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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
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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.