Savage Scion, Part 3

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Purviews

Legendary characters often develop one or more Purviews as their legends grow. Each Purview grants a Boon and permissions for one or more Powers. Additionally, using Legend for narrative effect is more powerful when you have a Purview thematically linked to what you are attempting.

You may have up to your Legend total in Purviews. However, Purviews are unlocked based on your deeds, and it’s possible that your Legend will grow larger than your number of Purviews. If you have more Legend than Purviews, you may spend the excess to purchase generic boons (Birthrights) from your Pantheon (Creatures, Followers, Guides, and Relics).

Universal Purviews

Artistry

  • Boon: You can place a message into your art. Anyone you intend to understand it, upon experiencing the art, gets the message, transcending language barriers.
  • Power Permissions: Illusion, Light/Darkness, Sound/Silence

Beasts

  • Boon: Natural animals will never harm you if you do not attack them, unless compelled by someone with equal or greater Legend than your own. Imbue one Legend into an animal to speak with it.
  • Power Permissions: Beast Friend, Darksight, Shape Change

Beauty

  • Boon: You may imbue a point of Legend to alter a target’s beauty up or down one position in the scale: Impossibly Ugly, Ugly (Major) hindrance, Ugly (Minor) hindrance, Normal beauty, Attractive edge, Very Attractive edge, Impossibly Attractive. You can alter your own appearance in this way. Targets at either end of the scale will inspire violence in almost anyone that sees them undisguised (either from disgust or possessiveness). This change persists until the Legend is no longer imbued. You may spend Legend to make the change permanent.
  • Power Permissions: Blind, Confusion, Disguise

Chaos

  • Boon: You are never harmed by area effects or disasters that don’t target you specifically. You’re ignored by explosions and burst fire, overlooked by reigns of terror, never suffer accidents or acts of nature if there’s any chance you’ll go unscathed, and don’t even get wet in the rain.
  • Power Permissions: Confusion, Deflection, Havoc

Darkness

  • Boon: You can watch the dreams of any target that you can see. Imbue a point of Legend to craft a dream for someone you know well enough to provide a unique description. You can pass a message in this dream, and attempt to use social skills to persuade or terrify the target.
  • Power Permissions: Darksight, Light/Darkness, Slumber

Death

  • Boon: You can see and communicate with the dead and undead (even if normally unintelligent or incomprehensible) and you can perceive entrances to the underworld. Unless you attack them, the dead and undead will never attack you unless specifically compelled by their master.
  • Power Permissions: Banish, Divination, Zombie

Deception

  • Boon: All Notice or other investigation rolls against you (to track you, tell if you’re lying, penetrate your disguises, etc.) must get a Raise to be truly successful. A normal success imparts whatever false information you want your pursuers to know.
  • Power Permissions: Illusion, Invisibility, Mind Wipe

Earth

  • Boon: When you are standing on the ground (including the bottom floor of a building), you gain +2 armor and cannot be forcibly moved from your position by anyone with Legend equal to or lower than yours.
  • Power Permissions: Barrier, Burrow, Elemental Manipulation (Earth only)

Epic Agility

  • Boon: You may run indefinitely outside of combat (as if you had infinite Vigor). You may imbue a point of Legend to add +2 to all your rolls in any kind of Chase.
  • Power Permissions: Bolt (physical thrown object), Sloth/Speed, Wall Walker

Epic Strength

  • Boon: Triple your encumbrance limits and add +4 to all results when Breaking Things, Grappling, and Pushing. Imbue a point of Legend into yourself to ignore limits that would cause you to automatically fail when exerting your strength against larger targets.
  • Power Permissions: Burst (physical smash), Havoc (cone only), Smite

Epic Vigor

  • Boon: You are immune to poison and disease unless inflicted from a source with a higher Legend than your own. You can spend a point of Momentum as a Bennie to recover from Shaken and for Soak Rolls.
  • Power Permissions: Environmental Protection, Protection, Relief

Fertility

  • Boon: Imbue one or more points of Legend into a piece of land or a family (points based on size and whether its is supernatural) to bless or blight its fertility. If blessed, the plants and beasts on the land/members of the family resist disease and poisons (gaining +2 to tests, if required), never have complications with producing offspring, and grow hale and healthy. If blighted, nothing can grow on the land/the family members all become infertile. This lasts while the Legend is imbued, or for a century if the points are spent. A blessing can reverse a blight and vice versa.
  • Power Permissions: Entangle, Healing, Relief

Fire

  • Boon: You (and your worn/held possessions) are immune to fire damage, can breathe through smoke inhalation, and are not inconvenienced by temperature extremes (even in the hottest or coldest parts of the world).
  • Power Permissions: Blast, Damage Field, Elemental Manipulation (Fire only)

Forge

  • Boon: Imbue one or more points of Legend into an item you have crafted to make it a relic (power based on number of points imbued). Spend the points to make the relic permanent. Imbue a point of Legend for a duration of a crafting project to make that item one step better than normal items of its kind (and you may carry this imbued point directly into the item once it is completed to make in a relic, as described above).
  • Power Permissions: Barrier, Protection, Smite

Fortune

  • Boon: You can detect the fate bindings of anyone you interact with (and recognize the other half of connected bindings if you later meet them). Imbue one Legend to pull on one of your fate bindings or a binding of another who stays within close proximity of you. If the binding is another character, that character will be drawn to your proximity as quickly as is possible to have it seem coincidental. If that binding is a situation that the subject is known for, that situation will happen again as soon as it seems like a reasonable coincidence.
  • Power Permissions: Boost/Lower Trait, Deflection, Divination

Frost

  • Boon: You never suffer movement complications from walking over water in any state (you have perfect purchase on ice, and can flash-freeze water and even clouds long enough to support you). Imbue a point of Legend into an encounter to move the Reaction one step toward Neutral (cooling both hatred and love). While this point is imbued, the situation can be further modified toward Neutral, but not toward either extreme end.
  • Power Permissions: Bolt (ice), Environmental Protection, Sloth/Speed

Health

  • Boon: When you successfully heal a subject, gain Momentum. You are immune to poison and disease.
  • Power Permissions: Healing, Relief, Resurrection

Journeys

  • Boon: You always know exact directions, and the direction and distance toward the closest mythic landmark. While at a mythic landmark, you learn the direction and distance to the nearest three other such landmarks, and can mark one as your new heading. You can sense nearby gates and Axis Mundi and where they go. Imbue a point of Legend into a journey and you, your companions, and your vehicle ignore minor terrain difficulties and gain +2 to overcome significant obstacles while you maintain the imbuement (or until you complete the journey).
  • Power Permissions: Banish, Sloth/Speed, Teleport

Moon

  • Boon: You can automatically sense when a subject in your immediate proximity is a shapeshifter, and imbue one Legend and engage in a contested Spirit challenge to force it to change into the form you desire. When you are under the sky, gain a +1 to all rolls if the moon is more full than a crescent and +2 to all rolls if it is within two days of being full.
  • Power Permissions: Disguise, Invisibility, Light/Darkness

Order

  • Boon: You can automatically tell whether an action you consider or witness would be legal or illegal based on the laws of the location where you are. Mortal law enforcement officers are physically incapable of taking action against you if you have broken no laws, even if they are corrupt or misguided (imbue a point of Legend to have this protection extend to an ally you know is in danger from the law). If you imbue one point of Legend into a criminal, conversely, mortal law enforcement gains +2 to all rolls involving bringing that target to justice (from investigation, to pursuit, to the courtroom).
  • Power Permissions: Banish, Boost/Lower Trait, Mind Reading

