After nine sessions of running Scion 2e, my group decided that we weren’t happy with the system. In particular, the Storyteller/Storypath d10 dice pool system becomes much more swingy when dice must roll 8-10 to succeed and all 10s explode. While in principle this results in an average of three dice to one success, in practice it’s very common to see players with only a few dice get more successes than players with many dice.

From the GM’s side, this exacerbated an issue with the floatiness of antagonist design: eventually I just got in the habit of grabbing some dice to represent a monster, because in the time they’d be on camera, the differences in size of their dice pools made virtually no perceivable difference. A creature with a 4-5 die attack might wind up being a bigger threat than one with 8-10, just due to dice luck.

So I converted the system to Savage Worlds.

I also used the process to simplify some of the powers systems (both because Savage Worlds would rather your powers weren’t too fiddly, and also because I was having a hard time keeping them all in my head at once). This conversion does assume you have access to the Scion books, since I’m only referencing setting details as they’re necessary to attach to rules; context will likely be missing if you don’t have it from Scion.

I’ve only run a couple of sessions in the system so far, so I can’t really speak to whether it’s significantly better, but I have high hopes.

Setting Rules

As per the rules starting on page 136, Scion uses the following setting rules:

  • Fanatics: Minions may automatically take a hit for a Wild Card, when appropriate.
  • Heroes Never Die: Wild Cards aren’t in danger of dying from critical failures when incapacitated, or from Bleeding Out.
  • More Skill Points: Character gain more skill points to buy more modern skills.
  • Multiple Languages: All PCs have the Linguist edge which grants additional bonus Language skills (starting at d6) equal to half the character’s Smarts die.
  • Unarmored Hero: If a Wild Card is not wearing any armor, that character gains +2 to Soak rolls.

Momentum

Momentum is a shared group resource that represents the tides of fortune for the party. The group starts each session with one point of Momentum per member of the group, and the pool cannot exceed two points per member of the group (e.g., it ranges from 0-10 for a five-member party).

Momentum can be spent in the following ways:

  • Certain Knacks and Boons require Momentum to activate.
  • Spend a point of Momentum to draw an additional Initiative card at the beginning of the round (keep the best card rather than acting twice); unlike Bennies, you must spend Momentum before seeing the card or cards you drew.
  • Spend three points of Momentum to recharge one of your spent Bennies.
  • Spend one or more points of Momentum for minor narrative editing about how the tide of action turns in the party’s favor.

All Momentum expenditures must be with the agreement of the whole party.

You can regain Momentum in the following ways:

  • Whenever the GM spends Momentum for hostile NPCs, the party gains an equivalent amount of Momentum (and the GM cannot spend Momentum when the party’s pool is at maximum).
  • Certain Knacks and Boons specify ways that Momentum can be restored.
  • Whenever a PC fails a roll, the party gains a point of Momentum.
  • The GM may choose to award one or more points of Momentum as consolation for abrupt narrative shifts that are not in the party’s favor.

Character Creation

Before undergoing standard character creation, scion characters pick Origin, Role, and Pantheon to gain additional traits. These bonus traits count as nine Advances for the purpose of determining Rank (i.e., all scion PCs start as Veterans), which can allow additional Edge choices during normal character generation. The attribute increase for Novice and Seasoned ranks are considered spent.

After choosing these traits, undergo normal character creation. Remember that you need to set attributes equal or greater than the linked skills or they cost double.

After finishing normal character creation, pick Callings and powers as described later.

Scion Paths

Origin

Gain the Rich background edge (you may later take the Poverty hindrance if you do not want to be wealthy) and consider where your high standard of living comes from. Additionally, increase the Attribute listed with your origin (in italics) by +1 step, and gain two skill points to spend on the listed skills for your origin.

  • Adventurer: Vigor; Athletics, Piloting, Shooting, Survival
  • Chosen: Spirit; Focus, Occult, Research, Stealth
  • Created: Vigor; Focus, Occult, Performance, Persuasion
  • Life of Privilege: Smarts; Academics, Performance, Persuasion, Taunt
  • Military Brat: Strength; Battle, Common Knowledge, Science, Shooting
  • Potemkin World: Smarts; Boating, Notice, Occult, Survival
  • Street Rat: Agility; Gambling, Stealth, Taunt, Thievery
  • Suburbia: Spirit; Common Knowledge, Driving, Electronics, Performance
  • Survivalist: Vigor; Repair, Riding, Stealth, Survival
  • Terra Incognita: Agility; Athletics, Occult, Riding, Survival
  • War-Torn: Strength; Fighting, Intimidation, Notice, Survival

Role

Gain the Connections social edge and define the connections. Additionally gain four skill points to spend on the listed skills for your role.

  • Charismatic Leader: Academics, Battle, Performance, Persuasion
  • Combat Specialist: Athletics, Fighting, Repair, Shooting
  • Con Artist: Notice, Performance, Persuasion, Thievery
  • Detective: Hacking, Notice, Research, Shooting
  • Medical Practitioner: Common Knowledge, Driving, Healing, Science
  • Pilot: Boating, Driving, Notice, Piloting
  • Sneak: Gambling, Hacking, Stealth, Thievery
  • Technology Expert: Common Knowledge, Electronics, Repair, Science

Pantheon

Gain the Arcane Background (Gifted) edge (this adds the Focus (Spirit) skill to your available skills, grants a single starting power, and gives you 15 power points). Additionally, increase the Attribute listed with your pantheon (in italics) by +1 step, and gain two skill points to spend on the listed skills for your pantheon.

