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Developer: Neall Raemonn Price Early Access Writers: Monica Speca Charlie Raspin Vera Vartanian Welcome to the Early Access for Scion Second Edition! Please keep in mind that the following text is taken from playtest files and may evolve in response to late-stage playtest input Thank you and please enjoy!

Introduction

Developer: Neall Raemonn Price Early Access Writers: Monica Speca, Charlie Raspin, Vera Vartanian Welcome to the Early Access for Scion Second Edition Please keep in mind that the following text is taken from playtest files, and may evolve in response to late-stage playtest input. Thank you, and please enjoy i.4pcdn.org

Rolling in Scion

Scion tells the stories of heroes and monsters, daredevils and gods. What would such tales be without a little uncertainty? When characters take a risk or face a challenge, their players roll dice to discover if they succeed. Rolls are meant for significant or risky tasks, where failure could be interesting or it’s not obvious that a character wi

Successes and Enhancements

Successes are Scion’s “currency.” If a character achieves enough successes to meet or exceed the difficulty of their task, they succeed perfectly at it. Spare successes are called threshold successes, and are spent and pulling off impressive Stunts. A character generates successes by rolling their dice pool and meeting the target number. If they ro

Scale

One special form of Enhancement is Scale (pp. XX), which is a shorthand for the effects of overwhelming size, speed, and so on. A fomorian giant receives an Enhancement when it’s crushing a car like a paper cup, because it’s just that huge. i.4pcdn.org

Equipment

Another common source of Enhancements is Equipment. Humans are tool users, whether they’re hacking with a high-end computer or an enchanted battleaxe. More potent (and usually more expensive) equipment offers a greater Enhancement, while shoddy or ill-maintained gear can inflict a Complication instead. Some tasks require certain kinds of Equipment

Teamwork

If one character helps another with a task, their teamwork is represented as an Enhancement. The assistant rolls their own dice pool, and their team-mate receives an Enhancement equal to the successes their dice generated. This dice pool does not need to be the same as their team-mate’s. They may also enjoy the benefits of the assistant’s own Enhan

Difficulty

Whenever a character has to roll to complete a task, they face the possibility of flaws and failure. A daring leap across buildings ends with a fall several stories down. An investigation into the origins of a strange monster leaves a detective deeply indebted to her sources. A bold bluff crumples against the utter disinterest of the club bouncer,

Complications and Consolations

Difficulty represents the obstacles in the way of a flawless finish. If a character cannot muster enough successes to overcome the difficulty, they either suffer a Complication but complete their task, or fail but receive a Consolation. The Storyguide makes the offer, and the player chooses. A Note to Storyguides You don’t have to create Complicati

Complications

If a character suffers a Complication, they succeed with a drawback; a “yes, but.” Most tasks include one or more likely Complications for Storyguides to apply. Example: Romani fails to meet the difficulty to clamber over a wall while fleeing the police. Instead of letting him get caught, his player decides to accept a Complication. He makes it ove

Consolations

If a player accepts a Consolation, they fail. Simply put, they don’t achieve whatever they were hoping to. Their charm falls flat, they draw a blank, they swing and miss. The specific results of failure depend on the context. A character who fails to pick a lock is just going to have to find another way inside, and one whose argument goes unheard w

Common Consolations

Twist of Fate: Failure leads the character to another approach, through new information or sheer coincidence. It isn’t exactly what they were hoping for, but it just might work

Gaining Momentum

Failure: When a character fails, the Storyguide may offer them Momentum instead of a normal Consolation. If they accept, they immediately receive 1 Momentum. If the roll dealt with their Specialty (a specific area in a given Skill) they receive an additional 1 Momentum. Botch: If the Storyguide sees an opportunity to make failure more awful (and in

Spending Momentum

Momentum may be spent whenever the player wants to add dice to any pool, one die per Momentum point. Again, though, they may only keep a maximum of 6 Momentum (or less) in their pool when going to the next scene. Anything more is discarded. Dice Adding A note to Storyguides: adding dice in Storypath is super rare. We don’t do it very often. i.4pcdn.org

