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Scion Second Edition

Early Access

Table of Contents
Introduction ................................................................................................................................ 3
Rolling in Scion .......................................................................................................................... 3
Summary ................................................................................................................................ 3
Dice Pools and Target Numbers ............................................................................................. 3
Tier ..................................................................................................................................... 4
Successes and Enhancements .............................................................................................. 4
Teamwork ........................................................................................................................... 5
Difficulty.................................................................................................................................. 6
Setting Difficulty .................................................................................................................. 6
Complications and Consolations............................................................................................. 7
Momentum .......................................................................................................................... 9
Stunts ..................................................................................................................................... 9
Action Types..........................................................................................................................12
Scale .....................................................................................................................................15
Feats of Scale ....................................................................................................................16
Action-Adventure ........................................................................................................................16
Attacking ...............................................................................................................................17
Resolving Damage.............................................................................................................19
Weapons and Armor..............................................................................................................21
Sample Weapons...............................................................................................................23
Paths ........................................................................................................................................25
Sample Characters ...................................................................................................................27
Rhiannon ...............................................................................................................................27
Virtues: Honor vs. Prowess ................................................................................................29
Brigid, Triple Goddess of Fire.............................................................................................30
Hassan ..................................................................................................................................30
Virtues: Audacity versus Fatalism ......................................................................................33
Loki, God of Trickery and Fire ............................................................................................33

Antagonists ...............................................................................................................................35
Archetypes ............................................................................................................................36
Archetype Listings..............................................................................................................37
The Bigger They Come: Heroic Antagonists ..........................................................................38
Heroic Archetypes..............................................................................................................39
Foe ....................................................................................................................................39
Rival...................................................................................................................................39
Nemesis .............................................................................................................................39
Titanspawn ........................................................................................................................40
Tension Pool .........................................................................................................................40
Spending Tension ..............................................................................................................41
Example Antagonists .............................................................................................................42
Amazon .............................................................................................................................42
Werewolf (Therianthrope) ..................................................................................................43
Troll....................................................................................................................................44
Daitengu (Bird People) .......................................................................................................45
Jtnar (Giants) ...................................................................................................................47
Hydra (Sea Monsters) ........................................................................................................48

Introduction
Developer: Neall Raemonn Price
Early Access Writers: Monica Speca, Charlie Raspin, Vera Vartanian
Welcome to the Early Access for Scion Second Edition! Please keep in mind that the following
text is taken from playtest files, and may evolve in response to late-stage playtest input. Thank
you, and please enjoy!

Rolling in Scion
Scion tells the stories of heroes and monsters, daredevils and gods. What would such tales be
without a little uncertainty? When characters take a risk or face a challenge, their players roll
dice to discover if they succeed.
Rolls are meant for significant or risky tasks, where failure could be interesting or its not
obvious that a character will succeed. Tasks which fall well within a characters competency and
face no opposition or adverse conditions shouldnt provoke a roll. Most people can drive to the
mall without an epic soundtrack booming behind them.
The Storyguide ultimately decides when a character should and shouldnt roll.
Rolls in Scion follow the sequence below. This method of resolving dramatic action is used in
different ways throughout the game, but always remains basically intact.

Summary
1) Form a dice pool. This is a number of 10-sided dice equal to the sum of the most relevant
Attribute and Skill for the task at hand, chosen by the Storyguide.
2) Roll the characters dice pool and check each die separately. Dice showing a number which
meets or exceeds the target number (usually 7) provide 1 success. Any dice that show a 10
provide 1 success and are rolled again. This rule is called 10-again.
3) If the character rolls at least one success, they benefit from Enhancements. These are
situations or advantages that provide additional, free successes. Add these to the total.
4) All tasks face a difficulty. If the total number of successes generated equals or exceeds the
difficulty, the task is completed flawlessly.
5) Any leftover successes are threshold successes. Spend them to apply Stunts that stretch the
victory further.
6) If the difficulty wasnt overcome, the character completes the task with a Complication, or
meets failure but receives a Consolation that keeps the story moving.

Dice Pools and Target Numbers


A dice pool is a set of 10-sided dice that represents a characters ability to tackle a given task,
and therefore their basic chance of success.

To form a dice pool, add the characters most appropriate Attribute to their most appropriate
Skill. These are both character traits represented as numerical values, the higher the better.
Attributes are a characters raw talents, such as physical strength or mental agility, while Skills
denote training and knowledge.
Example: Rostam needs to lift a fallen pillar off his bandmate. This is a task requiring both raw
strength (Might) and lifting technique (Athletics). Rostam has a Might rating of 3 and an
Athletics rating of 1, so his player assembles a pool of 4 dice.
When a dice pool is rolled, each individual die needs to meet or exceed a target number to
provide a success. A characters target number depends on their tier, but the default is 7.

Tier
When we refer to tier, were speaking of a characters relative power level within the
setting. This is reflected not only in access to powers and the Legend trait, but in target
numbers. Mortal, Origin- or Hero-tier characters must meet or exceed TN8 to get a
success; Demigods and Gods must roll at TN7. Storyguides, when using the antagonist
rules, be mindful of both Tier and Scale.
Regardless of the target number, if a 10 is rolled it provides 1 success, and is rolled again. This
continues until no dice show a 10. This is called the 10-again rule, and certain powers offer 9again, 8-again, etc.
Dice pools are almost never modified. Advantages and disadvantages are represented by other
means. This makes it easier to memorize common dice pools. Similarly, target numbers are
almost never modified except by a characters tier.
If you divide a number in Scion and are left with a fraction, you should always round up. Some
exceptions exist, but unless theyre specifically noted, round up.

Successes and Enhancements


Successes are Scions currency. If a character achieves enough successes to meet or exceed the
difficulty of their task, they succeed perfectly at it. Spare successes are called threshold
successes, and are spent and pulling off impressive Stunts.
A character generates successes by rolling their dice pool and meeting the target number. If they
roll any successes at all, they also benefit from Enhancements. These are advantages, like having
the high ground in a fight, which provide additional successes equal to their rating. The higher an
Enhancements rating, the more useful and potent it is.
Example Enhancement
Giveaway Tell (1e) - Youve spotted a guilty tic or some other personal clue
belonging to another character. Perhaps they scratch their nose, stammer, or
outright weep blood. Applies: Any roll to intuit the relevant characters motives,
attitude or truthfulness.
No matter how many Enhancements apply to a task, they all generate successes. However,
Enhancements only benefit appropriate goals, and only if the character rolled at least one success
with their dice pool. Its rare to have more than 3e to any one roll; additionally, no player may

have more than five points of Enhancements from all combined sources. The sole exception
to this is Scale; Enhancements from Scale differences may stack with other sources.
Example: Elizabeths pistol is loaded with Enhancement 1 explosive ammunition. If she rolls at
least one success when she tries to gun down a rakshasa, it grants her one extra success but it
wont help her vault a barricade.
Some effects allow a character to pass a roll. They still roll, but their Enhancements apply
regardless of whether they roll any successes. It is possible for someone to pass and still not
succeed, if their Enhancements dont let them meet the difficulty.
Scale
One special form of Enhancement is Scale (pp. XX), which is a shorthand for the effects of
overwhelming size, speed, and so on. A fomorian giant receives an Enhancement when its
crushing a car like a paper cup, because its just that huge.
Equipment
Another common source of Enhancements is Equipment. Humans are tool users, whether theyre
hacking with a high-end computer or an enchanted battleaxe. More potent (and usually more
expensive) equipment offers a greater Enhancement, while shoddy or ill-maintained gear can
inflict a Complication instead. Some tasks require certain kinds of Equipment to even be
attempted. A character cant fix a totalled car with hope and chewing gum. Well, a mortal cant.

Teamwork
If one character helps another with a task, their teamwork is represented as an Enhancement. The
assistant rolls their own dice pool, and their team-mate receives an Enhancement equal to the
successes their dice generated. This dice pool does not need to be the same as their team-mates.
They may also enjoy the benefits of the assistants own Enhancements, but redundant
Enhancements (such as Equipment) do not stack. The Storyguide is ultimately the judge of when
it makes sense for an Enhancement to transfer, and when it makes sense for teamwork to be
possible at all. Crowding a safecracker wont help her get to the treasure within any quicker.
Example: Marche tries to help Nikola in his engineering efforts, but shes not an automobile
expert. Instead, she rolls her Might + Athletics pool to lift the car for easier access. Nikola
receives an Enhancement to his efforts equal to her rolled successes.
Enhancement
Rating

Circumstance
Example

Equipment Example

Minor

The interviewers in a Damn fine coffee.


good mood.

Notable

Youve been
recommended for the
job.

A doctors illicit
pick-me-up.

Significant

Youre the
interviewers best
friend.

Bleeding-edge
stimulants.

Major

Youre holding the


interviewer hostage.

Futuristic wired
reflexes.

5+

Extreme

You psychically
control the
interviewer.

A sacred potion of
vitality.

Difficulty
Whenever a character has to roll to complete a task, they face the possibility of flaws and failure.
A daring leap across buildings ends with a fall several stories down. An investigation into the
origins of a strange monster leaves a detective deeply indebted to her sources. A bold bluff
crumples against the utter disinterest of the club bouncer, or gets a character inside with all the
wrong attention.
This possibility is represented by difficulty, a value equal to the number of successes needed to
flawlessly accomplish a task. If no difficulty is specified, it defaults to 1.
If a character fails to meet the difficulty of a task, the Storyguide offers their player an
appropriate Complication or Consolation. A Complication means that the character succeeds
anyway, but suffers unwanted drawbacks in the process. A Consolation means that the character
fails, but receives some unlooked-for opportunity as a result.
All tasks also have a basic difficulty. This defaults to 1, but is otherwise listed after the normal
difficulty in parentheses. If the character does not generate at least as many successes as the
basic difficulty, the Storyguide can only offer Consolations in the face of failure. In other words,
a character that does not roll at least one success cannot succeed, even with a Complication.