Passion

  • Boon: Imbue a point of Legend into a subject you can see (or to whom you have a sympathetic connection) to create a strong emotion of your choice in that subject (you can also define the object of the emotion). The target can try to act rationally, but gains a -2 to all rolls that are not in line with fulfilling the emotion. This requires additional imbued Legend equal to the target’s Legend total for legendary targets. Spend a point of Legend to transform a long-lasting emotion (e.g., love or hate), if consummated, into a permanent, natural feeling.
  • Power Permissions: Empathy, Relief, Warrior’s Gift

Prosperity

  • Boon: Anyone you bribe/gift with an appropriate offering automatically starts one step of Reaction better disposed to you. Imbue a point of Legend into an object to make it extremely attractive to all potential owners: it will sell or auction for slightly more than the highest possible amount anyone would expect based on its appraised qualities.
  • Power Permissions: Boost/Lower Trait, Divination, Object Reading

Sky

  • Boon: You have perfect knowledge of the nearby weather for at least a day in advance, and never suffer any kind of complications from weather. Imbue one Legend to make your voice carry like thunder.
  • Power Permissions: Bolt (lightning), Elemental Manipulation (Air only), Fly

Stars

  • Boon: You can see by starlight as if it were bright sunlight. Imbue a point of Legend into a subject of which you are aware (you know them, have a good description, or they are the subject of a prophecy of which you’re aware). Designate that you want them to come to you, or to a location of your choice. Signs and portents will lead them unerringly toward the point you have chosen, and you can always tell whether they’ve begun their journey and how far along the trip they are.
  • Power Permissions: Divination, Farsight, Teleport

Sun

  • Boon: You can choose to glow with the light of the sun, dispelling darkness and damaging those harmed by such energy. Imbue Legend to overcome even mythically-powered darkness. Opponents that need to see have +2 difficulty to all attacks against you while you glow with the sun’s light. Imbue one Legend (whether or not you are glowing) to inspire all that can see you with hope: they automatically ignore mortal negative emotions, and gain +4 to resist supernatural effects that create these emotions (e.g., Fear).
  • Power Permissions: Blind, Mind Reading, Resurrection

War

  • Boon: Roll a second Wild Die for your Battle and Morale rolls when you lead a mass combat. Imbue one or more points of Legend to grant an equivalent number of Force Tokens to a mass combat you can see (must add to your side if you are participating, but you can choose either side if you are only observing). These points remain imbued until the battle is decided.
  • Power Permissions: Mind Link, Summon Ally, Warrior’s Gift

Water

  • Boon: Water acts as you desire within your close proximity: it will miss you if you do not want to be splashed/rained on, stays calm or moves out of the way when you need it to, and can push you at your full movement speed in a boat or when swimming. Imbue one Legend to calm or roil all the water within around a hundred yards of you (and you can selectively help allies and hinder foes you can see).
  • Power Permissions: Elemental Manipulation (Water only), Environmental Protection, Healing

Wild

  • Boon: When in the wilderness, you ignore plant-based travel difficulties, hazards, and obstacles. You gain +2 to Survival and Stealth rolls in the wilderness. Imbue a point of Legend into an area to enhance the wild nature of all mortals within: they take a -2 penalty to rolls involving reason and technology (including using firearms) but gain a +2 to Athletics, Fighting, Intimidation, Survival, and rolls to recover from Shaken.
  • Power Permissions: Beast Friend, Damage Field (thorns or pests), Entangle

Pantheon Purviews

Aesir (Wyrd)

  • Boon: You gain one Momentum whenever you encounter narrative difficulties that mirror your fate, or willingly take an action that advances your doom. Imbue one Legend into a subject for whom you can perform a seidr reading to bring fate to bear as a blessing or a curse. As a blessing, the subject gains +2 to rolls that advance the fate you’ve outlined. As a curse, the subject takes a -2 penalty to rolls that attempt to resist the fate you’ve outlined.
  • Power Permissions: Arcane Protection, Detect/Conceal Arcana, Divination

Netjer (Heku)

  • Boon: If you know a target’s true name, roll an additional Wild Die for all attempts to investigate or otherwise gain information about that target, as well as to Power uses upon the target. For mortals, the true name is usually the full given name, but may be much more obscure and require work to uncover for Legendary beings or mortals who understand the occult.
  • Power Permissions: Drain Power Points, Resurrection, Zombie

Teotl (Nextlahualli)

  • Boon: You gain a point of Momentum whenever you complete a Sacrifice to regain Legend, whenever you take a Wound, and whenever you deal a Wound to a target with a slashing weapon. Any session in which you have made a Sacrifice to regain Legend, you also do not need to eat, drink, or breathe for the remainder of the session.
  • Power Permissions: Drain Power Points, Fear, Zombie

Theoi (Metamorphosis)

  • Boon: Trivial characters automatically fail to see through any of your Power-based or mundane disguises, and all other characters suffer a -2 penalty to penetrate either type of disguise. Your Disguise Power can alter you to a different humanoid (or near-humanoid) species. The Range of Shape Change changes to Smarts for you (instead of Self). You can imbue a point of Legend into a use of the Disguise, Growth/Shrink, or Shape Change to make the Duration last while you keep the point imbued. If the subject is deserving, spend a point of Legend to make the change permanent.
  • Power Permissions: Disguise, Growth/Shrink, Shape Change

Tuatha (Geasa)

  • Boon: You can willingly take on one or more geasa, and gain Momentum every time a geis inconveniences you to follow. If you break a geis, it ends and all your Legend is spent (ending any you have imbued). Mortals that break a geis instead will soon be thrust into a deadly situation by fate. Spend one Legend (plus one for every point of the target’s Legend) to lay a geis upon another character.
  • Power Permissions: Divination, Puppet, Warrior’s Gift

Other Pantheons

Deva (Yoga), Kami (Yaoyorozu-No-Kamigami), Loa and Orisha (Cheval/Gun), Manitou (Dodaem), and Shen (Tianming): TBD

Generic Boons (Birthrights)

Creatures, Followers, and Guides

For one Boon, you may take the Followers or Sidekick Legendary Edge.

As a follower, this will represent mortal heroic companions, likely either drawn from devotees of your pantheon or who you have personally inspired due to your actions or the mythic role you represent.

As a creature, you obtain one or more mythic beasts of similar power level to the appropriate type of follower. These beasts will often have powers that you can’t get from mortal followers, but will be harder to fully deploy in mortal society or even to communicate with the way you could with humans.

As a guide, the creature or individual is typically significantly more powerful than the standard options, but sees its role as giving you guidance rather than direct aid. It is usually available, but will only step in with more than advice when you are in grave danger. It can provide valuable advice and training when you are planning your actions or trying to learn a new trait. Guides are an excellent way to justify developing Purviews not possessed by your divine parent (and, in fact, the Guide boon my be replaced by the Purview once its job is done).

