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In 2011, when Rich Thomas left CCP/White Wolf to found Onyx Path Publishing, Scion was among the properties he brought
with him.
Scion: Origin is the new base-level tier for the game's 2nd Edition, covering the scions before their "awakening" by their
divine parents (the Visitation), and also includes new options for playing creatures of legend like Amazons, centaurs, and so
on. It's got intro fiction by Keiron Gillen, of "The Wicked + The Divine" fame. It's got all the base rules for the Storypath
System, so if you're playing one of the higher tiers, it's assumed you have the Origin book as well.
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The game mechanics at this level are the same as for higher power levels, it;s just that the PCs in this book are not going to
be as potent as you may remember from Scion: Hero. Hero comes out later this year.
Basic resolution is the same as before. d10s in pools, counting successes. Get presented with a challenge. Identify the
Attribute+Skill to roll, add any modifiers (of which there will be few, the game tries to keep the number of dice down), roll.
The big change in core resolution is that you need to get multiple successes to overcome the Difficulty of the task. And
negative circumstances (or enemy action) can increase this Difficulty through Complications. In your favour however
are Enhancements, special things from your powers or assistance from allies or equipment that get applied only if you roll at
least one success. Equal or exceed the Difficulty+Complicationsto succeed, Excess successes on the roll can be spent to do
additional stuff.
E.g.: A magical blast of lightning has shattered the roof and sent a massive bookcase falling on the professor you urgently
need to talk to! Your Jotun-blooded PC runs up and braces their feet, grabbing on and strains every muscle they have to try
and lift it off them! It's big and heavy so is Difficulty 2 and there's the small matter of that supernatural storm lashing
through the hole it tore into the building adding a Complication 1. You've got 6 dice from your Attributes+Skill but you're
also Jotun-Blooded giving you an Enhancement 1 on lifting and carrying tasks due to your giant heritage. You roll 1
successes on your 6 dice which is not enough (Difficulty+Complications = 3)! But you rolled at least one success so
your Enhancement 2 comes into play upping you to 3 successes giving you enough to lift that bookcase off the professor.
There are a few distinctions to draw. Complications don't stop you succeeding. You don't have to 'buy them off', they instead
become a 'Yes, but...' thing.
E.g.: Jumping a gap is Difficulty 1, but the same storm from before is going on, adding a Complication 1. You try to jump
across and get only 1 success. You spend your success to buy off the Difficulty but can't afford the Complication. So you
manage to jump the gap (paid off the difficulty) but crash into the roof on the opposite side make so much noise it alerts the
guard who didn't know you were there!
If you roll more successes than you need for the Difficulty you can spend them on Stunts. Special stuff that could be narrative
flair or you could
- Give an ally and Enhancement (I.e.: I made the jump and reach a hand out to help the next PC trying it!)
- Give an enemy a Complication (I complete the climb and kick the fire escape ladder, trying to smash it from the wall!)
- Or increase the Difficulty of something that targets you (After smashing them in the face with my fist I take the opportunity
to dodge behind the counter, putting something between them and me!)
Last edited: Jul 13, 2018
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