Setting Difficulty
When the difficulty of a task is not described in the text, the Storyguide sets it themselves and
makes players aware of how many successes they need. Difficulty should only be hidden for
tasks where it would give a secret away to players, such as a roll to detect a hidden enemy.
On average it takes a mortal about three dice to generate 1 success, so most tasks that actually
call for a roll only require a single success to complete. Even difficulty 1 represents an obstacle
that a professional with a dice pool of 4-5 may sometimes stumble at. An increase of just +1
difficulty requires an extra two or three dice for a character to overcome.
In some cases, difficulty is not set by the Storyguide, but fluctuates based on the ability of an
opposing character. This is called opposed difficulty, and is usually generated by successes on the
defenders own roll. When its not clear whos defending, the character with the lower success
total has their successes converted into difficulty for the other character.
In situations where its impossible to succeed, theres no reason to set a difficulty. Just dont roll.
[begin tabbed table]
Difficulty Rating

Task Example

Minor Giving the slip to a chasing police officer.

Notable

Evading co-ordinated pursuit from multiple trained officers.

Significant

Outrunning a police car on foot.

Major Bolt from the charge of the Wild Hunt.

5+

Extreme

Escape from the immediate grasp of a vengeful Fury.

[end tabbed table]

Complications and Consolations


Difficulty represents the obstacles in the way of a flawless finish. If a character cannot muster
enough successes to overcome the difficulty, they either suffer a Complication but complete their
task, or fail but receive a Consolation. The Storyguide makes the offer, and the player chooses.
A Note to Storyguides
You dont have to create Complications on the fly to help your players characters. The
system is meant to fine-tune what fate they suffer when the dice dont go their way success with a negative, or failure with a positive. Just declare Difficulties up-front based
on total circumstances. If things get wonky, feel free to toss the players Momentum and
call it a day.

Complications
If a character suffers a Complication, they succeed with a drawback; a yes, but. Most tasks
include one or more likely Complications for Storyguides to apply.
Example: Romani fails to meet the difficulty to clamber over a wall while fleeing the police.
Instead of letting him get caught, his player decides to accept a Complication. He makes it over
the wall, but the barbed wire at the top injures his leg, or tangles his coat as evidence.
Complications have a numerical value, which indicates how severe they are. A Complications
rating should be no higher than the difficulty it was associated with. Even if different
Complications could apply to the same roll, a character only ever suffers one when they partially
succeed. The Storyguide should usually choose the highest-rated.
When an effect such as a Stunt imposes a Complication on a roll, it increases that rolls difficulty
(though not the basic difficulty) by an amount equal to the Complications value.
Example Complication
Crowd Cover (2c) - Your target is using bystanders as unwitting shields. Its a
defense that relies on your conscience. Result: Your attack, made with a firearm,
also hits a random civilian near your target. It is resolved with the same number of
threshold successes.
If a player instead chooses to fail and receive a Consolation, they do not suffer a Complication.
However, this may be rendered a moot point by failure.
Example: If Romani doesnt want his pursuers to get a good look at his appearance, he might
choose not to accept it as a Complication. However, if he chooses to fail and receive a
Consolation instead, theyll catch him and discover what he looks like anyway.
[begin tabbed table]
Complication Value Severity

Example: You get a favor from an official, but . . .

Trivial ...the official is mildly offended.

Notable

...the official deduces your true agenda.

Significant

...the official can blackmail you in future.

Major ...the official will forever despise you.

5+

Extreme

...the official prepared a magical oath to force you to return the favour.

[end tabbed table]

Consolations
If a player accepts a Consolation, they fail. Simply put, they dont achieve whatever they were
hoping to. Their charm falls flat, they draw a blank, they swing and miss.
The specific results of failure depend on the context. A character who fails to pick a lock is just
going to have to find another way inside, and one whose argument goes unheard will need to find
a more receptive ear. On the other hand, anyone who fumbles a leap from a tall building faces a
terrifying fall and probable injury.
Failure is never just a dead end, however. In stories, failure always leads to something new, or
builds anticipation for the inevitable heroic comeback. The same is true in Scion, where the story
is moved forward through Consolations. This is a minor benefit that doesnt exactly give the
character what they want, but advances the groups interests somehow.
Fundamentally, Consolations exist to help Storyguides avoid simple dead ends. Failure doesnt
end stories, it changes them. If characters fail to crack the code that would lead them to a citydestroying titanic rite, the story turns to locating the one numerologist who can. If they cant find
her, the story turns to tracking down the cultists directly using clues found at her wrecked home.
Fail at that, and they face a race against time while the ritual visibly gathers pace
Of course, at some point failure should probably start a story about dealing with a destroyed city.
The Storyguide always needs to balance engaging Consolations with an actual sense of threat.

Common Consolations
Twist of Fate: Failure leads the character to another approach, through new information or sheer
coincidence. It isnt exactly what they were hoping for, but it just might work
Example: Zayd fails to pick a lock, but he overhears two guards complaining about a misplaced
keychain. He can try to track down that, instead.
Chance Meeting: Failure causes the character to meet someone who can offer help or
information though perhaps at a price.
Example: Annie falls from a rooftop, but wakes up hours later, hidden from pursuit by an alleydwelling hag with her own motives.
Unlooked-For Advantage: Failure results in a circumstance that benefits a future action,
equivalent to 1e for the failing character or one of their comrades. This Enhancement cant
benefit the same action that provided it except in frantic situations where the character is
expected to try again immediately, like attacking in combat.
Example: Marie fails to talk an asura into helping her, but makes a good impression on her
daughter, allowing her to more easily persuade the young demon princess down the line.

Momentum
Another common kind of Consolation is Momentum.
Momentum is heroic destiny at work, represented as a resource that players spend to help out
their characters. Characters are not themselves normally aware of Momentum, but instead put its
effects down to good luck or undaunted effort. Storyguide characters do not earn Momentum.
Each player character has their own stock of Momentum, which they must track individually.
This pool normally starts empty, and empties at the end of each Arc, but holds up to 12
Momentum at once. However, at the start of each new scene, the Momentum pool drops to 6,
unless the amount of points in the pool is less than 6.

Gaining Momentum
Failure: When a character fails, the Storyguide may offer them Momentum instead of a normal
Consolation. If they accept, they immediately receive 1 Momentum. If the roll dealt with their
Specialty (a specific area in a given Skill) they receive an additional 1 Momentum.
Botch: If the Storyguide sees an opportunity to make failure more awful (and interesting) than
usual, they may offer 3 Momentum instead. If the player accepts, their character suffers a
worsened failure called a botch. Botches can result in all sorts of awful consequences, but they
cant remove the character from play for an extended period of time unless that would already be
a consequence of failure.
Example: Tamiko misses an attack, and her player decides to accept a botch. Instead of simply
passing through empty air, her blade outright slips from her grasp.
Condition: Characters also receive 1 Momentum whenever they suffer a failure or setback as a
result of a Condition. This stacks with any Momentum gained from failing. Conditions present a
character with a trial to be overcome with heroic impetus, such as lotus addiction, a prophesied
doom, or a broken limb.
Influence: Whenever a character allows a Storyguide character to manipulate them into a course
of action with an influence roll, they receive 1 Momentum. They also receive 1 Momentum
whenever the Storyguide chooses to ignore one of their own successful social actions.

Spending Momentum
Momentum may be spent whenever the player wants to add dice to any pool, one die per
Momentum point. Again, though, they may only keep a maximum of 6 Momentum (or less) in
their pool when going to the next scene. Anything more is discarded.
Dice Adding
A note to Storyguides: adding dice in Storypath is super rare. We dont do it very often.

Stunts
Characters in Scion are rarely satisfied with mere success. They strive to exceed expectations, to
reach for perfection, and above all to show off. These are Stunts, which reward impressive
performances by letting characters spend their threshold successes to produce additional effects.
Usually, this takes the form of imposing a Complication on an enemys roll, or offering an
Enhancement to a friend. Perhaps a character clambers over a wall so swiftly that she has time to
confuse pursuit with a false trail, or create a handhold for someone behind her.

Applying Stunts
Stunts have to make sense for the task that they stem from, while some specific Stunts are only
available to rolls that used a particular dice pool, such as a special knock-out strike that relies on
a Might + Brawl roll. In the case of mixed actions, Stunts can be drawn from both of the relevant
dice pools, not just the one that was actually used.
Example: Elizabeth cant use a Stunt for a Cunning + Marksmanship roll to offer an
Enhancement to diplomatic talks... unless, of course, the Jotunheim representative is particularly
impressed by amazing trick shots.
In some cases this level of mechanical detail isnt necessary, so threshold successes just indicate
a general degree of success. 0 threshold successes is a barebones victory, 3 demonstrates
remarkable fortune or skill, and 5 is a sublime performance worthy of honour, fame, and millions
of Youtube views.

General Stunts
Stunts usually conform to one of three general templates, which scale with the threshold
successes spent on them. Others have unique effects that must be detailed in their own entries,
but these two general Stunts can be easily used, or serve as a baseline for Storyguides.
Complicate (threshold varies)
Kick obstacles into the path of an opponent. Set the building alight. Lay down covering fire. Ask
an awkward, compromising question. Result: A particular kind of action gains a Complication of
equal value to the number of spent threshold successes. This effect lasts until it is made
irrelevant or deliberately removed, such as when a fire is extinguished. It has no effect on the
basic difficulty of an action.
Enhance (threshold varies)
Spot for a sniper. Knock an enemy off-balance. Offer someone a boost up. Lay groundwork for a
publicity campaign. Result: Create an Enhancement that you or an ally can use. Each spent
threshold generates 1 rank of Enhancement, which can be used once and is available until the
end of the next round (or interval). The duration or usages can be increased by reducing its rank,
at the Storyguides discretion.