  • Aesir: Strength; Gambling, Occult, Performance, Taunt
  • Deva: Agility; Hacking, Research, Repair, Survival
  • Kami: Agility; Boating, Electronics, Focus, Piloting
  • Manitou: Spirit; Battle, Healing, Intimidation, Riding
  • Netjer: Smarts; Academics, Focus, Research, Thievery
  • Orisha: Spirit; Healing, Intimidation, Science, Thievery
  • Shen: Smarts; Academics, Battle, Driving, Gambling
  • Teotl: Vigor; Fighting, Intimidation, Piloting, Taunt
  • Theoi: Vigor; Academics, Boating, Fighting, Healing
  • Tuatha: Strength; Fighting, Intimidation, Riding, Taunt

Basic Creation

Summary

This is a summary of the basic character creation. Also see page 55 of the book for these steps:

  1. Your race is Human. This allows you to choose an additional edge.
  2. You may choose up to four points of Hindrances (Major are worth 2, Minor are worth 1). You may use these points to gain additional attributes, edges, or skill points (2 for an attribute or edge, 1 for a skill increase).
  3. Each Attribute (Agility, Smarts, Spirit, Strength, Vigor) starts at d4. Spend 5 points to increase Attributes by one step each (in addition to upgrades from your paths and hindrance choices). You cannot raise an Attribute above d12 (4 points spent).
  4. Your Athletics, Common Knowledge, Notice, Persuasion, and Stealth Skills all start at d4. All other Skills start at no value. Skills have a governing attribute (see below), and cost double to raise over that attribute. Use your path skill points to raise the linked Skills, then spend 15 more skill points (per setting rule). It costs 1 skill point to buy a Skill at d4, and then one for each step up from d4. Like attributes, Skills cannot exceed d12.
  5. Derived Statistics: Set your Pace to 6” unless changed by edges or hindrances. Set your Parry to 2 + half your Fighting skill die (e.g., +2 for d4). Set your Toughness to 2 + half your Vigor attribute die, and it may also increase when wearing armor.
  6. Don’t forget to buy Edges with your Human bonus and remaining Hindrance points.

Skill List

  • Academics (Smarts): Knowledge of liberal arts, social sciences, literature, history, etc.
  • *Athletics (Agility): Overall athletic coordination and ability. Climbing, jumping, balancing, wrestling, skiing, swimming, throwing, or catching.
  • Battle (Smarts): Strategy, tactics, and understanding military operations. A key skill in Mass Battles.
  • Boating (Agility): Ability to sail or pilot a boat, ship, or other watercraft.
  • *Common Knowledge (Smarts): General knowledge of a character’s world.
  • Driving (Agility): The ability to control, steer, and operate ground vehicles.
  • Electronics (Smarts): The use of electronic devices and systems.
  • Faith (Spirit): The arcane skill for Arcane Background (Miracles).
  • Fighting (Agility): Skill in armed and unarmed combat.
  • Focus (Spirit): The arcane skill for Arcane Background (Gifted).
  • Gambling (Smarts): Skill and familiarity with games of chance.
  • Hacking (Smarts): Coding, programming, and breaking into computer systems.
  • Healing (Smarts): The ability to treat and heal Wounds and diseases, and decipher forensic evidence.
  • Intimidation (Spirit): A character’s ability to threaten others into doing what she wants.
  • **Language (Smarts): Knowledge and fluency in a particular language.
  • *Notice (Smarts): General awareness and perception.
  • Occult (Smarts): Knowledge of supernatural events, creatures, history, and ways.
  • Performance (Spirit): Singing, dancing, acting, or other forms of public expression.
  • *Persuasion (Spirit): The ability to convince others to do what you want.
  • Piloting (Agility): Skill with maneuvering vehicles that operate in three dimensions, such as airplanes, helicopters, spaceships, etc.
  • Psionics (Smarts): The arcane skill for Arcane Background (Psionics).
  • Repair (Smarts): The ability to fix mechanical and electrical gadgets.
  • Research (Smarts): Finding written information from various sources.
  • Riding (Agility): A character’s skill in mounting, controlling, and riding a tamed beast.
  • Science (Smarts): Knowledge of scientific fields such as biology, chemistry, geology, engineering, etc.
  • Shooting (Agility): Precision with any type of ranged weapon.
  • Spellcasting (Smarts): The arcane skill for Arcane Background (Magic).
  • *Stealth (Agility): The ability to sneak and hide.
  • Survival (Smarts): How to find food, water, or shelter, and tracking.
  • Taunt (Smarts): Insulting or belittling another. Almost always done as a Test (page 108).
  • Thievery (Agility): Sleight of hand, pickpocketing, lockpicking, and other typically shady feats.
  • Weird Science (Smarts): The arcane skill for Arcane Background (Weird Science).

* These skills start at d4

** Language skills are purchased individually for each language known (but you get bonus languages at d6 equal to half your Smarts die to start, per the setting rule).