Relics

Relics are typically built as Arcane Devices as per page 153. Unlike normal Arcane Devices, they use the wielder’s Focus skill to activate, and the wielder’s traits for any other derived details (such as Smarts for range). Also unlike normal devices, they have a refreshing pool of Power Points. Relics typically have 10 Power Points per boon invested in them, and recharge to full at sunrise each day (unless some other cycle time is more appropriate to the item). Relics typically will not have more than one power they can manifest per boon invested in them.

Relics, particularly powerful ones, are often tagged with a Purview. Like Guides, if you gain mastery of the Relic you can take its Purview as one of your own (and might even replace the boon spent for the Relic to buy the Purview, discarding the Relic as no longer necessary for you).

Relics may also have fantasy-style enhancements as described here and here. This will typically lower the available Power Points for its powers.

Savage Scion, Part 2

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Legend, Callings, Purviews, and Powers

Scions and other mythic individuals develop a Legend rating as their deeds and renown grow. Legend is unlocked independently from character Advances through story rewards.

All individuals with a Legend rating have up to three Callings, which represent particular aspects of the character’s mythic personality. Each Calling grants a few thematic knacks, as well as permission to buy related Powers.

Legendary individuals of Hero or greater status develop Purviews, which indicate their portfolio of divine associations. Each Purview grants innate boons, as well as permission to buy other related Powers.

All individuals with an Arcane Background, including Scions, can take Powers from the Savage Worlds roleplaying game (starting on page 147). For Scions, the available powers for purchase are based on Callings and Purviews. All characters with Arcane Background (Gifted) start with a single such Power, and may take the New Powers edge to add more from the available options.

Legend

Legend is rated from 0-12. All characters with a Legend rating are also Wild Cards, and roll a wild die for tests.

  • 0: Some characters have no Legend yet, but are Wild Cards with the capacity to grow stronger. They use a d6 wild die.
  • 1-4: At this rating, the character is considered a Hero, and uses a d6 wild die. Heroes may live longer lives, but will die normally to violence and eventually expire to age if they have not become Demigods.
  • 5-8: After gaining this level of Legend, the character is a Demigod, no longer ages, and is extremely difficult to kill for good. Demigods use a d8 wild die.
  • 9-12: Successful Demigods may eventually become full Gods. Gods use a d10 wild die.

Levels of Legend can be imbued into effects, becoming temporarily unavailable. Some Purview boons and most immortal knacks require Legend to be imbued in this way, and any Legendary character may imbue Legend on an ad hoc basis to overwhelm the mortal world with mythic logic (i.e., narrative editing to cause something awesome to happen).

Particularly potent use of Legend may cause the point to be spent, rather than imbued, requiring the character to accept fatebindings or make sacrifices to free up the point of Legend.

For every Legend rating, the character gains a Legendary title based on the keywords within that character’s Callings. A character’s uses of Legend are more potent when drawing upon a title. See Scion: Hero for a list of keywords for each Calling.

Callings

Each Calling grants the listed knacks, as well as grants permission to buy the listed Powers. Each Calling also lists Edges that are recommended for characters with that Calling.

Creator

  • Heroic Knack: You may jury rig items in combat, creating impossible contraptions and repairs that would normally take hours or days and an entire workshop. The created item lasts one round, plus one for each raise.
  • Immortal Knack: Imbue a point of Legend to perceive and communicate via wireless signals for one scene. Imbue one or more Legend points to halve the time a creative project should take (quarter for 2, eighth for 3, and so on).
  • Power Permissions: Arcane Protection, Barrier, Detect/Conceal Arcana, Illusion
  • Suggested Edges: Brawny, Filthy Rich, Trademark Weapon, Artificer, McGyver, Mr. Fix It, Scavenger

Guardian

  • Heroic Knack: When you stand guard over a person, place, or thing, you do not need to eat or sleep while your vigil persists (the target must remain within your sight and/or immediate reach). You cannot be surprised by threats upon the target of your vigil. You may spend Momentum to force attacks against the subject of your vigil to target you instead.
  • Immortal Knack: Imbue a point of Legend into the subject of your vigil. So long as you leave that point imbued, you may spend Momentum to instantly appear at that subject’s side when it is threatened (and this resumes your vigil). If you use a Power to protect yourself, that Power automatically extends to the subject of your imbued subject when you are maintaining a vigil.
  • Power Permissions: Arcane Protection, Deflection, Environmental Protection, Protection
  • Suggested Edges: Arcane Resistance, Brave, Quick, Block, Hard to Kill, Iron Jaw, Nerves of Steel, Hold the Line!, Concentration, Bolster, Common Bond, Danger Sense

Healer

  • Heroic Knack: Your Healing skill rolls take one minute instead of ten, and the Golden Hour is extended to two hours when you’re healing a subject (either with the skill or with the Power). You may make a Healing skill roll to remove the Shaken condition from an ally you can touch.
  • Immortal Knack: Imbue a point of Legend to revive a deceased target that died within the last three minutes (you must then attempt to repair the injuries that killed the target). When you recover from an illness or poison, imbue a point of Legend to generate a cure/antidote from your blood.
  • Power Permissions: Boost/Lower Trait, Empathy, Healing, Relief
  • Suggested Edges: Fast Healer, Extraction, Soul Drain, Bolster, Common Bond, Reliable, Healer

Hunter

  • Heroic Knack: Spend a point of Momentum to designate a target as your quarry. You may only have one quarry at a time. You gain +2 to all rolls to track, chase, and sneak up on your target. If you miss your target with an attack, generate an additional point of Momentum.
  • Immortal Knack: Imbue one or more points of Legend to bind your quarry. While you maintain that target as a quarry (and keep the Legend imbued), the target cannot escape you without imbuing a greater number of points of Legend into the escape. You gain an innate sense of the quarry’s direction from you and fate conspires to provide you with clues to pursue (even across dimensions).
  • Power Permissions: Darksight, Entangle, Farsight, Fear
  • Suggested Edges: Fleet-Footed, Dead Shot, Giant Killer, Killer Instinct, Assassin, Woodsman

Judge

  • Heroic Knack: Spend a point of Momentum to designate an individual or a room (or similar limited area) as your case. You may only have one case at a time. You gain +2 to all Smarts-based skills and tests to gather information about the case or resist being manipulated/tricked by the case.
  • Immortal Knack: Imbue a point of Legend to bind an oath or a sentence. While you maintain that imbued Legend, the subjects gain +1 to all rolls directly related to trying to fulfill the oath/sentence, but suffer a level of Fatigue for deliberately violating it.
  • Power Permissions: Banish, Detect/Conceal Arcana, Dispel, Empathy
  • Suggested Edges: Alertness, Calculating, Command, Investigator

Leader

  • Heroic Knack: Spend a point of Momentum to gain the attention of everyone within line of sight when you enter a room or when a crisis happens. You may immediately make a Battle, Intimidation, or Persuasion roll to get the crowd to do what you want. Treat this as a Persuasion roll against the Reaction table, with the reaction range varying based on the situation (e.g., when a titan beast attacks a room, Hostile is total panic while Helpful is everyone staying calm and organizing to fight it). Unlike a normal reaction roll, you can apply more than two raises to the result.
  • Immortal Knack: Imbue a point of Legend into a named follower or an entire group that you’ve made Helpful with your heroic knack. While that point is imbued, all subjects that can see you automatically succeed at any challenges that you succeed at which affect the entire group (e.g., resisting fear/toxins/environmental effects, sneaking, overcoming an obstacle, etc.). This does not apply to attacks.
  • Power Permissions: Boost/Lower Trait, Fear, Puppet, Speak Language
  • Suggested Edges: Brave, Charismatic, Fame, all Leadership edges, Bolster, Work the Room