Stunts

Characters in Scion are rarely satisfied with mere success. They strive to exceed expectations, to reach for perfection, and above all to show off. These are Stunts, which reward impressive performances by letting characters spend their threshold successes to produce additional effects. Usually, this takes the form of imposing a Complication on an

Applying Stunts

Stunts have to make sense for the task that they stem from, while some specific Stunts are only available to rolls that used a particular dice pool, such as a special knock-out strike that relies on a Might + Brawl roll. In the case of mixed actions, Stunts can be drawn from both of the relevant dice pools, not just the one that was actually used.

General Stunts

Stunts usually conform to one of three general templates, which scale with the threshold successes spent on them. Others have unique effects that must be detailed in their own entries, but these two general Stunts can be easily used, or serve as a baseline for Storyguides. i.4pcdn.org

Complicate (threshold varies)

Kick obstacles into the path of an opponent. Set the building alight. Lay down covering fire. Ask an awkward, compromising question. Result: A particular kind of action gains a Complication of equal value to the number of spent threshold successes. This effect lasts until it is made irrelevant or deliberately removed, such as when a fire is extingu

Enhance (threshold varies)

Spot for a sniper. Knock an enemy off-balance. Offer someone a boost up. Lay groundwork for a publicity campaign. Result: Create an Enhancement that you or an ally can use. Each spent threshold generates 1 rank of Enhancement, which can be used once and is available until the end of the next round (or interval). The duration or usages can be increa

Other Modifiers

Some combinations of Enhancements, Stunts and Complications are bound up together, offering downsides and upsides in a single package. i.4pcdn.org

Conditions

Conditions represent an ongoing status affecting a character. They include things like injuries, drunkenness, or divine blessings, and can be positive, negative, or some combination of the two. Conditions provide a point of Momentum when they cause a character to fail or otherwise suffer a significant setback. Example: Jeanne shrouds herself in the

Fields

Another common example of “packaged” effects are Fields. These represent the effects of a given environment, such as a maze’s winding passages, the amazing acoustics of an opera house, or the volcanic fumes of Múspell. An area can provide Enhancements, impose Complications, and even offer opportunities for Stunts. A Field is not strictly defined by

Example Field Warehouse

A large building packed with crates that form cramped and featureless corridors beneath buzzing lights. Features: Cramped, Maze Cramped (1c) - Tight tunnels, packed train carriages and dense rainforest are better suited to knives than spears. This Complication applies to attacks made with Reach weapons. Result: Your weapon becomes stuck or clatte

Action Types

Whenever a character wants to accomplish a task, they’re taking an action. Some actions require rolls, relate to particular traits, or have a mechanical effect. Others have no risk of failure, or exist purely for the sake of roleplaying. Whatever the case, these actions are divided into three types: reflexive, simple and complex. i.4pcdn.org

Reflexive actions

Instinctual, instantaneous, and effortless, reflexive actions are minor moves that don’t interfere with anything else a character wants to do. How many a character can perform at once (and when they can perform them) is purely up to the Director’s common sense. Examples of reflexive actions include walking, talking or glancing around. Reflexive act

Simple actions

Significant, straightforward, and self-contained, simple actions are core moves that occupy a character’s attention and abilities for their duration. In a time-sensitive situation governed by initiative, such as combat, a character takes only one simple action each turn. Examples include attacking an enemy, hacking a computer, or sweet-talking a CE

Mixed Action

One simple action can encompass multiple distinct movements; an attack might represent a flurry of blows, while sneaking across a room could involve moving from cover to cover while glancing around for guards. These are just parts of the same task, and are dealt with under the umbrella of a single simple action. If a character wants to split their

Complex Actions

The Antagonist makes a single attack roll, subtracting three dice. If successful, the attack is applied not only to the intended target, but to any other potential targets within Close Range of the intended target. The attack exhausts the weapon’s magazine, if it has one. Cooldown: The Antagonist takes a turn to reload his weapon—even if the weap

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