Certain Knacks and Relics
might require that you Spend Legend to use them. • LEGEND LIMIT: Can have no more Fatebound
Spent Legend is removed from your Legend Pool until conditions than Legend Rank.
it is regained. • ACQUIRE FATEBINDING: You can acquire
one Fatebinding at Strength +1 per session to regain 1
Raising your Legend rank gives you access to
point of Legend.
• BOONS: See Purviews for more.
• CALLINGS: Your Fatebinding conditions should
• ADDITIONAL CALLING DOTS: You will gain come from the list related to your Callings.
additional dots to spend on Callings.
• STRENGTH: The strength of a Fatebinding is
• OMENS: Cosmetic supernatural effects that valued from 1-5, see Hero page 197.
marks your growing divinity. Has no mechanical
weight, outside of clearly marking you as more than a With a Fatebinding you can
normal human. • INVOKE: Receive a minor benefit. The
• ENHANCEMENTS: At Legend 3 you gain +1 Fatebound SGC is already there or shows up. Once per
Enhancement to Attitude from Pantheon worshippers. session.

See the table below for what you gain at each Legend Rank. • COMPEL: Player or SG maybe compel a
condition to create an obstalce or difficulty related to
RAISING LEGEND the Fatebinding. Player gains a point of Legend. Once
per session.
• You can raise your Legend Rank by performing
one set of Short-term, Long-term and Band Deeds. • RESOLVE: Receive greater benefit than Invoke.
Resolves the Fatebinding, permanently ending it or
• When your Legend Rank increases you may re‐ changing it dramatically.
arrange permanently known Boons.

LEGEND RANK STATUS TRAITS GAINED


1 Remarkable +2 Boons
2 Well-known +1 Calling Dot
3 Celebrated +1 Boon, Omen, +1e to Attitude
from Pantheon Worshippers
4 Famous +1 Boon, +1 Calling Dot

SCION: QUICK REFERENCE 11


SCALE FEATS OF SCALE
• A Scion can spend a point of Legend to perform a
• Represents gap in power or scope between two Feat of Scale, if they perform an action that fits with
things. See example on table below. their Legendary Titles.
• Apply difference in Scale between opponents. • Feats of Scale adds (Legend Rank)/2 (rounded up)
• At Scale difference 4+ (2+ for Mooks), the Scale to your action or for the round, depending on the
stronger automatically wins against the weaker action.
opponent. This does not apply to player characters. • Knacks and Boons can grant Feats of Scale at
• Equipment, circumstances, vehicles and lower cost or with a higher bonus.
supernatural effects can grant Scale. • You can INVOKE THE CALLING if you at‐
• NARRATIVE SCALE: Applies a multiplier to tempt an action covered by a keyword, but not a title,
successes. Applies to trivial targets. performing a Feat of Scale by spending 1 Legend and 2
• DRAMATIC SCALE: Adds Enhancement to to Momentum.
actors. Applies to non-trivial targets. Always applies to
player characters.

SCALE IN COMBAT
• TRIVIAL TARGETS: Trivial targets are auto‐
matically defeated or dismiss Trivial Targets with no
need to roll. A target is considered trivial if they have
Scale difference
• 4+: For most targets.
• 2+: If they are Mooks.
• OR if the ST considers them
insignificant.
• PLAYER CHARACERS are never
considered trivial.
• SHOCKWAVE: Scale can cause shockwaves.
Roll once, roll affects everyone in range. Scale -2 per
range band away from origin point of the shockwave.
• DEFENSE: Add Dramatic Scale bonus as
Enhancement to Defensive Rolls. Antagonists with
Scale adds half the Dramatic Bonus to their Defense.
• DAMAGE: May buy the Inflict Injury Stunt one
more time for each Scale Rank above target. Cannot
damage anyone more than 2 Scale above your Scale
Rank.