Liminal

  • Heroic Knack: Spend a point of Momentum to shroud yourself in privacy for a scene and gain the following benefits: Most people* will assume you’re an unimportant bystander until you take a hostile or dramatic action, and not pay attention to you. Mundane means cannot be used to surveil you (e.g., recordings fail, circumstances interfere with bugs and lip-reading, etc.). Anyone who didn’t interact with you can barely remember or describe you, and those that did have +2 difficulty to investigate or track you from the scene. * Guards may be an exception, as is anyone in a space where only a specific list of known people are supposed to have access.
  • Immortal Knack: Imbue a point of Legend to skip the intervening space for one round’s movement (i.e., teleport up to your speed to a location you can see or could otherwise reach by running with one move). If you recover the imbued Legend before the end of the scene, you cannot use this knack again or spend Momentum until the end of the scene.
  • Power Permissions: Darksight, Disguise, Environmental Protection, Speak Language
  • Suggested Edges: Fleet-Footed, Quick, Dodge, Extraction, Free Runner, Ace, Danger Sense

Lover

  • Heroic Knack: As long as you are not taking hostile actions, enemies must spend Momentum to attack you instead of one of your allies in the scene (but may include you in group attacks). You are not limited to only two shifts on the Reaction chart when making Persuasion rolls. When you touch an individual, spend a point of Momentum to learn which other character in the scene (if any) they love the most and/or are most attracted to.
  • Immortal Knack: Imbue a point of Legend into an individual or a crowd. While that Legend is imbued, you become an object of adoration for the target or group. All of your qualities to which the subjects are attracted are magnified and all of your flaws are ignored. Targets of equal or lower Legend have +4 difficulty to Notice anything about you you don’t want them to, and you gain +2 to Performance, Persuasion, and Taunt rolls against the target. If you imbue a crowd, all rolls must target the entire group to receive the bonus.
  • Power Permissions: Beast Friend, Empathy, Mind Reading, Puppet
  • Suggested Edges: Attractive, Charismatic, Fame, Fervor, Inspire, all Social edges

Sage

  • Heroic Knack: Your Research rolls take 1/10 the time they would take anyone else without this knack. You may spend a point of Momentum to activate an eidetic memory for one round: you burn the scene into your mind (including up to a few seconds on either side of the expenditure, to fully remember a short but complex phrase or pattern), or can perfectly memorize a page or two of information you’ve only glanced at. You will subsequently be able to fully recall any details.
  • Immortal Knack: Imbue one or more points of Legend into a language or code. While the Legend is imbued, you speak the language flawlessly as if you were a native, or may effortlessly break the code (unless it was created by a Sage with more Legend than the number of points you imbued). Conversely, you may imbue one Legend for a week of effort to create a code or language that may only be comprehended by those you teach (or Sages able to imbue as much Legend as your Legend total).
  • Power Permissions: Detect/Conceal Arcana, Divination, Object Reading, Speak Language
  • Suggested Edges: Calculating, Level Headed, Tactician, Concentration, Jack-of-all-Trades, Scholar

Trickster

  • Heroic Knack: Opponents raise all difficulties to trick you, lie to you, or steal from you by +2. When you are caught in a trick, lie, or theft, you may spend a point of Momentum to confuse, distract, or redirect the discovery. Make a Performance roll: success gives you a round to escape, and each raise gives you an additional round of head start. If the situation makes it plausible to pass the blame to someone else, you may get off scott free if your patsy looks guilty enough.
  • Immortal Knack: Imbue a point of Legend into a simulacrum of yourself that can act independently on your agenda while the point of Legend is imbued. Each of you knows what the other knows, and the doppelganger can use all your traits (you are functionally in multiple places at once). All your difficulties for Smarts skills and tests are increased by +2 for each doppelganger you have active (it’s hard to split your attention effectively). Your doppleganger instantly turns to smoke if it is Shaken or takes a Wound. Spend a point of Legend the first time you are Shaken or take a Wound in a scene to retroactively reveal that you were a doppelganger, and you are actually safe somewhere outside of the scene (works best if you seem to die in an explosion).
  • Power Permissions: Blind, Confusion, Detect/Conceal Arcana, Disguise
  • Suggested Edges: Charismatic, Extraction, Hard to Kill, Acrobat, Thief, Humiliate, Retort, Streetwise

Warrior

  • Heroic Knack: You may spend one hour of workout, meditation, or practice to reallocate any or all the Combat edges you’ve chosen and spend them to buy different Combat edges. You must still meet all Requirements for the edges you pick. If desired, you may leave edges unspent after a workout, and then spend a point of Momentum to instantly fill one of those gaps, even if it is not your turn.
  • Immortal Knack: Imbue one or more points of Legend into a battle. Raise your Parry and Toughness by the number of points imbued for the duration of the battle. This also has mythic ramifications: the more points spent, the more epic the fight becomes, and the more attention it may draw from other powers.
  • Power Permissions: Deflection, Sloth/Speed, Smite, Warrior’s Gift
  • Suggested Edges: Ambidextrous, Berserk, Brawny, Brute, all Combat edges, Soldier, Champion

Savage Scion, Part 1

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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).

Pumpkinheads

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Some legends explain that the tradition of lighting a Jack-O’-Lantern on All Hallow’s Eve to ward off ghosts is an imperfect understanding of the spawn of Eochai. These amoral beings can be called up by those willing and able to bargain with the titans, and placed to keep ghosts and other spirits away… or trapped. They are most commonly deployed on Halloween when the walls between the living and the dead are thinnest. Unfortunately, they are not particularly selective guardians, and may attack any that they see as a threat to their duty. In particular, their service to the titans frequently sees them at odds with servants of the gods, who may need access to the spirits that they are warding.

Pumpkinheads!

Savage Worlds Stats

All Pumpkinheads have the following abilities:

  • Viny Body, Soft Head: Pumpkinheads are created with enhanced Toughness and natural armor. Treat damage as +4 for attacks to the body with slashing weapons, or Called Shot attacks to the head (with any weapon). Treat damage as +8 for attacks to the head with a blunt melee weapon (or other large-scale blunt weapon, like a thrown brick). Called shots to the head are only -2 to the attack (normally -4), because they are such a prominent feature of the Pumpkinhead.
  • Fire Resistance: Pumpkinheads take -4 damage from fire (or add +4 to resist fire-related Hazards or Powers).
  • Fire Spit: Make a Focus roll as a ranged attack (8”) that does 2d6 damage. The Pumpkinhead can do this 5 times per night. +4 to attack against spirits.
  • Construct: Pumpkinheads are effectively magical constructs. They add +2 to recover from Shaken, ignore 1 point of wound penalties, and don’t need to eat, breathe, suffer toxins, etc.
  • Spirit Ward: Ghosts and other spirits must succeed at a contested Spirit test to approach within melee reach of a Pumpkinhead, and at the beginning of each turn to remain this close.
  • Banishing Touch: Pumpkinheads have +4 to melee attacks against ghosts and spirits, and banish them upon incapacitation.
  • Quiescent Form: Pumpkinheads can withdraw their bodies into their heads and appear as normal jack-o’-lanterns. Close inspection reveals that the light from within them is not a candle, but a naturally occuring flame source. All attacks against them are treated as called shots in this form. Their Spirit Ward remains active while in this form, and they are often left as barriers against spirits. They can resume their full, mobile form as a free action on their turn, quickly sprouting vines into a humanoid body.

