Scion House Rules and Guides

Players unfamiliar with Scion can get up to speed quickly with pregenerated characters from Scion: Hero and more from Scion: Companion and the Yazata sourcebook. They should also look over the Quickstart Rules from Of Shadows Yet to Come free product.


Combat Sequence

  1. Declare Attack: State your target and determine your (Attribute + Ability) dice pool. If you're trying a stunt, say that in this step as well.
  2. Declare Defense: The target will determine which Defense Value (DV) he wants to use. This is usually either Dodge ([Dexterity + Athletics + Legend] / 2) or Parry ([Dexterity + Melee + Weapon's Defense Value] / 2) depending on the situation. It's possible to Parry with your limbs in which case use ([Dexterity + Brawl] / 2), though this is only possible for bashing damage. In some cases, attacks might be undodgeable (like a hail storm) or unblockable (like a burst of steam from a vent).
  3. Attack Roll vs. Defense: Your attack pool depends on your method of attack. You need to roll a number of successes greater than successes on the defender's Defense Value roll, known as threshold successes. This is also the step where characters use Legend to reroll either their attack roll or their defense roll.
    • Melee Weapon: Roll [Dexterity + Melee + Weapon's Accuracy].
    • Ranged Weapon: Roll [Dexterity + Marksmanship + Weapon's Accuracy].
    • Unarmed Attack: Roll [Dexterity + Brawl].
  4. Calculate Raw Damage: Your raw damage pool is equal to (Weapon's Damage + Attacker's Strength + Threshold Successes + 1).
  5. Apply Hardness: Subtract the target's hardness from the raw damage pool. This isn't common unless you're attacking objects or people in armor.
  6. Roll Damage, Apply Soak: Roll this pool and successes are damage applied to the target, as bashing, lethal, or aggravated damage. The target has a chance to soak (neutralize) the damage by rolling his soak pool (which depends on the damage type). Successes in the soak roll negate successes in the damage roll.
  7. Apply Results: If the damage roll has successes in excess of the soak results, apply those as damage to the target. The target immediately starts suffering wound penalties, poisons, spell effects, or anything else the attack carried with it.

House Rules

The following house rules are in effect in the campaign.

Alternate Purviews

When purchasing dots in the Mystery and Prophecy purviews, Scions can choose between the printed versions and alternate versions from the White Wolf wiki. Those who choose the alternate Mystery and alternate Prophecy versions cannot switch to the book versions later.

Legend Rewards

Characters will get experience points awarded during the course of the campaign, but also Legend points for completing exceptional milestones. This takes the pressure off advancement and allows a steady increase of Legend, though a committed character can still increase Legend with experience.

Modified Defense

Defense Values are based on the lower of Wits or Dexterity plus the other factors, rather than always on Dexterity. This means that Dodge: is ([Wits or Dexterity] + Athletics + Legend x 0.5) and Parry is ([Dexterity or Wits] + [Melee or Brawl] + Legend / 2). For balanced characters this won't make much of a difference but it stops NPCs skewed totally to the physical from being impossible foes. Dots from Epic Dexterity are added onto this value.

New Miscellaneous Actions

The following miscellaneous actions can be used.

  • Block Movement (Speed 5, DV -1): A character can try to stop someone from moving past him. If the target tries to pass, make a contested (Strength or Dexterity + Athletics) roll. If the target fails, he cannot pass. Ties favor the target. The blocking character must use his parry DV against anyone he wishes to block (since dodging would mean getting out of the way), though he can dodge attacks from anyone else.
  • Defend Other (Speed 5, DV -1): A character can take an action to defend someone else. When they do this, they must use their Parry DV. If an attacker exceeds the defending character's parry DV, they can choose to hit the defender or can carry on the remaining successes of their attack to hit the character being defended. Defenders who cannot parry the attack for whatever reason cannot use the Defend Other action against that attack. The character can split his action to attack as well, but he must remain directly beside his ward. He may use his dodge DV as normal to avoid attacks against himself; he is only limited to parrying for attacks at the ward. Finally, each additional person who helps him block increases his defending parry DV by 1 to a maximum of +5. Example: Pierre wants to defend Saltmarsh Andy. Pierre's parry DV is 4, 3 because he took an action. Any attacks which would come at Andy have to break a 3 DV to hit him. If they do, they lose 3 successes, and Andy still gets his 5 DV against the attack. Andy could use a better bodyguard.
  • Interpose (Speed 5, DV Special): At any point during combat, a character can throw himself in the path of an incoming attack, taking the blow instead of the intended target. He must be within your MOVE distance of the target or the path of the ranged attack. For the purposes of defending against the attack, his DV is zero. He must declare his intention to interpose before the attack roll is resolved. Note: if the attack garners a greater number of successes than double what his DV would have been, the attack can chose to ignore the Interposing character and attack the intended target as usual.

Non-Invincible Willpower

Characters can no longer simply spend a point of Willpower to ignore any and all mental/social effects. Instead, they will roll (Charisma + Integrity) to defend against social effects and (Wits + Integrity) to defend against mental effects.

Perceptive Gunfire

Scions add their Epic Perception dots as auto-successes to damage rolls for firearms. This is equivalent to the Epic Strength auto-successes for melee or thrown weapons.

Purviews Bought in Order

If you use experience points to buy your purviews in order (that is, if you have Sky 3 and you're adding Sky 4), the cost is based on your current rating not the new rating. If you skip (buy Sky 4 without already having Sky 3) then you pay based on the new rating. This allows true masters of a purview to excel but not be limited.

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