SCALE RANK NARRATIVE DRAMATIC SIZE SPEED LEADERSHIP


0 Standard N/A +0 Normal Normal Normal
1 Elite x2 +2 Bus Horse Supervisor
2 Supernatural x5 +4 Giant Squid Cheetah Boss
3 Incredible x10 +6 Blue Whale Sports Car Leader of a
Nation
4 Godlike x100 +8 Statue of Airliner Deity
Liberty
5 Supernal x200 +12 Skyscraper Fighter Jet Important
Deity
6 Titanic xLots +16 Small Railgun Supreme
Mountain Deity

12 SCION: QUICK REFERENCE


PURVIEWS MARVELS
• You can use a Marvel Once Per Scene as a Simple
• A divine domain, what you are God of. Action. Cannot be used in Mixed Actions.
• Gain Pantheon Purview and 1 Innate Purview at • Free-form acts of divine power.
Hero Tier.
• Flexible, compared to Boons and Knacks.
• Innate Purview must come from Divine Parent’s
list of Purviews. • Available Marvels are determined by your
Purviews and their Motifs. If you can justify using a
• Additional Purviews can be gained through the type of Marvel with a Purview + Motif, you can use it.
Guide and Relic Birthrights.
• If in doubt, SG should allow a Marvel, but add
• Each Purview gives access to Innate Powers, Complication to the action the Marvel benefits or apply
Boons and Marvels. a thematically appropriate drawback to the character.
• For full list of Purviews, see Hero, starting on page • For full list of available Marvels, see the Marvels
239. note card.
MOTIFS
• Magical paradigm or set of metaphors through
which you explain how you control your Purview.
• Pantheon Purview and Innate Purview use set
Pantheon Motif. See Hero page 237 for Hero
Pantheons.
• Motif for other Purviews determined by Birthright.
• Some Purviews (Artistry, Beasts, Passion) allow
you to choose a specialization. Your purview is limited
to the specialization (e.g., Artistry (Song), Beasts
(Owls), Passion (Love)), but you can create an extra
motif related to the specialization.

INNATE POWERS
• Each Purview grants you an Innate power that is
always active, unless otherwise noted.

BOONS
• Each Purview grants access to a number of Boons,
miraculous powers that usually require that you either
Spend or Imbue Legend.
• Number of known Boons depend on Legend Rank.
See Legend for more.
• Using a Boon to try to negate another can result in
a CLASH OF WILLS. Boon Clash of Wills are rolled
by Legend + Attribute. Ties favor the defender. Can go
unrolled, with ST narrating results instead.

SCION: QUICK REFERENCE 13


CRAFTING OBJECT TIERS
• TIER 1 (MORTAL): Mundane items. +1
• Set a GOAL and a TIER between 1 and 4 Enhancement on specific challenge. Can often be
• TIER 2+ requires Milestones equal to Tier to completed without challenge, Difficult 1-3 at most.
complete and appropriate Paths. • TIER 2 (HERO): Lesser mystical tools. No more
• Players can resolve MILESTONES unrolled potent than Tier 1, but posses unnatural qualities.
through achievements or rolls, as appropriate for the Unrolled Milestones can be earned with a scene of play.
Milestone. Difficulty equal to Tier. • TIER 3 (DEMIGOD): Extraordinary objects.
• POTENTIAL MILESTONES include hard la‐ Relics with rating 1-3. Unrolled Milestones require an
bor, gathering rare materials, finding recipes or secret episode’s worth of story.
techniques, earning blessings or performing rituals. • TIER 4 (DIVINE): Legendary objects. Relics
• CRAFTING TIME can occupy downtime. with rating 4+. Unrolled Milestones require a whole
Should not force story to a halt. arc’s worth of achievements.
• ALLIES in the band can support by completing
Milestones, taking on challenges appropriate for their
paths or using the teamwork rules to help.
• FLAWS are negative traits. Caused by sub‐
standard materials or other errors.
• Can be the result of reducing an Interval’s
time needed for Crafting.
• Work twice as fast: Complication equal to
Object Tier.
• Jury-rig Tier 1-2 object in moments
inflict automatic flaws equal to Object Tier x2.
• Most Tier 3+ projects have risk of flaws
in at least 1 Interval. Flaws can be reduced by
adding 2 points to the Tension Pool per flaw
removed.
• REPAIRS
• REDUCED TO SCRAP: Can be used as
new materials.
• MOSTLY INTACT: Like creating a new
project, with one fewer Milestone.
• REMOVE FLAWS: Requires Mile‐
stones equal to total rating of removed Flaws.
• REFORGE TO HIGHER TIER: Pro‐
vides Enhancement to each roll equal to old Tier.