Normal Pumpkinhead

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Focus d6, Notice d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 10 (2)
Edges:
Gear: Natural armor (+2), claws (Str+d4)
Special Abilities: As all Pumpkinheads

Large Pumpkinhead

Size 4 (+1 Wound and reach, Scale 2)
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+1, Vigor d8
Skills: Athletics d8, Fighting d8, Focus d6, Notice d6, Stealth d4
Pace: 8; Parry: 7; Toughness: 16 (3)
Edges: Block (Reduce Gang Up by 1)
Gear: Natural armor (+3), long claws (Str+d6)
Special Abilities: As all Pumpkinheads

Eochai (Huge Pumpkinhead, Wild Card)

Size 8 (+2 Wounds and reach, Scale 4)
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+6, Vigor d10
Skills: Athletics d8, Fighting d10, Focus d8, Notice d8, Stealth d4
Pace: 10; Parry: 9; Toughness: 22 (4)
Edges: Improved Block (reduce Gang Up by 2), Sweep (attack all targets in reach at -2, including allies)
Gear: Natural armor (+4), giant claws (Str+d8)
Special Abilities: As all Pumpkinheads, plus:

  • Inconvenient Protrusions: Attackers may climb Eochai, and when attached to his back, he can only reach them by attempting to scrape them off on obstacles. If they can reach his head, he can attack them with claws at a -4 penalty.
  • Fiery Breath: 3d6 damage Breath Weapon. Spirits incapacitated by this attack are banished.

D&D 5e Stats

 

Design Notes

These were developed for my Scion game. They’re heavily inspired by the Fir Bolg from City of Heroes.

In the photo, the medium sized minis are an old set of I think Reaper minis that don’t seem to be available anymore. The larger minis are combined from these Thingiverse treant and jack-o-lantern files and 3D printed:

Scion 2e: Character Sheet

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It doesn’t look like there’s an official version yet, so I put this together for my game.

Scion 2e: House Rules

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As promised last week, this week’s post is a discussion of my changes to the rules draft for my table.

Overall

This list of changes shouldn’t be seen as an indictment of the new Storypath system from White Wolf/Onyx Path. They’re testing it in Scion, and also using it for the updated Aeon line. I’d also expect miscellaneous developments from it to find their way back into World of Darkness games over time.

Overall, it’s a very nice job at taking the sacred cows of the Storyteller system and updating them with modern design ideas. In particular, the move to using successes to purchase effects from a menu is woven pretty well throughout the system (though admittedly some systems are just like “we couldn’t think of anything granular, so just use it as margin of success” which is always a danger with a universal mechanic). This really shines in combat, as simply dealing as much damage as possible has been downplayed in favor of miscellaneous stunts, which seems like it will result in more tactical play.

Adding Difficulty vs. Complications

One of the areas I think the rules need some more revisions are in the idea of Complications. It seems very much like different sections of the draft were written by people that didn’t agree on what the rule does (which is, of course, likely in this type of development). The core idea of Complications are that they’re “you succeed, but…” thresholds on the action. A test could have Difficulty 1, Complication 2: If you only get 1-2 successes, you still succeed, but you need 3+ successes to get a success without suffering a drawback. With the stunting system, you could even decide that you’d rather buy a 2 point stunt and take the drawback, even with a lot of successes.

Unfortunately, a lot of rules later in the book say things like, “…or take/add a 1 point Complication” as if the writer thought “Complication” was a mechanic unto itself, or just increased difficulty, rather than the formal rule. I cleaned up several of those instances throughout my summary. I expect they’ll be cleaned up in the official book once revisions are complete.

One core bug in the system is that the generic stunts value “add a Complication” and “increase Difficulty” the same: you can spend 2 successes to give someone Complication 2 or just bump their difficulty by +2. Raising difficulty is objectively superior in every case except the weird one where you think your opponent can barely succeed, and would rather she succeeded with a drawback than fail outright. I’ve just altered it in my summary so raising difficulty is something you can do to defend yourself, but you have to add a complication to otherwise interfere with an opponent.

Botching

Botching is the sacred cow of the Storyteller system that I’d most love to go away forever. The version on display in Scion is the somewhat defanged version: 1s don’t cancel successes, but if you have 1s on a failure, you botch. This variant has the known issue that, as you increase in skill, your failures get rarer but they’re more likely to result in a botch when you do fail. In my house rules, I just edited it to a Cortex-style purchase opportunity, where you don’t botch unless you accept the GM’s offer of extra plot currency. I’d just as soon remove it entirely, but they sometimes actually hang mechanics off of botching that are useful and hard to attach to something else if you remove botching outright (this is my major complaint about the Changeling 20th rules).

Actions

Scion has a Standard/Move/Free action system. It’s a fine action system. Many games have been perfectly happy using the D&D model over the last couple of decades. Unfortunately, Scion refuses to admit that it has this system. It thinks it has a Standard/Free action system (it’s calling free actions Reflexive). But then there are a lot of rules about movement and things that prevent you from moving or alter your movement just sprinkled throughout the Standard action options. I think it would be cleaner to just break them out (as I’ve done in my summary).

Initiative

I replaced the existing system entirely with Balsera-style initiative in my summary. The default system is the same as the Fantasy Flight games (Warhammer 3e, Star Wars, and I assume the Genesys generic system). In it, everyone rolls initiative and creates a fixed order similar to the more common initiative systems, but then PCs and NPCs can freely trade slots each round (e.g., one PC rolls really well and goes first, so any PC can take that first slot each round).

It’s fine, and I like it better than fully fixed initiative (particularly in a system where there aren’t any “until your next turn” effects), but Balsera-style seems like it’ll be smoother at the table. The default system doesn’t include, for example, any kind of mechanic for PCs arguing over which of them should take the next slot, whereas Balsera-style still lets players be like, “pass to me/no me!” but it’s still the active player’s final choice.

Moreover, Scion does away with the old workhorses of Wits and Alertness (which is probably for the best, since Alertness is otherwise the single most-rolled ability), so there’s nothing that’s being diminished in power by taking away rolled initiative. The default system just uses whatever combat skill you’re probably going to use. Meanwhile, they had this really cool group currency called Momentum that seemed like it would obviously affect the pacing of combat, so it was a no-brainer to me to use that as the governing number instead.

Defense

Speaking of Momentum, the default rule assumption is that players roll their defense pool once every round they’re attacked, with successes setting the difficulty to hit them. That’s a lot of extra rolling to create minimal swing (the average PC is going to have 3-5 dice for defense, so rarely 0, usually 1, sometimes 2, and rarely 3+ defense difficulty). After realizing I wanted to base initiative on Momentum, it made sense to me to give players a good reason to spend Momentum up front (and maybe let the NPCs go first) in order to set a fixed Defense for the whole combat. Two birds, one stone.

Stunts and Gear Tags

These are largely really cool. My changes were minor, and mostly to streamline verbiage (I expect it will be similarly streamlined in official revisions). I added several ranged stunts since I don’t like lists that only have one entry (necessitated by my moving the stunts available to every weapon to a generic combat stunts section, when they’re individually reprinted for each weapon type in the official document).