Other Modifiers
Some combinations of Enhancements, Stunts and Complications are bound up together, offering
downsides and upsides in a single package.

Conditions
Conditions represent an ongoing status affecting a character. They include things like injuries,
drunkenness, or divine blessings, and can be positive, negative, or some combination of the two.
Conditions provide a point of Momentum when they cause a character to fail or otherwise suffer
a significant setback.
Example: Jeanne shrouds herself in the aura of inevitable otherworldly judgement, which
provides an Enhancement to intimidating others. Unfortunately, she also faces an increased
difficulty for less confrontational social actions. If her presence causes an unfortunate freakout
in a terminal ward, she receives a point of Momentum.

Conditions include information on how to resolve them, removing their influence over the
character. This might be as simple as waiting for a hangover to fade, or as involved as seeking
out a sorcerer capable of removing a curse.
Example Condition
Blindness - Youre unable to see. This might be temporary, or a permanent problem
caused by injury, genetics, or a divine curse. Effects: You cannot succeed at any
task which requires vision, such as reading non-Braille writing. Other tasks that
would normally use sight instead use the lower of the normal dice pool or Cunning
+ Subterfuge, as you are forced to focus on your other senses.
Resolution: Medical treatment, if practical and applicable.

Fields
Another common example of packaged effects are Fields. These represent the effects of a
given environment, such as a mazes winding passages, the amazing acoustics of an opera house,
or the volcanic fumes of Mspell. An area can provide Enhancements, impose Complications,
and even offer opportunities for Stunts.
A Field is not strictly defined by distance, but instead represents a single place with distinct
features. A cramped elevator is a single Field for a fight, but so are the miles of largely
featureless desert surrounding the hidden oasis of Zerzura. As such, Fields have nothing to do
with an effects Range.
Fields exist to shape space into convenient narrative blocks, just as Scenes do for time. They
provide much-needed context for the world characters operate in, whether the frustrations of a
gathered crowd offer an Enhancement to starting a riot, or rain slicking a rooftop adds a
Complication causing careless characters to slip and fall.
Example Field
Warehouse
A large building packed with crates that form cramped and featureless corridors beneath buzzing
lights.
Features: Cramped, Maze
Cramped (1c) - Tight tunnels, packed train carriages and dense rainforest are better suited to
knives than spears. This Complication applies to attacks made with Reach weapons. Result:
Your weapon becomes stuck or clatters unhelpfully off a surface. The distraction provides a 1e to
the next character who attacks you.
Maze (1e) - Without signage or landmarks, this place is an unnavigable rabbit warren. Prime
ambush territory for someone familiar with it. Applies: Any roll to ambush, surprise, or evade
another character. You must be familiar with the area, and your target must not. Maps and other
ways of easily navigating can substitute for familiarity.
The Storyguide should feel free to add new features to a Field as necessary. A character clad in
white should probably receive an Enhancement if they try to hide in an arctic landscape, even if
the Storyguide didnt consider camouflage when setting the scene. Players can often suggest
such ideas, although the ultimate decision lies with the Storyguide.

Action Types
Whenever a character wants to accomplish a task, theyre taking an action.
Some actions require rolls, relate to particular traits, or have a mechanical effect. Others have no
risk of failure, or exist purely for the sake of roleplaying.
Whatever the case, these actions are divided into three types: reflexive, simple and complex.

Reflexive actions
Instinctual, instantaneous, and effortless, reflexive actions are minor moves that dont interfere
with anything else a character wants to do. How many a character can perform at once (and when
they can perform them) is purely up to the Storyguides common sense. Examples of reflexive
actions include walking, talking or glancing around.
Reflexive actions are the sorts of things characters do to set up more dramatic and interesting
actions. They dont matter much on their own, but theyre necessary for tying together the
important parts of a scene. When a character ducks out of cover as they fire off a shot, or glances
around for a handhold to leap onto, theyre taking a reflexive action.
Since they dont really occupy the attention of the character, the player, or the group, its very
rare to roll for a reflexive action.

Simple actions
Significant, straightforward, and self-contained, simple actions are core moves that occupy a
characters attention and abilities for their duration. In a time-sensitive situation governed by
initiative, such as combat, a character takes only one simple action each turn. Examples include
attacking an enemy, hacking a computer, or sweet-talking a CEO.
Simple actions are the sorts of things that make up the building blocks of a scene, tied together
by more casual reflexive actions, and ultimately determine its outcome. They seize the attention
of the group, however briefly, and can have a dramatic effect on the story. As such, they often
(but not always) require rolls to resolve.

Mixed Action
One simple action can encompass multiple distinct movements; an attack might represent a
flurry of blows, while sneaking across a room could involve moving from cover to cover while
glancing around for guards. These are just parts of the same task, and are dealt with under the
umbrella of a single simple action.
If a character wants to split their attention between two distinct tasks in a single simple action, it
becomes a mixed action. These use the lower of the two relevant dice pools, and the player splits
their rolled successes between separate difficulties for each task. Enhancements apply as normal,
and can apply to both tasks.

Complex Actions
Elaborate, extended and engaging, complex actions are scenes in themselves, where the tension
is drawn out rather than immediately resolved. They are effectively numerous separate tasks,
abstracted into a much smaller set of rolls with a singular goal. Examples include street races,
criminal investigations, or forging a divine blade.

Complex actions are best used to represent situations that normally involve a lot of boring but
necessary work, or largely unchanged continuous effort. They serve the same purpose as a
montage in a movie, letting characters show off the highlights of whatever theyre working on
with each roll, while not forcing players to sit through hours of drawing out and crumpling up
blueprints.
A desperate chase could be swiftly resolved with a single roll as a simple action, or it could be
expanded with twists and turns into a complex action, using multiple rolls to lead to the chases
conclusion. These rolls are called intervals, each representing a stretch of focused activity.

Intervals
Intervals are resolved just like simple actions, with their own dice pools, difficulty, and so on.
The intervals for inventing a new device might include research and design, gathering materials,
construction and testing. Intervals in a car chase are based on geography, with winding streets
followed by an open highway.
A complex action is focused on a goal, not tied to a particular dice pool. Players are encouraged
to be creative, though the Storyguide may impose a Complication on alternative or indirect uses
of an interval.
Example: Charlotte wants to brew a potion used by Baba Jaga. Rather than experimenting with
different herbal and pineal extracts with Reason + Science, she decides to spend an interval
trying to steal the recipe with Cunning + Subterfuge.

Milestones
Succeeding at an interval does not guarantee overall success. Instead, it means the character has
achieved a milestone in their task. Depending on the context, milestones can be thought of as
clues, breakthroughs, checkpoints, and so on. Once a character achieves a number of milestones
set by the task (like a difficulty), they succeed.
The distinction between difficulty and milestones is simple. If a character goes climbing, the
mountains height is the number of milestones they need, while the difficulty of each interval
represents the challenge offered by each stretch of climbing.
[begin tabbed table]
Milestones

Investigation Complexity

Project Scope Race Length

Straightforward

Simple Dash

Awkward

Involved

Sprint

Confusing

Ambitious

Stretch

Obscured

Brilliant

Long-Distance

5+

Conspiracy

Wondrous

Marathon

[end tabbed table]

Failure
It is possible for a character to fail individual rolls without missing out on their overall aim. A
detective can mess up a lead without scuppering the entire investigation, and a racer can fall

behind without ultimately losing the race. Complications and Consolations are offered on
individual rolls as normal, but the final outcome depends on achieving the necessary milestones.
As a result, characters only truly fail if they hit the interval limit. This is the number of rolls that
can actually be made make to pursue milestones, before the complex action comes to an end.
Failing to achieve these milestones means total failure, with no opportunity to accept a
Complication.
A botch on a complex action often ends the action outright, sending a character's prototype up in
flames or allowing their quarry to escape. Alternatively, it might just cause them to miss out on
an interval while they douse flames or pull garbage from their hair.

Interval limit
While milestones represent the sheer extent of a complex action, the interval limit depends on the
time pressure the character is under, if any. As a result, the Storyguide should determine the
interval limit relative to the number of milestones the characters need.
[begin tabbed table]
Interval Limit Description

Investigation Example

Milestones +0 Frantic A race to gather evidence before the killer bugs out.
Milestones +1 Rushed

A murder that the brass wants solved or buried, quickly.

Milestones +2 Steady A case thatll go cold if left too long.


Milestones +3 Comfortable A corruption investigation, kept top secret.
No limit

Leisurely

A forgotten crime, dredged up from the archives.

[end tabbed table]


A complex actions intervals usually represent similar lengths of time, determined by the
Storyguide. A police chase might spend a half-minute on each frantic interval, while researching
a supernatural beast might use each roll to represent an hour of digging through archives,
contacting experts and examining unsightly stains.
Alternatively, the Storyguide might allow intervals to take as long as they need. Its even
possible to let players play out individual scenes making up an interval, and just hand them a
milestone with no roll needed in response to a generally successful performance.

Teamwork and Contests


Multiple characters can collaborate on a complex action, pooling their efforts into pursuing the
same milestone. This means they make a single roll, using the normal rules for teamwork.
Alternatively, characters can work on different milestones simultaneously, rolling separately
during the same interval and potentially achieving multiple milestones as a result.
Example: Officers Jud and Nicky might interrogate a suspect together, allowing one of them to
roll Presence + Persuasion while the other rolls their own dice pool and adds the result as an
Enhancement. Alternatively, Jud might go to check on forensics with Reason + Intelligence while
Nicky asks the questions on her own.

If a complex action involves multiple opposed participants, it is a contest. The characters each
roll to reach the necessary number of milestones, and the character or group who reaches it first
is the winner. If no character achieves all their milestones before they hit the interval limit, the
one with the most milestones is the winner. Contests are governed by initiative, in order to
resolve Stunt-based sabotage and prevent draws.
An alternative to contests is competitions. These always have an interval limit, and the winner is
determined by which character or group achieves the most milestones within that limit.