LEVEL OF FLAW EXAMPLE


-Varies The object has a built-in Complication (or negative tag, if it is a
weapon or armor) that affects its every use, with a rank equal to
this Flaw, e.g. “Heavy,” “Loud,” “Flashy,” etc.
-Varies When used, the object inflicts a negative Condition (such as an
Injury or Addiction or Debt) on its user, with a rank equal to this
Flaw.
-Varies The object can only be used once, or for a single scene. This
Flaw’s rating is equal to its Tier + 1.
-2 The object must be reloaded, refueled, or recharged after every
use, which occupies the user’s turn.
-3 Each time the object is used, roll 1d10 with target number 4 to
determine whether it functions or not.

14 SCION: QUICK REFERENCE


SCION: QUICK REFERENCE 15
TENSION
• Opposing force to Momentum.
• Used by SG to alter challenges instantly.

TENSION POOL
• Base Tension = Numbers of player + Average
Legend.
• Add points to Tension Pool when player characters
overcomes conditions or suffers failure deeds.
• Refreshes every arc.

SPENDING TENSION
The ST can instantly spend points from the Tension Pool on
the following events, which slightly retcons the situation:
• ARCHETYPE PROMOTION: 3 Tension Points.
Replace Antagonist Archetype with next tier.
• ADDING QUALITIES: 2 Tension Points. Add a
Quality.
• ADDING FLAIRS: 1 Tension Point. Add a Flair,
with cooldown refreshed.
• ACTION INTERRUPT: 2 Tension Points. Insert
an extra SG Character Slot in Initiative order for one
round. An Antagonist can take an extra turn in this slot.
• DEFENSE BOOST: X Tension Points. Raise
Defense by X for one round. X <= Number of players.
• INSTANT COOLDOWN: 1 Tension Point.
Instantly refersh cooldown for a single Flair.
• POWER COST: Activate a power that requires
Tension to use.

16 SCION: QUICK REFERENCE


• PIN: 2 successes vs. trivial targets/successes over
COLLATERAL Defense for non-trivial targets. A major character or a
group of trivial characters are pinned under debris until
• Optional rule for Hero tier games, from they break free or are rescued.
Titanomacy.
• RAZE: Successes equal to size. Destroy an object
• Non-optional for Demigod tier as games. in the Field.
• Represents danger and havoc on a huge scale. • RIFT: 5 successes. A part of an Overworld,
BUILDING COLLATERAL Underworld, Terra Incognita or other cosmological
place related to the rolling character merges with the
• The COLLATERAL POOL begins with 0 dice. Field for the rest of the scene. Threats may appear from
• Add one dice to the pool when a player’s character the other world.
takes one of the following actions: • SCATTER: 2 successes. Fear effect. All trivial
• Performing Marvels. and non-magical targets flee the area.
• Performing Feats of Scale. PLAYER INTERACTION
• Making any rolls enhanced by Scale. Player characters can interact with the Collateral Pool:
• Rolling a pool with Divinity Dice. • UNCHECKED ABANDON: A character can act
• Failing to buy off complications. with unchecked abandon. Before rolling, they can de‐
• Certain stunts. clare any number of Enhancement up to +5 to add to
their roll. SG adds equal number to the Collateral Pool.
• Special Flairs or Antagonist Abilities.
• DEVIL’S BARGAIN: Once per session. Any dice
• Once the pool has 10 dice, stop adding dice, added to the Collateral Pool from an action is instead
instead add Enhancement. added to the Tension Pool.
• The Collateral Pool persists between sessions until
it hits 10 dice.
• Some actions might cause the Collateral Pool to be
rolled early.

ROLLING COLLATERAL
• Once the Collateral Pool is filled
• In combat: Once the current round ends.
• Outside combat: Once all player
characters have taken their action.
• The player whose action filled the Collateral Pool
roll all 10 dice with any Enhancements.
• The SG spends successes on Collateral Stunts.
• After the dice have been rolled, the Collateral Pool
resets to 0 dice.

COLLATERAL STUNTS
• The COLLATERAL POOL begins with 0 dice.
• ECHO: 3 successes. Alter the Field with an aspect
of the rolling player’s Purviews that persist until the
end of the scene.
• HARM: 2 successes vs. trivial targets/successes
over Defense for non-trivial targets. Environmental
disaster caused by character’s actions harms a major
character or causes injury (or death) for trivial
bystanders.
• INCITE: 2 successes. The destruction turns by‐
standers against the characters. +1 Difficulty to social
interactions for the rest of the social on each use, up to
a maximum of +3.