The gear tags system is cool. I like that they’re moving away from the weapon porn of old Storyteller, where we need to dither over exactly how to model the difference between a Desert Eagle and a .44 Magnum in capacity, damage, range, and difficulty. I expect that my player that, in every game, is constantly dropping his weapon to slam an opponent into the environment is going to be excited to have a game where that’s a fully valid tactic. Everything does an injury for one point and an additional injury for four more points, and that’s it.

That said, looking at the example gear lists, I think they’re going to have a hard time selling the rule of thumb that most standard gear is worth three points of tags. Most of their examples aren’t. I think they’re going to want to add a few more tags if they’re serious about balancing the gear based on the numbers in this system.

Scion 2e: Rules Summary

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I’m putting together a Scion 2e game based on the Kickstarter backer drafts, and wrote up a rules summary for my players. Why am I posting a rules summary for rules that are likely to change significantly before actual publication? A) This is using up most of my design cycles, so it’s the content I have ready to post for the next couple of weeks and B) it gives me an opportunity to talk next week about my house rules to compensate for in-progress rules. The summary below includes my house rules worked in. They’re colored red to note that they’re not the official version of the rules, and so I can talk about them next week.

Core Mechanic

Roll a dice pool of d10s composed of Attribute value + Ability value. Each die that shows 8-10 is a Success. Reroll any die that shows a 10 to attempt to get another Success. Your action may include an Enhancement bonus: if any dice generated Successes, you add the Enhancement bonus to the result as additional Successes. Spend your successes on overcoming Difficulty, avoiding Complications, and performing Stunts.

  • Difficulty: Most challenges have at least Difficulty 1, and harder challenges have higher Difficulty. You must first spend Successes to buy off the Difficulty, or the challenge is a failure (and you gain a Consolation). Difficulty is either static, or set by the defending character’s Successes.
  • Complications: Some challenges may include one or more points of Complications. If you do not buy off Complications after buying off Difficulty, the challenge is a success with drawbacks (if you do not buy off the Difficulty, the Complications are not applied). This could be a narrative issue or a temporary Condition for your character.
  • Stunts: You can spend Successes beyond the Difficulty to generate Stunt effects. These effects have a fixed or variable cost, depending on the type of challenge. Essentially, rather than a simple margin of success, most challenges allow you to subdivide your additional Successes to accomplish specific goals and indicate what success means to you. See the expanded options for Stunts under the heading below.

Stunts

Generic Stunts apply to any roll, allowing you to narrate how you change the scene. See the Action section for Combat Stunts.

  • Add Complication: Successes spent on this stunt are a temporary Complication for others attempting the action you specify; they will take a Condition if they do not buy off the Complication, as usual.
  • Add Enhancement: Successes spent on this stunt are an Enhancement to the next ally taking the action you specify. (This is also how you use Teamwork on a task.)
  • Add Difficulty: Successes spent on this stunt are a temporary increase to Difficulty to affect you (and only you) with a specified type of action. (This is how you dodge.)
  • Twist of Fate: Successes spent on this stunt allow you to add details/alter context about the scene, on a one-for-one basis. You can only use this stunt when the action was channeled through your Path, and when the changes don’t alter something already established about the scene.
  • Degree of Success: For very simple rolls, you can just use excess successes to indicate the quality of the action.

Consolation

When you fail a challenge, you usually gain a Consolation effect. This is usually a point of Momentum, but may instead be a twist that turns the failure into a different form of progress or advantage.

On a failure with 1s on the dice, the GM can offer an additional Momentum equal to the 1s showing to turn the result of the roll into a Botch (with worse effects than a normal failure). You can choose to not take the bonus Momentum and just take the failure.

Momentum

Momentum (aka, the Black Pool) is a group resource that accumulates through the game (usually through failing challenges). The pool normally has a maximum size equal to twice the number of players. Any player may spend Momentum from the pool to:

  • Add Dice: Add dice equal to Momentum spent to any challenge before the dice are rolled (your roll or another character’s).
  • Add Interval: Spend 3 Momentum to gain another Interval to complete a complex action.
  • Activate Knack: Some Knacks require Momentum to activate.

Momentum spends are generally intended to be with the agreement of all players, since it’s consuming the group’s resource.

Momentum also affects Initiative.

Complex Actions

Challenges that require multiple rolls are complex actions. Each individual challenge is considered an Interval. Each time you succeed at an Interval, you gain a Milestone (which may have its own narrative description; e.g., a clue). Some complex actions may allow you to accrue Milestones without a roll (e.g., crafting challenges where special ingredients you gained elsewhere count as a bonus Milestone). The complex challenge has a number of Milestones required to complete successfully, and some may have a limited number of Intervals before they automatically fail.

Modifiers

Conditions

Due to various factors (narrative effects, suffering Complications, taking Injuries, etc.), a character can have Conditions. These are bonuses or penalties to a specific type of action governed by the Condition’s description. When a penalizing Condition provides a failure or setback, you gain an additional Momentum. You also gain an additional Momentum for resolving a Condition before it would fade on its own (e.g., healing an Injury).

A Field is an area that applies a Condition to everyone within it.

Scale

Due to size or overwhelming biological, technological, or supernatural edge, some entities and objects operate on a different Scale than humans. They are represented using similar Attribute and Ability ranges, but their results are scaled up in situations where it matters to a conflict (usually based on Size, Force, Speed, or Leadership).

The first value (multiplier), is for Narrative scale: successes are multiplied by this number against minor characters and scenery. The second value (bonus) is for Dramatic scale: this is an Enhancement to rolls.

Normal humans are Scale 0 (Standard: no modifiers for Scale). If two opponents both have Scale, the difference in values is treated as the Scale of the larger opponent (e.g., Scale 2 vs. 3 is treated as Scale 0 vs. 1). Many actions automatically fail if the Scale discrepancy is too large, unless you have a power that allows you to try.

  1. Elite: x2, +2
  2. Supernatural: x5, +4
  3. Incredible: x10, +6
  4. Godlike: x100, +8
  5. Supernal: x200, +12
  6. Titanic: xLots, +16

High-Scale (usually Size) entities can generate Shockwave, their blows radiating out to a larger range than normal. The effect hits the target and several range bands around the target, at -2 Scale per range band, until it would be reduced below 0 Scale. For example, a Colossus at Scale 4 hits its target and applies the same Successes at Scale 2 to everyone in close range of the target, at Scale 0 to everyone in short range of the target, and the effect has dissipated at longer range.

Tiers

Characters are rated by Tier to indicate power level.

  1. Mortal: Legend 0
  2. Heroic: Legend 1-4
  3. Demigod: Legend 5-8 (Target Number becomes 7 instead of 8)
  4. Divine: Legend 9-12

Action

Basics of Actions

Each round, on your turn, you may take one Simple Action (or a Mixed Action), one Move, and Reflexive Actions.

Simple Actions are the majority of things you want to do that require overcoming a challenge (i.e., rolling dice). If you want to do more than one distinct thing in a turn, it is a Mixed Action: use the smaller dice pool and split Successes among both tasks.