Scale
Adventures in Scion span back-alley brawls and dragon-riding dogfights, often in the same story.
This can result in some serious mismatches: a Might 1 weakling will struggle against a Might 5
strongman, but neither of them could armwrestle a hulking titanspawn the size of a bus.
On the other hand, Scion is a game for exciting adventures where heroes overcome impossible
odds. Even if a raging hydra easily smashes buildings and faceless screaming crowds, we expect
our heroes to dart through the chaos, enjoy some much-needed luck, and face the monster on
more even ground.
Scale is a rule that exists to handle these extreme circumstances. It helps the Storyguide easily
represent entities or effects that operate on a level beyond normal humans, without discounting
important characters who can turn the tables.
Traits in Scale
No matter their size or other strange endowments, all characters in Scion use the same Attributes
and Skills. The ratings of these traits should be considered relative to the characters Scale rank.
A Cornish giant may be massive, but if hes scrawny compared to his peers he might still be just
Strength 2. His immense Size and Scale makes up the difference against smaller targets.

Scale Principles
Different kinds of Scale exist, each with their own unique quirks and rules. However, all Scales
share three basic principles:
Rank: Scales are measured in ranks, each indicating an order of magnitude. Characters in the
same Size rank might have different specific heights, but they operate on approximately the same
playing field. Rank 0 is always roughly human.
Enhancement: Scale adds an Enhancement equal to twice its rank to certain rolls. If the target of
that roll also has an Enhancement from the same Scale, subtract the smaller rank from the larger.
Scale Enhancements do not stack.
Overwhelming: Certain characters or objects are considered to be trivial targets. These face
more extreme effects when affected by something on a higher Scale, and can even be
overwhelmed entirely, without a roll.
[begin tabbed table]
Scale Rank

Description

Size

Pace

Enhancement

Standard

Human

Human 0

Formidable

Elephant, Bus, Troll Horse, Centaur

+2

Impressive

Giant Squid, Roc

Sedan, Cheetah, Atalanta

Awesome

Blue Whale, Behemoth

Incredible

Statue of Liberty

Astonishing

Typhon, Giant Buddha

Godlike

Manifest Primordial, Mountain

+4

Sports Car, Falcon, Kamaitachi

Airliner, Garuda

+6

+8

Fighter Jet, Solar Chariot

+10

Rocket, Dandu Morana

+12

[end tabbed table]


Its rare for a game to face situations beyond Scale 6. If it enters such territory, just make sure
that every new rank represents another order of magnitude.

Trivial Targets
Scale represents tremendous gulfs. A honking truck will smear a human flat, but a giant can pick
that truck up in one hand. Heroes (and villains) tend to survive such overwhelming onslaughts.
Theyre significant targets, and suffer the described effects of Scale. Player characters, most
named Storyguide characters, and plot-significant items are considered significant.
Trivial targets are less fortunate. These are nameless mooks, background scenery, and so on.
They lack such heroic impetus, and suffer more realistic effects from a difference in Scale.
When an effect meets a trivial target on a lower Scale, it automatically passes its roll. Theres no
lucky escape for a poor redshirt. In addition, the effects Scale Enhancement is doubled.
This ability to brush aside scenery and unimportant characters is the fundamental difference
between +1 Scale rank and a +2 Enhancement. A gun with +2e to damage hits a real hero just as
hard as a Scale 1 cannon, but the latter splatters extras and blows holes in walls with ease.
Despite its apparent benefits, Scale actually exists to restrict excessive effects and creatures to a
level that heroes can engage.
In cases greater than a one-rank difference in Scale, the Storyguide should feel free to just waive
the roll and allow the effect to achieve automatic and overwhelming success. The dice are meant
to be rolled when failure could be interesting, or the outcomes in doubt. When the animated
Colossus of Rhodes stomps down on a group of Greek protesters, theres no room for doubt.

Feats of Scale
Scion is a game of doing big things, so our protagonists have an innate ability to handle doing
things on a massive scale. Whether throwing a car, fighting an army, or wrestling a giant, a Scion
spends a point of Legend and adds [Legend/2, round up] in Scale to all Physical rolls for a round
(keep in mind, Scale is relative, so theyre now on even terms with that giant). Knacks or Boons
may deepen and modify this ability to achieve Feats of Scale, applying them to Social or Intrigue
situations or extending the amount of time and situations the rolls apply to.

Action-Adventure
Action-adventure is a critical part of any heroic scale game, covering the elements of physical
peril, violence and round by round action. This is the realm of fistfights with frost giants, fleeing
animated statues while riding on motorcycles, and solving an arcane puzzle-box that will
dominate humanity with seconds to spare. The following systems support those events.

Initiative
At the start of a combat encounter, roll initiative to determine who acts first. The players roll for
their individual characters and the Storyguide rolls for her characters. Groups of SG characters
with similar statistics may share an initiative roll, and with SG permission players sometimes roll
for SG characters as well.
A characters initiative pool is equal to Cunning + the characters best Combat Skill. This pool
represents a characters martial acumen and mental presence in the fight. Tally the total number
of successes that each of the involved characters roll and rank them from highest to lowest.
Results generated by player characters become PC slots; results generated by SGCs become SGC
slots. This is the initiative roster.
Players choose which of them gets to take the first PC slot, then that player decides who gets to
go next, and so on. Similarly, the Storyguide determines which order her characters act in. In the
event of a tie between Storyguide and player, favor the player. In a tie between players, either
roll off, or favor whoever has the higher Cunning.

Action Types
In a fight, there are three action types you can take: Reflexive, Simple, and Mixed. Reflexive
actions are done automatically and often do not require any kind of roll. When they do, they are
exempt from being part of a Mixed action. All Knacks are reflexive unless stated otherwise.
Simple actions cover anything that would require your full attention to do: such as stabbing an
ice golem in the heart or clinging to the back of a runaway clockwork monster. When you want
to cling to a monster and stab it, thats a Mixed action. Mixed actions use the lower of the two
involved pools and split the successes achieved between the two actions.
Vera, playing Sigrun, is trying to keep her balance on a soaring winged beast while also trying
to stab it through the heart. Her Dexterity+Athletics is 4 and her Might+Close Combat is 6, so
she must use the lower pool. She gets 2 successes. The creature has a Defense of 2, so she must
choose between falling off the monster or missing the attack.

Defending
Defense is equal to 1+([highest of your Resistance attributes/2]). It does not ablate against
multiple attacks in succession. You have the option to use a Simple action to go Defensive. This
adds +2 to your Defense rating, but may not be included as part of a Mixed action. An enemys
Defense rating is the Difficulty you must exceed in order to successfully attack. Ties favor the
Defender.

Attacking
In order to put the hurt on someone, you must be able to reach them. You can attack within the
range of your weapon, as limited by the listed Tags. When you have selected a valid target, you
make the Attack roll, using Close Combat, Firearms, or Athletics. Close Combat attacks are
made with Might, and cover using melee weapons or unarmed strikes. Firearms and Athletics

(for thrown weapons or archery) attacks alternate Attributes based on Range. Usage of Activate
Tactical Feature can add Enhancement or Difficulty to your Attack action.

Range Modifiers
Close: Might - at this range you are fighting for control over your ranged weapon, though
if you can bring it to bear, you may still harm your opponent.
Short: Might or Dexterity
Medium: Dexterity or Cunning
Long: Cunning
Extreme: Reason
Firing Out of Range: Sometimes you need to shoot an opponent who is just too far away. For
each range band beyond the maximum range of the weapon, add +1 Difficulty to the roll.

Range Table
Range

Description

Estimated
Distance

Combat
Attribute

Weapons

Close

In range to trade
blows blunt
objects and
blades, or
grapple and
strike unarmed.

0 to 2 meters

Might

Unarmed
combat, melee
weapons, pistol

Short

Close-quarter
Out of reach3
battle distance
to 30 meters
for reflexive
shooting and
thrown weapons.

Dexterity

Thrown, pistol,
rifle, bow

Medium

Range to aim
and shoot with a
firearm or bow.
Maximum
modern pistol
range.

31 to 100 meters

Cunning

Thrown, pistol,
rifle, bow

Long

Range to plan
and execute long
range sniping
and special
weapon attacks
(compensating
for wind, etc.).

Over 100 meters Composure


to maximum
effective range
(standard is 1000
meters)

Rifle, some
bows, light
artillery

Extreme

Range of heavy
military
weaponsmust
compensate for
curvature of the
Earth, speed of
light delays.

By weapon
(typically 1000+
meters to
weapon
maximum
10000 meters or
more)

Reason or dice
pool of guidance
system

Missiles, naval
railguns, heavy
artillery

Out of Range

Beyond
maximum
weapon range.

Beyond
maximum
weapon range.

N/A

N/A

Grappling
To grapple a target, make a standard Close Combat attack against their Defense. In place of
taking levels of Stress, however, the target then gains the Grappled Condition.
Grappled: A grappled target must succeed on a Dexterity or Might + Close Combat vs
grapplers Defense roll before they are able to take any Movement action. While grappling, both
parties may attempt to move each other, by making opposed Athletics rolls. Ties favor the
initiator of the grapple.

Throwing
To throw a person or an object into someone else, you must first be able to lift it, requiring a
Might+Athletics roll, or to put a wiggling, living target into a grapple. Once lifted, the object or
person can be thrown as if it had the tags Thrown, Pushing. It is Storyguide discretion whether or
not a thrown object is Lethal or Bashing, or if it might inflict the Stun tag as well. If throwing a
living person, the Stress dealt to the target is also dealt to the person being thrown. In the event
of throwing a car, or a pillar from a temple to Zeus, this is then a Feat of Scale and the thrown
object also gains the Shockwave tag.

