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Whom the gods notice, they destroy.

Whom the gods would destroy, they first make mad.


— The Masque of Pandora, Henry Wadsworth Longfellow

S cion uses the Storypath system to play out the adventures


of Gods, monsters, and heroes of the modern day. It uses
a simple core mechanic to resolve these heroic escapades, ROLLING DICE
making it easy to learn and easy to run, but full of depth for
those who want to branch out and create their own epic Rolling dice in Scion is simple, with a
stories. In this way, the system encourages players to adopt lot of optional elements to accentuate your
creative, in-character approaches to achieving their goals, experience. The following pages help explain
the process, but here’s a quick breakdown:
and its dramatic focus ensures that the story is always moving
forward, shepherded by the Storyguide, even when characters 1. The player picks a Skill relevant to the roll at
suffer setbacks. hand.
2.The Storyguide and player agree on which
Characters in Scion are larger-than-life heroes, with im-
Attribute is most relevant to the way the
pressive Attributes and a range of Skills. They have meaningful character is approaching the roll. The
pasts and ambitious futures, as well as a range of connections Storyguide might determine the Approach
to the world around them, represented by the Paths they walk. while the player decides the Approach, or
They face Complications to their successes, and exploit their both can simply settle on one Attribute.
surroundings to apply Enhancements to their efforts. 3.The Storyguide sets the Difficulty of the roll,
The stories of Scion are brimming with high-octane as well as any Complications (optional).
action, procedural investigation, and social intrigue — three 4.The player rolls a number of d10s equal to
robust areas of play that work together and strengthen each the Skill + Attribute. Each die that rolls the
other. These systems help vary the pace of the story, and offer target number or higher (usually 8 or 7) is a
opportunities for every character to contribute, so no one success. 10s count as a success and are rolled
misses out on the spotlight. again. If the roll has at least one success, the
player adds any Enhancements to the pool of

THE CORE successes generated (optional).


5.Using her successes, the player spends
MECHANIC them to buy off the Difficulty. Should she
desire, she can use remaining successes to
buy off Complications and purchase Stunts
A dventures in Scion are rife with risky situations. Faced
with such a challenge, players must decide how their
character will approach it, and then roll dice to determine
(optional).
For players familiar with Scion First
the outcome. Players roll a pool of 10-sided dice (or d10s)
Edition, Appendix 3 (p. XX) has a high-level
breakdown of how dice-rolling has changed.
based on the Skill and Attribute they are using to resolve the
challenge. Each die that meets or exceeds the character’s target
number is a success. If the player rolls at least one success,
she can add bonus successes from useful Enhancements. The FORMING A DICE POOL
player uses this collection of successes to meet the Difficulty
A dice pool is a set of 10-sided dice which represents a
of the challenge and overcome any Complications. If she can’t
character’s ability to tackle a particular challenge. Each dice pool
generate enough successes to meet the challenge’s Difficulty,
is made of two parts: a Skill and an Attribute. The player decides
she fails and receives a Consolation.
which Skill from their character sheet best matches the challenge
The most important question is not how players roll the he’s facing, and then decides which Attribute best matches his ap-
dice, but when they should. proach to using that Skill. He then adds together a number of d10s
equal to the Ratings of the chosen Skill and the chosen Attribute.
WHEN TO ROLL DICE Any Skill can pair with any Attribute. An Attribute can
Stories are full of moments when a character’s fate reflect a character’s Physical, Mental, or Social strengths,
hangs in the balance. Dice model this drama and uncertain- and displays their Force, Control, or Resilience in that area,
ty. When a situation is well within characters’ capabilities but a physical Attribute does not have to pair with a physical
and outside factors aren’t mucking it up, the Storyguide Skill. Brawling may be a test of physical force (i.e., Close
should assume success. When characters face an important Combat + Might), but it may also be a test of mental control
trial that could end in success or failure, their players should (i.e., Close Combat + Cunning) as a character focuses on
roll dice. We call these situations challenges, and they all finding weaknesses to exploit. The Skills section on p. XX
rely on a dice pool. lists some common pairings, but those are only suggestions.

THE CORE MECHANIC/BUILDING A POOL: SKILLS AND ARENAS 57


Dice pools are almost never modified, which makes it easier Academics 5: An almost encyclopedic knowledge on
for players to memorize their common pools. just about every subject. The character can rattle off relevant
information for any situation, and with time in the archives
BUILDING A POOL: can uncover secrets that have eluded researchers for years.