On your turn you can also Move automatically approximately one range band. If you need to know exactly how far you moved, you can generally assume a number of feet equal to your Athletics dice pool x2. If you need to move more than that, using your Action, the chase rules are usually in effect. Standing up uses up your Move for the round (and if someone is threatening you in close combat, the rest of your Actions for the round are Mixed Actions with Athletics). If you attempt to Move away from an opponent in close range who will try to stop you, you must Disengage before you can Move. You must roll Athletics vs. the opponent’s Close Combat and win to successfully Disengage (or you can perform a Stunt and spend Successes equal to the opponent’s Composure). Getting over or through a Barrier often requires a roll and consumes your Action.

Most other actions are Reflexive Actions that don’t use any significant time, within reason. You can Drop Prone reflexively (which gives you -1 Defense Score against close combat attacks, but +2 Defense Score against ranged attacks). As part of a Move or Add Difficulty stunt (to dodge), you can reflexively Utilize Cover that’s been described in the scene (cover absorbs 1-10 Injuries from attacks that would have to go through it to hit you before it is functionally destroyed).

Special Action Modes

Some types of actions have expanded rules:

  • Chases: Origin Preview p. 82-83
  • Combat: See below
  • Crafting: Origin Preview p. 86-88
  • Intrigue: Origin Preview p. 88-94
  • Procedurals: Origin Preview p. 83-86

Combat

Initiative

When combat begins, everyone spends Momentum as desired to improve their Defense Scores (see Defense).

After determining defenses, whichever group has the highest Momentum goes first. If NPCs don’t have a Momentum total, they act as if they had a total equal to the number of players (i.e., half the PC maximum Momentum). Whichever side is initiating adds +2 to the effective total, and a further +1 if the other side is actually surprised.

The winning group can decide among themselves which individual acts first. After that person completes an action, she can designate the next person to act. Each subsequent individual designates someone else to act that hasn’t had a turn this round. Once everyone has had one turn, the last person to go designates anyone (including herself) to go first at the start of the next round.

At any point, if your side has more Momentum and you haven’t had your turn yet this round, you can spend a point of Momentum to interrupt the individual acting and take your turn (that person is still owed a turn before the round ends).

Making Attacks/Combat Stunts

Roll an appropriate Attribute + Ability. Treat the target’s Defense Score as Difficulty. Spend successes past Difficulty (and any Complications, if desired) on Combat Stunts (or Generic Stunts, like dodging):

  • Close, Grappling, or Ranged Combat
    • Inflict Damage (1s): Deal one Injury
    • Critical Hit (4s): Deal a second Injury
    • Disarm (Variable): Disarm target (Successes equal to target combat skill, +1 to knock it a range band away)
    • Knockdown/Trip (Variable): Knock target Prone (Successes equal to target Stamina/Dexterity)
  • Close Combat
    • Blind (2s): Target takes temporary Condition that applies +1 Difficulty to all Ranged attacks
    • Break-Up Grapple (1s): Knock two characters (not including yourself) out of a Grapple
    • Establish Grapple (1s): Inflict the Grappled Condition on the target
    • Seize (3s): Take a held or loosely-attached non-weapon object from the target
  • Grappling Combat
    • Break Free (1s): Remove the Grappled Condition from yourself
    • Gain Control (Variable): Give your opponent in the Grapple the Grappled Condition (Successes equal to target Close Combat ability)
    • Move (1s): You both move one range band in a direction of your choice (must be in control of the Grapple)
    • Pin (2s): Opponent’s Defense Score does not apply to other attackers (must be in control of the Grapple)
    • Takedown (1s): Both you and your opponent become Prone (must be in control of the Grapple)
    • Throw (1s): Your opponent moves one range band in a direction of your choice, and the Grapple ends (must be in control of the Grapple); opponent gains reflexive Athletics roll to avoid falling/entering hazardous terrain
  • Ranged Combat
    • Cover/Suppress (Variable): Target gains a Complication on the next action equal to Successes spent, and suffers an Injury if it is not bought off
    • Draw Fire (Variable): Target gains a Complication on the next action equal to Successes spent, and gains the Out of Ammo Condition if it is not bought off
    • Gun to a Knife Fight (1s): You must spend an additional Success to hit a target that could hit you in close combat

You can only buy the same stunt once (e.g., even with many successes, you can only usually deal two Injuries on a single attack by spending 1 for Inflict Damage and 4 for Critical Hit).

The Grappled Condition means that you cannot Move and must engage in Grappling Combat stunts (as must your opponent, but your opponent can use the stunts useful for the one in control of the Grapple).

The Out of Ammo Condition means your firearm is out of ammunition, and you cannot make further attacks with it until you spend an Action reloading. This may be applied as part of a Stunt, via the Automatic Weapon Tag, or when situationally appropriate.

Resolving Damage and Healing

When you take an Injury, you may put it in any open Health slot. It applies a Condition related to the source of the Injury. The effect of the Condition is usually to increase Difficulty to related tasks (e.g., anything using a wounded arm) or to reduce your Defense Score. Bruised Conditions apply -1, Injured Conditions apply -2, and Maimed Conditions apply -4. If you put an Injury in your Taken Out slot, you are unconscious and helpless. Remember that you gain 1 Momentum every time a Condition impairs you.

You can opt to Concede any time you would take one or more Injuries. Instead of taking the Injuries, you mark your Taken Out slot (usually in a more temporary way than taking it as a Injury), gain 3 Momentum, and are helpless until at least the end of the fight.

Once per session, you can receive First Aid. The assisting character rolls Reason + Medicine, with a Difficulty 0. Spend Successes on Stunts to reduce the severity of an Injury (2s for Bruised, 3s for Injured, and 5s for Maimed. Taken out requires Successes equal to the total number of other Injuries). Bruised Injuries are cleared completely (though might linger cosmetically). Worse Injuries move into an empty higher Injury slot (so you must have higher slots, often requiring you to clear Bruised first).

Weapons

Weapons are created by purchasing Weapon Tags. Most weapons have 3 points worth of tags, though cheaply made or improvised weapons may have fewer, and extremely valuable ones may have more.

  • Aggravated (2): Injuries dealt by the weapon are magic and can only be healed by magic.
  • Arcing (1): Attacks with this weapon reduce the quality of Cover by one step.
  • Automatic (2): When used in automatic mode, add +1 enhancement to attacks but add a cumulative +1 Complication to subsequent attacks. If this Complication is not bought off, you gain the Out of Ammo Condition. You can remove the Complication by spending an Action reloading, even before getting the Out of Ammo Condition.
  • Concealable (1): You gain Enhancement 1 to sneak the weapon past observers.
  • Damage Type (0): Weapons are Bashing or Lethal.
  • Grappling (1): The weapon can be used in a Grapple, and you gain Enhancement 1 to initiate a Grapple.
  • Long Range (1): The weapon can be used from the Long Range Band, but targets in the Close and Short Range Bands are treated as having +1 Defense Score.
  • Loud (-1): The weapon is noisy and will draw attention when used.
  • Messy (-1): The weapon leaves very distinctive wounds and evidence at the scene of the fight.
  • Piercing (2): You gain Enhancement 1 to attack targets with the Soft Armor tag.
  • Pushing (1): You gain Enhancement 1 if you are using the Knockdown Stunt.
  • Reach (1): You can make close combat attacks from Short range.
  • Returning (1): The weapon returns when thrown (often due to a chain or line).
  • Shockwave (4): The weapon deals Shockwave as if it had Scale +3 (this is typically magical or extremely heavy weaponry).
  • Slow (-1): This weapon gains the Out of Ammo Condition after every attack.
  • Stun (1): Injury Conditions dealt by this weapon are always temporary, and heal quickly on their own.
  • Two-Handed (-1): This weapon requires both hands to use.
  • Unconcealable (-1): This weapon is too big or bulky to be easily hidden or smuggled.
  • Versatile (2): You gain Enhancement 1 to perform any Stunts other than dealing Injury.
  • Weapon Type (0): Weapons are Firearm, Melee, or Thrown.
  • Worn (2): This weapon is strapped on or otherwise can’t be Disarmed.