Resolving Damage
The number of successes above Defense + any armor rating is taken as Stress. When your
Vitality track (equal to Stamina) fills, you are Taken Out. You can avoid accumulating Stress by
instead taking an Injury Complication with a rating equal to the amount of Stress you would
have taken. Injury Complications are Conditions that inflict a suitable Complication (which
cannot be bought off) and that can only be resolved by time or healing abilities. Damage to your
Vitality track is not ablative. This means that if you suffer 3 Stress, you mark your third Vitality
box, and do not touch the first two. Additional Stress after this must be split between Injury
Complications and further Stress. As above, a full Vitality track leads to being Taken Out.

Injury Levels
All characters have -1, -2, -2 and -4 Injury boxes. -1s resolve after a scene or if an ally succeeds
on a roll to clear it; -2s clear after a subsequent session dedicated to solving it (i.e. a hospital

stay) or extensive off-screen care, and represent significant injuries; -4s are functionally identical
to -2s but require a stabilization roll, as they represent potentially mortal injury.

Taken Out
When youve been Taken Out, this does not necessarily mean that your hard-earned character is
killed outright, but you can no longer actively participate in the fight. Enemies of a Tier lesser
than the players characters cannot kill a Scion. It is up to the Storyguide and the themes and
tone of your campaign to determine whether or not a characters equals or betters can take them
out permanently.
If you face an extreme amount of Stress or Injury Complications, you can opt to Concede. In this
case, you voluntarily are removed from the fight. Do not take any additional points of Stress or
Injury Complications and gain a point of Momentum.

Attack Resolution
1.
2.
3.
4.

Declare your target or targets


Make the attack roll
Determine if the attack is successful (number of successes exceed the targets Defense)
Successes above Defense + Armor are taken as points of Stress or Injury Complications.

Surprise Attacks
When you want to get the drop on an enemy and maximize the element of surprise, you must set
up an ambush. Against a single target, roll Dexterity or Reason + Subterfuge vs a difficulty of
the targets (Composure/2). Ties favor the player character. Against a group, roll against the
highest rating among the group of enemies. Bandmates generally should not be surprise attacking
each other, but in the event of intra-party strife, the roll is the same, with ties favoring the
defender.
On a success, the ambushing character or characters have a full round to act against their
opponents before initiative is rolled as normal and the enemies join the fight. Stealth cannot be
re-established in a fight without the aid of Knacks or Boons.

Movement
Sometimes the target you want to attack is not within range, or sometimes you just need to get
the hell out of dodge.
Move: You move 1 Range band. This is reflexive. If an opponent is fighting you at close range,
you may need to Disengage. You may reflexively Move once per round. If you wish to cross
more than one Range band and are not engaged, roll Dexterity or Might + Athletics.
Rush: You charge one Range band towards an opponent, which you may do after making a
reflexive Move action. Some opponents welcome being attacked at close range, but others would
rather you didnt get close. If an opponent wishes to keep you at a distance, make reflexive,
contested Dexterity or Might+Athletics rolls. Ties favor the Rushing character.

Disengage: You pull one Range band away from an attacker. If they relent, you do this
reflexively. If they do not, make reflexive, contested Dexterity or Might+Athletics vs
Might+Close Combat rolls. If you fail, you must remain engaged with your opponent. This
action can be taken if you have already used your reflexive Move. Ties favor the Disengaging
character. Extras do not ever prevent a character from disengaging.
Rise from Prone: Some abilities or environmental effects may cause you to fall down. Getting
up from being knocked over is a reflexive action requiring no roll. However, if an opponent is
engaging you in close range, they may make this difficult. If the opponent chooses to threaten
your rise, any attacks you make on the same action after getting up are considered Mixed actions,
using the lower of your Dexterity or Might+Athletics and your relevant combat pool.
Take Cover: Placing yourself behind protective cover in the heat of fire requires a simple
Dexterity + Athletics roll. Cover is either light, heavy, or full. Light cover protects a significant
portion of the characters body, such as a marble balcony railing, or leaning around a pillar in a
temple. This grants +1 Defense. Heavy cover protects almost all of the character, leaving only
scant parts of her exposed. Examples include firing at a character crouched behind the hood of a
car or through a slit in an armored door. This grants +1 Defense and +1 Armor. Full cover
blocks line of sight entirely, but is otherwise functionally identical to heavy cover. A character
with full cover cannot normally be targeted by ranged attacks.
Withdraw: Discretion is the better part of valor, and sometimes the superior choice is to turn tail
and run. If necessary, you first disengage, and then make Dexterity or Might+Athletics to
continue to cross Range bands, as stated in the Move action. If enemies choose to pursue you, the
action is then contested, and treated as additional disengaging.

Difficult and Dangerous Terrain


Dangerous Terrain is a landscape feature that could cause the character harm, such as pools of
acid or walls of flame. A character can pass through these, but in doing so takes a Complication.
If she does not wish to be set on fire by walking through said wall of flame, the character instead
can roll Athletics to cross or otherwise evade such Complications, buying off their ratings.
Difficult Terrain covers features such as slippery mud, loose stones, the rotten floor of an
abandoned building, etc - anything that makes passage hard, but not necessarily harmful. When
on difficult terrain, the default move action is no longer reflexive and characters must roll their
Dexterity + Athletics whenever they wish to move 1 range band. All other movement actions are
done so at +1 difficulty.

Weapons and Armor


Weapon Tags
To distinguish one weapon from another, Scion uses a series of tags which indicate the special
properties a weapon has. Use these tags to design your own unique gear befitting your story. This
section includes a few stock examples to get you started.

Aggravated: This weapons deals grievous magical damage, such as a blade made of raw fire or
lightning, or the revealed face of a god. Aggravated Injury Complications are things like Burned
Off Completely and Melted Flesh and can only be healed by magical abilities. This is meant
expressly for magical and supernatural sources of injury.
Arcing: This weapon can be fired in an arc, allowing shots to better maneuver around cover.
When using this weapon against a target in cover, downgrade its rating by 1: light cover is
ignored, and heavy cover becomes light.
Bashing: This weapon deals blunt force damage. The tag allows for the Bruised and Battered
Injury Complications. It cannot be used to slice or sever objects (or limbs).
Brutal: The weapon is exceptionally good at inflicting wounds. It adds an extra level of Stress or
increases the severity of an Injury Complication by 1 after successes have been calculated.
Concealable: The weapon can be hidden in a pocket, up a sleeve, or inside a particularly long
coat. Gain Enhancement 1 to any tasks involving sneaking the weapon into a location without
someone noticing.
Firearm: The weapon is a gun. It must be used with the Firearms skill.
Grappling: This weapon grants +1 Enhancement to making the Grapple attack.
Lethal: The weapon deals lethal damage, which can lead to serious injury. This tag allows for
the Scratched, Cut, or Bleeding Out Injury Complications. A weapon with this tag cannot inflict
the Bruised or Battered Injury Complications.
Long Range: This weapon can be fired at far distances, extending its effective range band to
Long. These weapons increase the Difficulty of any attacks in the Close and Short range band by
1.
Loud: The weapon is noisy and cannot be silenced, and will surely draw attention if fired in a
place where people can hear it.
Melee: This weapon can only be used at Close range. It must be used with the Close Combat
Skill.
Piercing: This weapon is meant to punch through the protective layers of armor. Reduce a
targets Armor value by 1 when dealing damage with a weapon with this quality.
Pushing: This weapon is heavy, large, or otherwise well-adapted to pushing foes around the
battlefield. After dealing Stress or an Injury Complication to an opponent, you can also choose to
knock them prone.
Ranged: This weapon is meant to be fired at range, up to Medium range. These weapons
increase the Difficulty of any attacks in the Close range band by 1. It must be used with either
Firearms or Athletics.
Reach: A weapon with a long haft, or one where the end of the weapon can reach up to 6 feet or
more away (like a whip). These weapons can be used to make Close Combat attacks out to Short
range.
Shockwave: This weapon can be used to strike all targets in the same range band. This tag is
reserved for weapons at large Scale, or for magical effects granted by Knacks or Boons and is
not typical on mundane weaponry.

Stun: When Inflicting Injury, this weapon can only be used to inflict the Minor Injury
Complications Bruised, Staggered, or Stunned, or the Major Injury Complication Battered. When
a character is Taken Out by a weapon with the Stun tag, they are knocked unconscious.
Thrown: The weapon can be thrown out to Short range. When thrown, the Athletics skill must
be used. Unless otherwise stated, a Thrown weapon must be retrieved after it is tossed away.
Two-Handed: The weapon requires two hands to use. If a character loses the ability to use one
of her hands, she cannot use this weapon.
Unconcealable: The weapon is too big or bulky to be easily hidden. You may be able to
smuggle it into places by putting it in a container or case of some kind, but even this might be
difficult without arousing suspicion.
Versatile: The weapon is useful outside of simply causing harm. Add +1 Enhancement when
using the weapon to perform Stunts.
Worn: The weapon is strapped to the characters body or otherwise worn, and cannot be
disarmed.