SKILLS AND ARENAS Academics + Reason also represents the total number
of languages a character can maintain fluency in without
constant effort. This isn’t the number of languages they

I n the Storypath system, a character’s aptitude for a given


task is represented by a dice pool, determined by two
elements: The Skills they can bring to bear and the Arena
speak, only the number they can learn. They still need to
study a language to pick it up.

of the challenge. ATHLETICS


Athletics represents the technique needed to properly
SKILLS leverage the power of the human body. Usually an Athletic
Skills represent a character’s learned traits: abilities that character has spent some time in physical training, whether
have been developed over time through study or experience. If they be sports stars, fire fighters, or just fitness enthusiasts.
Attributes represent a character’s capabilities, Skills represent that Athletics 1: An irregular exerciser with moderate fit-
character’s capacity to apply those capabilities in various situations. ness. The character can run a mile without getting winded,
Sometimes certain tasks will be impossible to perform and can climb or swim in ideal conditions without trouble.
without at least one dot in a Skill. No matter how steady Athletics 3: A trainer with excellent physical fitness.
a character’s hand, they cannot pilot an airplane without The character regularly runs miles each day without injury
having at least some knowledge of the controls. and probably plays a star role in several sports.
The following Skills represent the available areas of Athletics 5: One of the world’s greatest athletes, qual-
expertise to all mortals and supernatural creatures in The ified for a major sports team or the Olympic games. The
World of Scion. The casual knowledge offered by some Skills character can expect to excel at just about any physical task.
may change depending on the context of the character pos-
sessing them. A centaur sage versed in Medicine will have a Athletics + Might determines what characters can lift
different understanding of treatment than a mortal surgeon. or break with an action. Breaking something in this way
is likely a complex action as the character tears the object
ACADEMICS apart, but lifting is a simple action.
Academics represents the time a character spent study- It’s worth noting that Scions and Legendary creatures
ing the humanities. Characters with Academics generally with narrative Scale (see Scale, p. XX) regularly exceed the
have some knowledge of law and politics, allowing them to limits of this chart, which mostly applies to mere mortals.
understand and even manipulate legal and political systems, Use the sample feats as a rough benchmark and guideline for
as well as most bureaucracies. what your character can do rather than a strict proscription.
Academics 1: A basic grasp of fields like literature, art, CULTURE
and law. The character can navigate a library and probably
turn up some useful information after a day or two. A character’s Culture Skill represents their exposure to
different societies and cultural ideas. A character with this
Academics 3: Well-versed in political and literary writ- background has spent time appreciating art, language, and
ings, can easily quote famous thinkers. Focused research will religion from around the world, and can easily identify faux
usually unearth relevant information within a few hours. pas and social hierarchies for groups ranging from foreign
companies to insular internet forums.

ATHLETICS
ATHLETICS + MIGHT
SUCCESSES SAMPLE FEAT
3 Lift two microwaves, rip tough plastic
4 Tote a hay bale on one shoulder, kick open a deadbolted door
5 Lift a refrigerator, bend an iron bar
6 Punch through a reinforced wooden door
8 Kick a reinforced wooden door to pieces, rip rebar out of the wall
10 Lift an average car and use it as a thrown weapon, kick nearly any door open
12 Knock semis over with a well-placed shove, tear down a temple’s load-bearing pillars
16+ Storyguide’s extrapolation

58 CHAPTER TWO: STORYPATH SYSTEM


SKILL SPECIALTIES
The Skills listed here are intentionally broad categories, reflective of general character competence.
However, once a character reaches four or more dots in a Skill they may choose a Specialty focus, writing
it next to the Skill on their character sheet. A Warrior Scion may choose Close Combat (Greatswords), for
example. A character receives +1 Enhancement on all rolls with that Skill unless that would grant more than
+3 total; failing a roll involving a Specialty grants 1 Momentum in addition to any Consolation.