SCION: QUICK REFERENCE 17


GRAPPLE STUNTS DEFENSIVE STUNTS
s:Success - c:Complication - e:Enhancement - d:Difficulty s:Success - c:Complication - e:Enhancement - d:Difficulty
GRAPPLED CONDITION DEFEND (1+s): Defense +1 per s spent.
Effects: Cannot move. Grappler In Control can drag with
opposed Might + Athletics. In Control wins ties. DIVE TO COVER (1s): In response to ranged attack. Move
Resolution: Released, escape or reverse with opposed up to 1 range away to reach cover that already exists. Covers
Close Combat/Athletics + Dexterity/Might. absorbs injuries as hard armor.

INFLICT INJURY (0s + Target’s Armor): Deal an Injury ROLL AWAY (varies): s needed equal to attacker’s
Condition to Target.
CRITICAL (4s): Deal an additional Injury Condition to
Target. CLOSE COMBAT STUNTS
BREAK FREE (varies): In Control is free, otherwise d is the s:Success - c:Complication - e:Enhancement - d:Difficulty
amount of s used to establish the grapple. Break free from
Grapple. INFLICT INJURY (0s + Target’s Armor): Deal an Injury
Condition to Target.
GAIN CONTROL (varies): is the amount of s used to
establish the grapple. Become In Control of Grapple. CRITICAL (4s): Deal an additional Injury Condition to
Target.
PIN (2s): Must be In Control. Target loses Defense against
all other attacks. BLINDING (1): +1d to any ranged and thrown attacks on
the next turn.
POSITION (1+s): d equal to target’s Defense. Gain 1e per
1s spent on next Grappling attack against target. BREAK UP GRAPPLE (1s): Break up grapple that you are
not in.
TAKEDOWN (1s): Must be In Control. Both you and target
becomes prone. May use Inflict Damage and Throw Stunts DISARM (2/3s): 2s to disarm target, 3s to knock item 1
with this. range away.

THROW (varies): Must be In Control. Throw target (Might) ESTABLISH GRAPPLE (varies): Initiate and take control
meters in any direction. +1 meter for each extra 1s spent. Ends of Grapple. s spent sets d for certain Grapple Stunts.
Grapple. FEINT (varies): Give you or an ally 1e per 1s spent on their
next attack against the target. Must choose who benefits from
bonus when used.
RANGED ATTACK STUNTS
KNOCKDOWN/TRIP (1s): Knock the target prone.
s:Success - c:Complication - e:Enhancement - d:Difficulty
SEIZE (2s): Take an item from the target. Must have free
INFLICT INJURY (0s + Target’s Armor): Deal an Injury hand, item must be easy to grab and you must be able to lift
Condition to Target. it.
CRITICAL (4s): Deal an additional Injury Condition to SHOVE (varies): Shove target (Might) meters per 1s spent.
Target.
SUNDER (3s): Damage a piece of target’s gear. Gear is
DISARM (varies): d is target’s Combat Skill. Disarm the useless for the rest of the scene.
target. +1s to knock item 1 range away.
EMPTYING THE CLIP (0s): Requires weapon with
Automatic tag. Adds +1e to the attack. After this, make an THROWN ATTACK STUNTS
Out of Ammo check: Firearms + Cunning/Composure. Out of s:Success - c:Complication - e:Enhancement - d:Difficulty
ammo on failure, must spend an action to reload.
INFLICT INJURY (0s + Target’s Armor): Deal an Injury
KNOCKDOWN (varies): d is target’s Stamina. Knock the Condition to Target.
target prone.
CRITICAL (4s): Deal an additional Injury Condition to
PIN (varies): +2c on target’s next attack. Increase +1c for Target.
extra 1s spent. If target does not buy off the Complication,
they receive an automatic Injury Condition from your BLIND (2s): +1d to target’s next Shoot or Thrown attack.
weapon.
DISARM (varies): d is target’s Combat Skill. Disarm the
target. +1s to knock item 1 range away.
LINE DRIVE (varies): d is target’s Might. Knock the target
prone.
COVER TYPES INCREASE ROLLS
Requires use of DIVE TO COVER Defensive Stunt or UTILIZE s:Success - c:Complication - e:Enhancement - d:Difficulty
COVER Movement Action L:Legend - D:Die - M:Momentum
EXPENDABLE: Absorbs 1 Injury before destroyed. Mundane Enhancements Max: +3e
Supernatural Enhancements Max: +5e
LIGHT: Absorbs 4 Injuries before destroyed. Must be split
among all players using cover. SPEND MOMENTUM: +1D per 1M spent.
HEAVY: Absorbs 10 Injuries before destroyed. Must be split PERFORM VIRTUE ACTION: Move Virtue Track 1 spot:
among all players using cover. +1D extra per 1M spent. If in VIRTUOUS CONDITION:
+1D per 1M spent extra.
FULL COVER: Blocks line of sight. Cannot be targeted by
APPLICABLE SPECIALITY: +1e.
CIRCUMSTANCE OR EQUIPMENT: +Xe or +Scale.
GATHER INFORMATION STUNTS
MELEE/THROWN/RANGED WEAPON TAG: +1e.
s:Success - c:Complication - e:Enhancement - d:Difficulty
TEAMWORK: Helper rolls action to help. +1e/helper’s s,
ENHANCE STUNT (1+s): Create 1e for a future roll related max +3e.
to the clue for every 1s spent.
ENHANCE STUNT: +Xe, X equal to s spent on Enhance
EXTRA CLUES (1s): Receive an extra clue based on a skill Stunt setting up action.
you posses but not used for the original roll.
BONDS: (Attitude)e, increase by spending s on action that
INTERPRETATION (1s): Receive additional context or started Bond.
insight for understanding the clue or lead and its relevance to
EVOKE PATH: 1/Session free: +2D; Can do Twist of Fate
the story or the band.
Stunt.
PLAYER INSPIRATION (1s): Create a new fact about the
EVOKE GUIDE AS PATH: 1/Session free: +2D; Can do
clue that you know. SG must approve.
Twist of Fate Stunts.
Q&A (1s): Ask SG one question about the clue, related to
EVOKE CULT AS PATH: 1/Session free: +2D; Can do Twist
method used to find information. SG must offer alternative
of Fate Stunts.
information if answer is irrelevant or red herring.
EVOKE LEGENDARY TITLE AS PATH: 1/Session free;
+2D; Can do Twist of Fate Stunt.