Sample Weapons
Light Melee
Knife: Concealable, Lethal, Melee, Thrown
Sword: Lethal, Melee, Versatile
Staff: Bashing, Concealable, Melee, Reach, Stun
Knuckledusters: Bashing, Concealable, Melee, Stun, Worn
Heavy Melee
Great Sword: Brutal, Lethal, Melee, Two-Handed, Unconcealable
Hammer: Brutal, Bashing, Melee, Pushing
Axe: Lethal, Melee, Piercing
Spear: Lethal, Melee, Reach, Thrown
Firearms
Pistol: Concealable, Firearm, Lethal, Piercing, Ranged
Shotgun: Firearm, Lethal, Loud, Ranged
Sniper Rifle: Firearm, Lethal, Long Range, Piercing
Archery and Thrown
Longbow: Arcing, Lethal, Ranged, Two-Handed
Javelin: Arcing, Lethal, Piercing, Thrown
Bolas: Bashing, Pushing, Stun, Thrown

Armor Tags

All armor has a rating of 1, unless it is magical or has been enhanced by a Knack or Boon. To
distinguish different sets of armor from each other, use the following tags.
Cumbersome: The armor is big and bulky, imposing +1 Difficulty to any kind of athletic feats
performed while wearing it.
Concealable: Whether a kevlar vest or a flawlessly made chain shirt forged by dwarves, the
armor can be hidden under clothing.
Resistant: The armor is designed to protect against a certain type of damage. The most common
mundane armor is bulletproof, which ignores the Piercing tag on any weapon that also has the
Firearms tag. Armors made by gods may be resistant to fire or frost or acid, protecting the
character from any Complication that may come from those sources.
Weighty: The armor is heavy. If a character performs extended feats of labor or sleeps in it, she
must make a Stamina + Athletics roll, or deal with a Fatigued Complication.

Paths
Paths represent pieces of a series setting that characters are part of and interact with. Paths are
the pantheons characters belong to, the societies they join, the roles they play, the place they
came from, or even a concept or setting topic that relates to them somehow. Paths can be settingagnostic and setting-specific, and can be created before characters as a way to determine setting
expectations and allow players to figure out what kinds of characters are best suited to the series.
Each Path is a sentence or short phrase that indicates some important facet of your Scion, like
Biggest Fish in the Smallest Pond, Magically Carved from a Living Ash Tree, or The Bull
of Wall Street. Paths are three direct, simple statements describing a characters ties to the
World. They add Enhancements and dice rolls, but also establish allies, contacts, and
relationships other characters dont have access to. They might also grant permission to take
custom Knacks, Purviews, or other powers.
Choose three Paths for your character, relating to their origin, roles, and relationships. A
characters Title (see Hero pg. XX), the sum of their deeds from their Legend, also functions as a
Path but in an explicitly supernatural manner.
Origin Path: What are your Scions origins? Where do they come from? What was their
home life like? How did their growing years shape their outlook on life? Your Origin
Path typically defines your Genesis. Legendary Creatures have an Origin Path that is
supernatural and must tie into their Worldly heritage in some manner.
Role Path: How does your Scion earn their living, if they need to at all? What do they do
for money? What is someone asks what they do, how do they answer? Blood tells in
Scion Second Edition. Your Role Path typically involves your primary Calling (see Hero
pg. XX), and therefore relates to your divine parent.
Relationship Path: To whom does your character owe their allegiance and their debts?
What is the greatest society that impacts their life? Is this relationship hostile, peaceful,
one of servitude? Who are their useful acquaintances: colleagues, lovers, people to trade
favors with? For post-Visitation Scions, your Relationship Path always ties to your
Pantheon. Pre-Visitation Scions and other Mythic characters can relate to whatever group
or society they want, whether it's the New York Police Department or the New York
Library System.
If a character would have anything reasonably part of the Path, theyve simply got it. A character
Born With a Silver Spoon In His Mouth would have a trust fund that dwarfs the meager
savings of the character who Fought Her Way Up From Nothing. The difference comes in how
the character brings their Path into play by evoking their Path. Evoking a Path grants the
character access to narrative elements of the Path that go above and beyond their standard access.
Paths may only be evoked once per session; place a check next to the box beside the Path. These
checks are erased after the session is over. Evocations grant access to the following effects:

Access Equipment. The character can gain access to any equipment relevant to the Path.
High-cost or rare items require you to take a Condition related to the Path. (Example:
Vances character is a Century City Cop, which neatly ties into his Guardian Calling
descending from his father Thor. Gaining access to holsters, restraints, and even an extra
firearm or two is no problem. If he wanted something bigger riot gear and tear gas
grenades hed have to call in some favors and take a Condition to his character.)
Access Location. Some locations in the game might be restricted for most characters
military bases, hidden shrines, or executive suites. You can evoke a Path to pull strings
and access an appropriate location.
Access Networking/Relationship. Paths infer connections to an entire ecosystem of
individuals, and this effect allows a player to evoke a Path for the purposes of creating an
ally, mentor, or contact. If youve never met a character before, feel free to define them
as a friend from your days your days spent as a dishwasher in the finest restaurants, or an
old flame from boarding school who still carries a torch for you. The character can be
called upon for information or to help on matters related to the Path, but only comes for
one scene. You may take a Condition to have the relationship aid your character for the
session.
Narrative Advantage. You may choose to evoke a change to story, a twist that actively
changes the narrative to connect to you in an advantageous way. The entire group must
assent to the change, however; if the change seems too dramatic or unbelievable, it gets
vetoed.
Narrative Disadvantage. As above, except when its invoked, another player creates a
specific Condition on your character to generate Momentum or create a short-term
Aspiration to overcome. This can also be a supernatural effect, such as the difficulties the
sir have when dealing with dwarves.
Practiced Ease. You may re-roll any failed roll involving an Asset Skill twice.
Extra Effort. You may add a +2 Enhancement onto any roll that would benefit from
your Path.

Sample Characters
Below are two sample characters of the Tuatha and the sir, created using Scions base system.
Weve included a few of their powers below, as well. When you see a motif mentioned in a
characters stats or granted by a Pantheon Signature Purview, this indicates a lens or paradigm
through which the character may perform freeform uses of their other associated Purviews.
These uses are largely left up to the player to define, though Scion gives multiple uses and
explicit costs. An sir with Fire like Hassan, for example, may spend a scene carving the rune
for fire at several key places on a buildings structure; upon imbuing them with Legend, the
runes blaze aflame and send off columns of black smoke, setting off every fire detector in the
building.
Skill Modes
This chapter references Skill Mode rolls, often written as Creator Skill Mode or
Trickster Skill Mode. These refer back to the specific Callings associated Skills, as
found on pg. XX. The roll is then whichever Attribute the Storyguide determines to be
the most appropriate + the most relevant associated Skill.

Rhiannon
Name: Rhiannon Jernigan
Divine Parent: Brigid
Callings: Healer (Favored), Warrior, Creator
Paths
Origin: Globetrotting Army Brat (Raised on a dozen different bases around the world, born to
the Army life; Asset Skills: Athletics, Leadership)
Calling: Its not really lifesaving if Im not in mortal peril! (First a medic, then an EMT,
always there for the thrill; Asset Skills: Medicine, Pilot)
Pantheon: Youve got a fire in you. (Wild-child daughter of Brigid; Asset Skills: Culture,
Close Combat)
Attributes: Reason 2, Might 4, Presence 3; Cunning 3, Dexterity 3, Manipulation 1; Resolve 4,
Stamina 4, Composure 3
Skills: Academics 1, Athletics 3, Culture 1, Close Combat 3 (CQC), Empathy 1, Firearms 1,
Leadership 2, Medicine 3 (First Aid), Pilot 1, Science 2, Technology 2
Birthrights
Relic: Brigids Key (Purviews: Forge, Journeys; Calling: Creator; Primary Skill: Technology;
Motif: I can make it work.; Knack: HotwireBrigids key will start any vehicle with an
ignition, even if it doesnt need a key.)

Guide: Finlay Sloane, a Ban Sidhe (Asset Skills: Medicine, Occult; Guide Stunt: Dark
CloudExtra successes on a diagnosis roll may be applied to reduce or remove Complications
from future diagnosis rolls.)
Knacks: Tireless Worker (Creator): When working on a creative project, the Scion can work
without ceasing for a number of days equal to [Creator Skill Mode]. After this period, she must
rest for a day before resuming her work.
The Bare Minimum (Healer): You are always able to safely tend to someones wounds even if
you have no sanitary medical tools available.
Death by Teacup (Warrior): When you use an improvised weapon, it becomes as deadly as
anything designed for the job. It takes on the profile of any existing weapon of a similar size or
shape: a teacup becomes brass knuckles or a punch dagger; a shard of glass becomes a knife; a
thrown shoe becomes a throwing hatchet, etc. This benefit lasts until the Warrior no longer holds
the object, or until it breaks, whichever comes first. In the case of thrown objects, the benefit
extends until impact. A hurled shoe strikes with the force of a tomahawk and then becomes
ordinary footwear when it hits the ground. This is compatible with Master of Weapons, though
still adheres to the set limitations.
Purviews: Health, Geas (Never take the safest path.)
Boons: Healing Hands, Scent of Corruption
Legend: 1 (Daughter of Brigid)
Vitality: 4
Defense: 3
Virtues: Honor vs. Prowess
Background: Rhiannon went without a home for the first twenty years of her lifeor perhaps
its more accurate to say that she had a surfeit of them. The youngest in a military family with
roots stretching back to the Revolution on both sides of the war, there was no doubt where
Rhiannon was going once she finished high school. It wasnt the 50s anymore, and Rhiannons
father made it perfectly clear that being a woman was no excusenot that Rhiannon was looking
for one. The Army trained Rhiannon, first breaking her down in boot camp before building her
back up, and within the year she boasted a 68W MOScombat medic. Only a few months later,
she shipped out, part of Operation Iraqi Freedom.
Rhiannon may not have been literally baptized in fire, though shes come pretty close on several
occasions, what with mortars, IEDs, and a plethora of small arms aimed in her general direction
as she tried to drag comrades into cover to stabilize their vitals. She spent three tours saving lives
before her dischargeshed never wanted to go career, no matter what Dad saidand then came
home to spend six months relaxing. They turned out to be the worst six months of her life. The
transition back to living as a civilian did nothing to soothe her jangled nerves. She managed to
find work as an EMT, and that helpedthe sirens got her blood rushing, and the thrill of
swooping in and saving a life never wore off, but something still itched behind her eyes,
something desperate to escape, to show itself.
The ride-along was where things changedit was a quiet night, and the redhead from hospital
administration was chatty, and she and Rhiannon hit it off well. It wasnt until their shift was
over, in the early hours of the dawn, that Brigid revealed herself to her daughter over a greasy

plate of scrambled eggs and pancakes at an all-night diner. Just you take care of yourself, now,
she said, for youve got a fire in you, and if youre not careful itll burn you right up.
Description: Rhiannon has a fireplug build; short, stocky, and just a hair to the soft side of
muscular, capped with an undercut recently dyed fire-engine red, highlighting her bright green
eyes. Unless she breaks out her suit and tie, tattoos peek out from under her sleeves and collar
mostly abstract, though theres the name of an ex-girlfriend in there somewhere. When shes not
driving the ambulance, she drives a late-model muscle car, and her wardrobe matches it
impeccably, ever so slightly distressed.