Culture 1: A basic understanding of cultural expression FIREARMS


around the world. The character is less likely to make a faux
The Firearms skill represents a character’s training and
pas in groups he has read about or spent time in.
experience with modern projectile weapons like guns (bows
Culture 3: A comfortable grasp of the nuances of and javelins fall under Athletics). It also represents their
almost every mortal culture. The character can steer their ability to repair and maintain such weapons.
friends away from gauche behavior even after only a short
Firearms 1: Can make simpler short range shots, and
exposure to a group.
maintain most weapons.
Culture 5: A cultural prodigy with perfect insight into
Firearms 3: A trained marksman who can hit their tar-
the artwork and mores of worldwide cultures. The character
get even in rain or low light. They are comfortable drawing
can pass himself off as a native mere moments after entering
quickly, and firing in close quarters. With the right equip-
a new society.
ment and circumstances they can make long-distance shots.
CLOSE COMBAT Firearms 5: An expert shooter with experience in both
A character’s skill in Close Combat can determine how firefights and sniping. The character can repair broken guns
well they are able to fight in close quarters with a foe. Usually with the appropriate parts and tools, and modify weapons to
this means a background involving combat training or expe- better suit their needs.
rience, whether at a wushu guan or out on the mean streets.
Close Combat applies when wielding melee weapons or bare INTEGRITY
fists, even when grappling and subduing an opponent. Integrity reflects a character’s emotional fortitude
against outside influence or to resist Leadership or Persuasion.
Close Combat 1: Capable of handling themselves in a
A character uses Integrity to resist emotional swaying and to
fight, holding their own with other amateur brawlers with
hide her own emotions and intentions from others. Integrity
minimal injury.
can be represented by some training techniques in military,
Close Combat 3: Very talented at using both fists and special operations, or performing arts, or it could be an in-
weaponry effectively. The character can easily take down nate Skill of certain characters.
multiple untrained opponents or skilled single combatants.
Integrity 1: Simply stubborn, or the character is just not
Close Combat 5: An efficient and terrifying force in com- easily swayed.
bat. The character knows how to close distance and effortlessly
Integrity 3: A dependable person, either with formal
dismantle the defenses of even battle-hardened warriors.
training in resisting influence or a keen and cunning mind
EMPATHY capable of determining what the influencer’s true aim is.
Empathy allows characters to work out the motivations Integrity 5: An expert with long experience and formal
and emotions of those they interact with, and manipulate training in resisting mind-control or torture techniques,
those feelings to their advantage. This Skill is just as useful unable to be broken or swayed in a direction they don’t
for those who want to make friends as it is for those who ultimately wish to go in.
want to profile serial killers.
LEADERSHIP
Empathy 1: Sensitive to the emotional cues of others.
Leadership is a knowledge of the techniques needed to effec-
The character can usually tell when someone is hiding
tively lead and coordinate groups. Characters with this skill can look
something, if they are paying attention.
at the bigger picture in order to make sure every member of the
Empathy 3: The character can easily spot lies and read team is contributing in the most effective way possible. These char-
between the lines, and is talented at knowing just what to acters radiate a confidence that lets them take control of a situation.
say and when.
Leadership 1: The character has spent some time man-
Empathy 5: A human lie detector who can assemble aging others, and can get a group of individuals to work and
a full psychological profile for an individual based on the think as a team with time and effort.
merest of clues.

BUILDING A POOL: SKILLS AND ARENAS 59


Leadership 3: The character has spent extensive time and regularly receives preferential treatment. It’s hard to
leading others, and people are inclined to set aside personal find someone they can’t win over.
interest for the greater good under his command.
PILOT
Leadership 5: The character can lead armies into battle
Characters use Pilot to control any method of trans-
with genius strategies, and expect total loyalty. He can be
portation, such as a car, bus, boat, motorcycle, horse, plane,
certain that his orders will always be understood, and carried
giant bird, or anything else he may have cause to ride on
out to the letter if possible.
or in. It also measures his ability to acclimate to unfamiliar
MEDICINE conveyances and make repairs on them.
Skill in Medicine represents a character’s knowledge Pilot 1: The character can control most vehicles under
about the operation of the bodies of living things. Their ex- normal circumstances. They can even ride a mount without
perience allows them to diagnose and treat any living crea- fear of falling off.
tures, so long as they bear some resemblance to creatures she Pilot 3: A deeper understanding of the forces involved
has encountered before. in operating a vehicle. The character can do some trick driv-
Medicine 1: Basic first aid. The character can judge at ing, operate under difficult conditions, and pilot a complex
a glance if a creature is in physical distress. vehicle like an airplane or submarine.
Medicine 3: The character can treat even serious in- Pilot 5: A stunt driver’s dream. The character can
juries, and stabilize what might otherwise be a fatal wound. perform precision driving maneuvers and jumps, fly a plane
With the right facilities, they can diagnose diseases and through a storm, and navigate by sonar underwater.
administer ongoing care.
SCIENCE
Medicine 5: A master surgeon and physician, able to
The Science Skill represents a character’s exposure to
save lives regularly with quick and accurate application of
the philosophical underpinnings of the scientific method.
aid. The character can perform transplants and lifesaving
Though they likely have some knowledge of modern scien-
excisions even in extremely challenging conditions.
tific theories, this doesn’t necessarily mean that they have
OCCULT a PhD. They have just learned to look at the world in an
The Occult Skill represents knowledge of the supernat- orderly and quantifiable way. For this reason, it is entirely
ural elements of The World and beyond, such as cryptozo- compatible with Occult.
ology, the secret histories of various pantheons, or mystical Science 1: The character can understand physical
rituals (functional and otherwise). evidence, and separate useful data from background noise.
Occult 1: A passing interest in the mysteries of The Science 3: The character can extrapolate from avail-
World. The character can identify simple magical rituals and able data, incorporating all evidence into a comprehensive
common paranormal phenomena. theory. They can also make simple compounds with access
Occult 3: The character can conduct more complex to the right materials and tools.
ceremonies and identify a wide range of magical creatures. Science 5: The character can create and test hypotheses
They can identify many types of cults, and trace them back almost instantly, running thought experiments to deduce the
to their divine (or Titanic) patrons. most likely explanation. They can create advanced chemical
Occult 5: The character instantly recognizes all but the most reactions with household products, and repair machines on
obscure cults, rites, and spells. He easily converses with the souls of basic physical principles.
the dead, and can navigate the complex rules of Terra Incognitae. SUBTERFUGE
PERSUASION Subterfuge represents the character’s ability to deceive
The Persuasion skill represents a character’s talent at others, hide, and create disguises. It also helps them commit
bringing others around to their way of thinking. Whether criminal acts such as forgeries, sleight of hand, and lock-
seducing or debating, whether she needs to change the way picking. This can represent training with an organization of
someone sees the world or force them into a compromise, criminals or even spies.
the Scion is using Persuasion. Subterfuge 1: Basic lies come easily to the character,
Persuasion 1: The character can usually talk their way and cheap locks do not present much of a challenge. They
out of minor trouble, and convince others of their honesty if know enough to stay off the radar of local authorities.
the truth’s on their side. Subterfuge 3: A master thief, extremely adept at crim-
Persuasion 3: Silver-tongued. The character can draw inal activities. They can spin complex lies and break into
sympathy from officers of the law, talk their way out of speed- most safes. The constabulary is likely aware of and frustrated
ing tickets, and never fails to get a date on a Friday night. by their exploits.