Armor

Armor is created by purchasing Armor Tags. Like weapons, armor normally has 3 points worth of tags, but may have fewer or more based on value.

  • Bulletproof (2): You ignore the Piercing Weapon Tag on Firearms.
  • Cumbersome (-1): Most Athletics challenges while wearing the armor are at Difficulty +1.
  • Concealable (2): This armor can be hidden under clothing.
  • Hard (1 or 3): This armor grants you +1 or +2 Armor Health slots.
  • Innocuous (1): The armor is or at least appears to be mundane gear (such as a leather jacket or sports pads) that will not be especially strange when worn in public.
  • Resistant (2): You ignore injuries from a particular energy type (this usually requires magic).
  • Soft (1): The Inflict Damage Stunt costs an additional success to use against you.
  • Weighty (-1): After extended labor or sleep while wearing the armor, you must succeed at a Difficulty 3 Athletics + Stamina challenge or gain the Fatigued condition. The Difficulty increases by +1 each time until you rest unarmored.

Character Traits

Deeds

Each player character should have at least one of each of the following Deeds: stated goals for character achievement and growth. Accomplishing them earns Experience and Legend.

  • Short-term Deed: Something that you should be able to accomplish within a single session
  • Long-term Deed: Something that you should be able to accomplish by the end of the story arc (related to a Path)
  • Band-term Deed: Something your group should be able to accomplish in a season (this is developed by and shared by the whole group)

Each deed has a theme chosen from Conviction, Courage, Duty, Endurance, Expression, Harmony, Intellect, Justice, Loyalty, Piety, Valor, or Vengeance (e.g., “Valor: Rid the neighborhood of the Bratva mob”).

Path

Each player character has three Paths: Origin, Role, and Society/Pantheon. Paths provide context for actions and Twists of Fate as well as connections (to a Group, Contact, and resource Access). Origin indicates backstory, Role indicates occupation or area of expertise, and Society/Pantheon indicates relationship to the larger supernatural world. Each Path includes a Condition that can be triggered if used too often (indicating overdrawing connections/resources or otherwise bringing down problems).

Attributes

Attributes have an Arena (Physical/Mental/Social) and an Approach (Force/Finesse/Resilience) which governs when they are used.

  • Might (Physical Force)
  • Dexterity (Physical Finesse)
  • Stamina (Physical Resilience)
  • Intellect (Mental Force)
  • Cunning (Mental Finesse)
  • Resolve (Mental Resilience)
  • Presence (Social Force)
  • Manipulation (Social Finesse)
  • Composure (Social Resilience)

Abilities

Choose a Specialty for any Ability at level 3+. You gain bonus Momentum for failing a roll in your Specialty.

  • Academics: Humanities, Law, Politics, Bureaucracy, Languages Spoken
  • Athletics: Sports, Lifting/Breaking, Thrown and Ranged Weapons
  • Culture: Societies, Art/Religion Appreciation, Etiquette
  • Close Combat: Melee Weapons, Martial Arts, Assessing Enemy Fighters
  • Empathy: Emotional Cues, Lie Detection, Profiling
  • Firearms: Firing Guns, Maintaining and Modifying Firearms
  • Integrity: Emotional Fortitude, Hide Emotions/Intentions, Resist Mind Control/Torture
  • Leadership: Manage Individuals, Strategy and Tactics, Persuade Groups
  • Medicine: Diagnose and Treat Living, First Aid, Judge Creature Health
  • Occult: Cryptozoology, Secret Histories, Mystic Rituals, Paranormal Phenomena
  • Persuasion: Seducing, Debating, Compromising, Fast Talk, Persuade Individuals
  • Pilot: Drive Automobile, Pilot Watercraft, Pilot Aircraft, Ride Mount, Navigate in Vehicle
  • Science: Scientific Method, Research and Analyze Data, Create Compound and Reactions
  • Subterfuge: Deception, Stealth, Disguise, Forgery, Sleight of Hand, Lockpicking
  • Survival: Find Food and Shelter, Craft Basic Tools, Navigate on Foot, Tame Wildlife
  • Technology: Operate/Repair Software/Hardware, Programming, Electrical Engineering

Callings

Callings are divine archetypes, and indicate the role you fill as you approach divinity. Mortal Scions start with a single calling (drawn from the portfolio of their parent/patron), and can eventually develop up to three as they grow in divinity. Your available Knacks are based on your Callings. The Callings are Creator, Guardian, Healer, Hunter, Judge, Leader, Lover, Liminal (boundaries), Sage, Trickster, and Warrior.

Knacks

Knacks are low-level powers possessed by all Scions. Some of them require Momentum to activate. They are drawn from lists associated with each Calling.

Defense

Your base Defense pool is equal to your highest Resilience attribute (Stamina, Resolve, or Composure), and may include other bonuses. When you determine Initiative, you may spend up to your base Defense pool rating in Momentum to add to the total. Your Defense pool plus Momentum spent divided by three and rounded down becomes your Defense Score for the combat (e.g., if you have Defense 3 normally, you could take a Defense Score 1 automatically, or spend 3 Momentum to gain a Defense Score 2). The Defense Score is the Difficulty for anyone who attacks you in combat (and might be further increased by armor and dodging).

Health

You have four base Health slots: Bruised, Injured, Maimed, and Taken Out. If your Stamina is 3+, you gain a second Bruised Health slot, and if your Stamina is 5+, you gain a third Bruised Health slot. When you take an Injury, it fills the highest unfilled Health slot, and applies a Condition based on the slot filled (e.g., a Maimed Condition is worse than a Bruised Condition). Armor may add additional Armor Health slots that absorb Injuries without applying Conditions.

Serial Numbers Filed Off: Streaming Sci-Fi

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Exalted Clay

(D&D, Scion, Nobilis, etc.)

The gods do not like to speak of the real reason for the punishment of Prometheus. “Giving fire to mankind” was the metaphor for his crime: teaching a collection of demigods and mortals the skills to make themselves a threat to the divine themselves, and selling them on the idea that for mankind to be free, there could be no immortal tyrants upon the mountaintop. The uprising was narrowly defeated, Prometheus bound, and the souls of his Dragon’s Teeth locked away in Tartarus for all eternity.

Or until today.

Someone nearly succeeded in murdering Zeus. He awoke, battered and bloody washed ashore of the river Lethe. He’d lost days of memory. But he was certain that the only explanation was that another god had tried to kill him.

His only choice was to free a handful of Dragon’s Teeth to attempt to solve the crime, with freedom their reward for success. After all, who else could he trust to be impartial, to hunt a murderous god, other than those who were formerly bent upon destroying all of the gods?

And will this hamartia of hubris finally bring low mighty Zeus, as it has so many patriarchs of the past?