Health
The Health Purview governs the wellbeing and life force of humanity, with power to mend
infirmity, cure disease, and cleanse toxins. Gods who hold this Purview are capable of great
miracles of healing, but also hold sway over illness, pestilence, and the ravages of age, and can
wield them to smite their enemies.
Innate Power: You can examine someone as an unrolled action to discern any physical injury,
sickness, mental illness, or similar malady that they suffer from.

Healing Hands
Cost: Spend 1 Legend
Duration: Instant
Subject: One character
Range: Close
Action: Simple
You can heal another characters highest damage Injury box, cure a toxin (p. XX), or resolve any
Condition they suffer from that is based on injury, disease, or similar ailments, even those
created by magic, so long as it was caused by something of equal or lesser Scale.

Scent of Corruption
Cost: Commit 1 Legend
Duration: Indefinite
Subject: Self
Action: Reflexive
When you diagnose a character suffering from an infectious disease, poison, or other harmful
contaminant, you can use this boon to track down its source. You automatically receive a clue (p.
XX) to get you started in identifying the cause of the disease, and have Enhancement 2 on all
rolls to track it down and eventually dispose of or decontaminate it.

Virtues: Honor vs. Prowess


The Irish gods place utmost importance on the concept of Enech, or face. The
two sides of Enech are Honor and Prowess. It incorporates both their outward
reputation with others and their internal sense of self-worth and integrity. Honor is
the Virtue of the wise ruler strength of character. The Honorable hero shows

generosity, extends hospitality, and provides for her people. She is grace under fire
and loyalty under duress. Prowess is the Virtue of the bold warrior strength of
arms. A hero with Prowess is victorious in all things and shows pride in her
accomplishments. She never backs down from a challenge and shows no fear. No
offense may go unanswered. Scions of the Tuatha get caught between their Virtues
when a situation demands tactically questionable action to uphold Enech from one
side or the other, pits the two sides against each other, or forces a choice between
two extremes of the same Virtue.

Brigid, Triple Goddess of Fire


From the three sisters Brigid issue the year's spring dawning and the health of offspring. The
wise know she's also directly descended from the Primordial of the sun. None know how much
of that primal being lives on in her divinity, and none wish to brave unknowable forces to find
out. Rumors that she's really a Titan burn to ashes whenever she hears them.
Brigid is one and three-in-one. As a single deity, she married Bres to forge an accord between
the People and the Fomorians. When war broke out anyway, she fought alongside the Tuatha,
and originated the mystical call of the keening when she lost her traitorous son to her own tribe's
spears.
As a triple deity, each sister holds sway over a different aspect of fire. As the sacred hearthflame,
she acts as a healer of bodies, minds, and souls. As the spark of inspiration, she acts as muse to
poets, artists, and musicians of all stripes. As the fires of the blazing smithy, she forges great
wonders to grace the hands of her Scions.
Brigid's children reflect her multiple nature in their births, circumstances, and deeds. They're
firebrands, impossible to ignore. They incarnate as often as they're born, and some say many
more than three Brigids have actually walked the Otherworld over the millennia as her children
become her over and over again. Her Scions act as instigators, catalysts, and caretakers. They fill
mortals' hands with weapons and mouths with provocative words one day, while the next they
soothe ruffled feathers and salve wounds. They're graffiti artists, opera patrons, record producers,
and hip hop legends. Brigid's most famous Scion was Oscar Wilde, a master of magical satire
who protested injustice with his writing.
Callings: Creator, Healer, Sage
Purviews: Artistry (All), Fertility, Fire, Health, Sun

Hassan
Name: Hassan al-Hakim
Divine Parent: Loki
Callings: Judge, Healer, Liminal (Favored)
Paths
Origin: Eyes in the back of his head. (Grew up in a dictatorship, always very conscious of his
surroundings; Asset Skills: Empathy, Subterfuge)
Calling: A man who holds life in his hands. (A brilliant physician and surgeon; Asset Skills:
Academics, Medicine)

Pantheon: Make something of yourself, kid. (Son of Loki; Asset Skills: Close Combat,
Occult)
Attributes: Reason 4, Might 2, Presence 3; Cunning 5, Dexterity 3, Manipulation 3; Resolve 2,
Stamina 2, Composure 3
Skills: Academics 2, Athletics 1, Culture 1, Empathy 4 (Good Listening), Medicine 4 (Cardiac
Surgery), Occult 2, Persuasion 2, Pilot 1, Science 1, Subterfuge 1
Birthrights
Relic: The Sun-Eating Wolf (A lighter, given to him by Loki in lieu of a fare; Calling:
Liminal; Primary Skill: Occult; Purviews: Darkness, Death, Fire; Motif: A light in the
darkness.)
Guide: Hallbjorn, a shorter-than-average Frost Giant (Asset Skills: Close Combat, Survival;
Stunt: Dont Know My Own StrengthExtra successes on a roll to investigate or track a quarry
create an Enhancement that may be applied to removing physical obstacles between Hassan and
his quarry.)
Knacks: Under My Care: Designate up to [Healer Skill Mode] targets to be under your care.
While under your protection, they get +2 Enhancement to all rolls to resist disease and poison,
and to recover from injuries. Storyguide characters you protect in this way are automatically
protected from ailments as listed.
Surgeon With the Hands of a God: Halve the time you need to undertake any kind of medical
procedure (such as surgery), and you never face any increase Difficulty to treat a critically ill or
injured patient.
Lie Detector: Anyone of a Tier lower than you suffers +2 Difficulty to lie to you. If you are
currently casing and they are somehow involved, they simply cannot lie to her at all. The
Storyguide should also notify her when a lie has been told, though it does not automatically
reveal the truth, and reveals nebulous truth, such as he has been convinced this is true - a
means by which characters and possibly pursue the person who manipulated the target in the first
place.
Purviews: Fire, Wyrd (Hassan is doomed to lose the patient he cares about the most.)
Boons: Cast the Runes, Eternal Flame
Legend: 1 (Son of Loki)
Virtues: Audacity vs. Fatalism
Background: Hassan once saved a mans life in the operating room. Barely out of residency, he
held that mans heart in his hands, tenderly massaging it while he waited for the emergency
generators to kick in after the Americans bombs knocked out the citys power supply. That was
then, this is nowdriving a cab in Washington, D.C., trying to make ends meet while he
requalifies for his degree in the American system. Decades of keeping his head down in the old
system gave him his sixth-sense for trouble, and when the Iraqi government fell and the
Americans swept in, he knew a storm was coming that he wouldnt survive. He sold practically
everything he owned several times over and bought passage to the US, applying for political
asylum and starting the long, slow road to citizenship. That road hasnt been a smooth one,
eithertrouble seems to follow Hassan like a hungry dog. Hes been shot at no less than six

times since he started driving the cab, has watched drug deals go down in his backseat, and has
done everything he can to stay out of it. The old lesson still applieskeep your head down,
because the nail that sticks up gets hammered down. It wasnt until the biggest fare of his life fell
into his lap that Hassan considered even for a moment changing this policy.
The old manthats how Hassan still thinks of himflagged him down, got in, and dropped a
wad of hundred-dollar bills on the front seat. Just drive, he said, weve got a lot to talk
about. For the next two hours, the old man spun a long and winding myth about the Norse gods,
and especially about Loki, poor misunderstood Loki, who isnt nearly so bad as the eddas would
have it. The real question, kiddo, the old man said, isnt where Loki will be come Ragnarok
we all know that. Its where youll be. When are you gonna wake up and make something of
yourself? The old man reached forward and dropped something else, a silver lighter with a
gold-worked motif of a wolf swallowing the sun. Keep the change, he said, and when Hassan
pulled over and turned back to look, he found his backseat quite empty.
Description: Hassan keeps himself clean-shaven, the Freddie-Mercury mustache he wore for
most of the 90s long-since consigned to the past. Even without it, hes still quite handsome,
though his age is beginning to show, and hes just vain enough to dye his sideburns to cover the
grey. He dresses wellslacks, loafers, a jacket over a businesslike shirtbut not too well, as
one has to keep up appearances, and Iraqi refugees who suddenly come into a great deal of
money with no legal explanation generally dont get the benefit of the doubt. He still smokes,
though not in his cab, and eats sparingly to keep a lean body. His hands are almost perfectly
steadya surgeons hands, still, even after all hes been through.

Fire
The Purview of Fire holds sway both over literal flames, which hold power to destroy and create,
and the metaphorical flames that burn in the mortal heart, from the fires of sultry passion to the
illumination of enlightenment. In addition to creating and controlling literal fire, heat, and light,
the miracles of this Purview can also cause sudden outburst of passion, intense emotion, or
inspiration.
Innate Power: You and your personal belongings cannot take damage or suffer any form of
harm from fire, heat, or smoke. You can walk through wildfires or industrial microwaves
unharmed, swim in magma for as long as you can hold your breath, and perform similar feats of
fireproof heroism. Extreme cold is likewise harmless to you.