Persuasion 5: Charisma just one step short of hypnosis. Subterfuge 5: A legend in the underworld, the charac-
The character can convince even cynics to believe in them, ter can impersonate someone’s own mother and clean out a
bank vault without anyone even knowing they were there.

60 CHAPTER TWO: STORYPATH SYSTEM


SURVIVAL Technology 5: A master hacker, who’s broken into
government databases or built her own complex servers.
The ability to understand and overcome the challenges
They seldom buy any devices, certain they could assemble
of inhospitable environments is represented by the Survival
something better on their own.
skill. This often means finding food and shelter in the wild,
crafting basic tools from things found in nature, navigating
unknown territory, and taming local wildlife.
ARENAS
Every dramatic challenge in the game exists in one of
Survival 1: The character can get the lay of the land in three different Arenas, reflecting the abilities it requires and
an unfamiliar place and she can expect to comfortably sur- obstacles it involves. On every roll, the Storyguide deter-
vive for several days, finding her food and water with some mines the Arena of a challenge.
effort and building a basic shelter.
The Physical Arena requires muscle, bodily coordina-
Survival 3: An affinity for the outdoors. The character tion, toughness, and so on. Fights and chases are the most
can last months in the wilderness, making a sturdy shelter common challenges in the Physical Arena.
and tools, and comfortably finding food in the right places.
The Mental Arena needs genius, quick wits, careful de-
Survival 5: An expert at tracking and foraging. Even duction, and so on. Research, investigations, and planning
the most extreme elements do not dissuade her, and she can are the most common challenges in the Mental Arena.
easily survive in blistering heat or a fierce blizzard.
The Social Arena looks for charm, empathy, a poker
TECHNOLOGY face and so on. Persuasion, seduction, and acquiring support
Technology represents the character’s comfort with the software are the most common challenges in the Social Arena.
and hardware that make up modern devices, whether they’re operat- A character’s talents in a given Arena are represented by
ing them, repairing them, or misusing them. Computers are the most a numerical value which usually ranges from 1 to 3. This value
obvious of these machines, and perhaps the most dangerous. is used to create the dice pools for challenges in that Arena.
Technology 1: The character can expect most modern For example, a skinny office worker might have Physical 1,
devices to do what they want. They can use computers, and while a bulked-up power lifter might have Physical 3.
resolve common errors. These values are relative. A particularly weedy example
Technology 3: An excellent grasp of programming of a jotunn would still have Physical 1, but their massive
languages and electrical engineering. When anyone needs Size would make up the difference when dealing with tiny
something fixed, they turn to the character. mortals (see Scale, p. XX).

BUILDING A POOL: SKILLS AND ARENAS 61

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