CLASH OF WILLS EVOKE LEGENDARY TITLE: Spend 1L: Add (½ Legend


Rating, rounded up) Scale to action (+2e/Scale).
KNACKS: [Knack Skill] + [Higher of Calling or Legend dots].
Use Integrity if no Knack Skill applies. EVOKE CALLING KEYWORD: Spend 1L+2M: +1 Scale to
action (+2e/Scale).
BOONS: [Attribute] + [Legend]. Ties favor defender. Can
often go unrolled, with ST narrating results instead. RELIC ENHANCEMENT: +Xe.
RELIC DEED: +(Tier)e to social rolls where the deed matters.
BLESSING MARVEL: 1/Scene; Imbue 1L: +2e to one
action.
UNCHECKED ABANDON: +Xe to any action, +5 at most.
Add +X dice tto Collateral Pool.

SCION: QUICK REFERENCE


MARVELS
s:Success - c:Complication - e:Enhancement - d:Difficulty
L:Legend - D:Die - M:Momentum
BLESSINGS: Imbue 1L: +2e on single action of specific
type, or ignore up to 3c.
COMPLICATION: Imbue 1L: +3c on next action of
particular type for target.
IMPOSE CONDITION: Spend 1L: Impose Condition on
target. Generic conditions add +1d and must be resolved by
taking a challenging or risky action.
RESOLVE CONDITION: Spend 1L: Resolve a Condition
related or opposed to nature or symbolism of Purview.
ATTACKING: Spend 1L: Make either melee or ranged
attack as simple attack. 3 points of tags to reflect Marvel.
EQUIPMENT: Imbue 1L: Obtain mundane, useful item tied
to Purview. Spend 1L: Obtain expensive or dangerous item.
OFFSCREEN ACTION: Imbue 1L:: Describe action taken by
mortals or animals elsewhere that has impact on the scene.
UPHEAVAL: Spend 1L: Add significant advantageous
feature to Field, create difficult terrain or hazard, create +3c
obstacle, other dramatic large-scale effect.
EMULATE BOONS: Replicate effect of Boon you don’t
know. Spend Legend where you would normally Imbue,
Spend Legend +1 where you would normally Spend Legend.
ESOTERICA: Anything else you might think to do, discuss

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