Eternal Flame
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One fire
Range: Medium
Action: Simple
You imbue a fire with a spark of her divine power, making it a part of yourself. The flame
expands, spreading out to the size of a large campfire if smaller. It burns indefinitely without
needing additional fuel and cant be extinguished by non-magical means. As a simple action, you

can extend your senses to see through the fire, perceiving anything within its range of
illumination. Previous uses of this boon end if you use it to bless a new fire.

sir Signature Purview: Wyrd


The Wyrd Purview encompasses the magic used by the sir and their worshippers to foretell
and manipulate the fates spun by the Nornir. These include galdr (spells and charms) cast
through runes or chanting, sp (prophecy), and the practice of seir in emulation of the Nornir.
Motif: The destinies spun by the Nornir can be changed through drawing runes or magical
weaving.
Innate Power: You have a personal (and usually dark) fate that you know you are destined to
meet. This might be a death whose circumstances mirror those of your divine parents fated
doom in Ragnarok, a betrayal by those closest to you, the failure of an ambition, or some similar
dramatic downfall. Whenever you encounter narrative difficulties that advance your fate or echo
its circumstances, or because you are trying to avoid your fate, you gain 1 Momentum.

Cast the Runes


Cost: Free
Duration: One session
Action: Complex
Once per session, you may perform a divination by casting runes etched onto stones, strips of
bark, or other objects in a ritual that takes one scene to complete. The Storyguide gives you a
lead or a clue (p. XX) about what will happen in the near future (i.e. what they expect to happen
in the current session).
If you use a boon or marvel later in the same session, and the Storyguide agrees that it will help
in bringing about the foretold events, you may cash in the divination for this session in place of
spending or imbuing 1 Legend towards that powers cost.

Virtues: Audacity versus Fatalism


The sir are gods, but unlike almost every other pantheon, theyre mortal in certain
important senses. Theyre tough as nails and they cant die of old age, but theyre
vulnerable to violent death and even disease; and their seers have foretold Ragnark, a
final battle against their arch-enemies, in which they will all die tragically and gloriously.
Youd think theyd stay at home with the doors locked, the dog outside, and their armor
on all the time; yet the myths of the sir are full of stories of the gods heading out to risk
their lives on some adventure or other because it looks fun. As a representative of the
sir, will you embrace death and rush willingly to meet it, knowing its your fate; or will
you use all the toughness and trickery at your command to stave it off?

Loki, God of Trickery and Fire


Loki, the trickster, is pleasing to gaze upon and questionable in character. This fickle god is
cunning, and often found to be in trouble, but it is his undeniable quick wit that allows him to

save his neck. Often quite literally. Loki is one of the craftiest beings in the World half-jtunn,
half-god, blood-brother of Odin, and the one destined to start Ragnarok.
With Sigyn, he had godly sons. With Angrboa, he was the father of monsters Fenrir, the great
wolf, Jrmungandr, the world serpent, and Hel, the Goddess of Death. When Logi, the true god
of fire bested Loki in an eating contest (by burning the contents, including the platter, as he ate)
Loki called him a cheater. He eventually tricked Logi into consuming himself and so, the
trickster god took up the mantle of God of Fire, going so far as to stealing Logis wife, Gl, as
well.
In modern day, Loki is a handsome charming man or a beautiful imposing woman. No matter the
gender, Loki always has a devilish smile. Careful, sometimes cowardly, this God is the sly and
ever crafty undercover agent, the politician that oozes charisma, the seductress that can
manipulate any sex to kneel at her feet. Passionate, with a belly full of fire, Loki will achieve any
goal he sets his mind to and worse, he will do anything to twist fate to his whim. His Scions
find his lessons are without prejudice. He will place them upon anyone at any time and they must
endure his fickle nature. Once they have earned his loyalty, he will remain to guide them for as
long as they serve his needs.
Callings: Creator, Liminal, Trickster
Purviews: Chaos, Deception, Epic Dexterity, Fire

Antagonists
An Antagonist is any character that opposes the protagonist or protagonists, in this case the
player characters. Scion uses a modular system to represent such characters (or any other
characters that the Storyguide may require) with the goal of maintaining maximum effect for
minimum effort: in other words, keeping it simple. Antagonists in Scion are much simpler,
mechanically speaking, than a player character, but are more than capable of going toe-to-toe
with them. All Antagonists consist of three elements: Archetypes, Qualities, and Knacks.
Archetypes are the fundamental building blocks of the Antagonist, broken down into a granular
difficulty spectrum, that provide basic pools for actions. All Antagonists have a single
Archetype, delineating the degree of challenge desired by the Storyguide. Most Archetypes also
have Extras, built-in Knacks or Qualities that come standard, representing a certain level of
narrative weight.
Qualities are extensions of Archetypes, providing permanent Enhancements or improvements to
the Antagonist and synergizing with the Archetype and other Qualities, if any. Qualities serve to
flesh out or distinguish different Antagonists who use the same Archetypewhile they add a
certain degree of challenge thanks to the additions they make mechanically, those additions are
meant to make Antagonists distinct and interesting. Otherwise, its the same Archetype dice
pools over and over again, which gets stale fast. Of note: Qualities can be either positive or
negativemany foes have weak points that the discerning hero may take advantage of!
Knacks are discrete powers or Traits. Most Antagonist Knacks are designed explicitly for
Antagonist use, and are not suitable for player charactershowever, player character Knacks
may be used for Antagonists, with some modification. Many Antagonist Knacks can only be
used once, and thereafter must wait for a Cooldown condition to occur before being used again.
For example, the Villain Extra, Get Out Of Jail Free, allows an Antagonist with the Villain
Archetype to cheat death (as long as no one sees him die), but once it is used, it cannot be used
again until the end of the current arc.
Representation vs Mechanics
The Antagonist system is designed to simplify complex beings (and stories about
them) for the sake of ease and modularity for the Storyguide. An unfortunate sideeffect of this is that we cannot give lengthy and detailed descriptions of each
individual being. As a result, every example provided is both extremely short and
mechanically interchangeable with similar (but ultimately very different) beings
from other traditions. We encourage Storyguides and players alike to look beyond
what little were able to provide in the space we have when designing characters,
and not to take what weve written as unvarnished truth. What follows is a system
suitable for behind-the-scenes use only: players should never find themselves
equating a troll with an oni, even if both are troublesome giants.

Archetypes
The four base Archetypes for Scion: Origins are, in ascending order of difficulty, Mook,
Professional, Villain, and Monster. All Archetypes have a common set of Traits that enable them
to act for whatever purpose they need, as defined by the Storyguide. Example Antagonists (p.
XX) will also have a short description and roleplaying hints attached.
Drive: This section is for the Storyguide to give a motivation to her Antagonist characters. For
Mooks and some Professionals, thatll probably be something on the order of Collect my
paycheck from the boss or Make it out of this situation alive, but for detailed Professionals,
Villains, and Monsters the Drive is more important, since they occupy commensurately more
space in the story, and may even be driving the plot behind the scenes.
Primary Action Pool: This pool represents those actions that the Antagonist exists to perform,
rolls that they will make assuming they get to perform their primary function in the story. A guntoting mercenary will almost certainly have a high pool for Shooting and Tactics, for example.
Actions should be listed generally, rather than trying to map them to an Attribute + Skill pool
when player character powers refer to specific dice pools built on such combinations, use the
closest applicable action the Antagonist possesses. Enhancements granted by Qualities or Edges
should apply to one of these general descriptions of actions. No more than two or three actions
should be listedif theyre that good at that many things, consider promoting them to the next
Archetype up!
Secondary Action Pool: This pool represents actions that, while important to the Antagonist, are
not central to their function in the storybut if it does come up, it would be reasonable for the
Antagonist to be good at it. The aforementioned mercenary probably has a decent ability for
Survival and Athletics, and perhaps a few other actions. The Secondary Action Pool is your last
chance to make an Antagonist competent at something, so if youre waffling, err on the side of
including it here.
Desperation Action Pool: This is the pool that all other actions default to, the pool for actions
that the Antagonist probably has no business attempting but needs to anyway. The
aforementioned mercenary would probably roll his Desperation pool if he were in a situation
requiring him to explain in detail ancient Mesopotamian religious law, for example.
Stress: This is the number of Stress Boxes the Archetype comes with by default.
Defense: This is the base Defense of the Archetype.
Initiative: This is the Initiative Pool of the Archetype.
Extras: Some Archetypes come with certain Knacks or other Traits naturally by default, and
those Knacks will be listed here.
But My Power Makes Them Roll Subterfuge!
Some player character Boons and Knacks require resistance rolls using Traits that
Storyguide Characters built using the Antagonist system simply don't have. In such
cases, roll the Antagonist's Defense as a dice pool. If they have a Primary or
Secondary Action listed that is relevant, halve the dice pool normally rolled for it
and add it to their Defense pool. If they have a Quality relevant to resisting the
effect, add the full dice pool for the relevant action.

Archetype Listings
Mooks are common enemies, the nameless rabble that heroes must often fight their way through
or around to get to the interesting bad guys. Mooks only have a single Stress box, so if theyre
struck at all theyre out of the fight. Just because they cant take it, though, doesnt mean they
cant dish it out, especially in large numbers or when boosted with Qualities and Knacks.
Primary Pool: 5
Secondary Pool: 4
Desperation Pool: 2
Stress: 1
Defense: 1
Initiative: 3
Im Here to Chew Bubblegum and Kick Ass
Mooks arent a match for player characters. Sometimes, an army of them isnt a
match for player characters. Sometimes, the hero just absolutely has to wreck the
day for seven people in one blow. If Mooks exist to make player characters look
cool, this over-the-top Stunt exists to make player characters look totally rad.
System: These rules apply whenever a player character succeeds on an attack and
has more than one net success after buying off the Mooks Defense. Rather than
simply assigning one Stress to the Mooks only Stress box and taking that Mook
out, take the remaining successes and spread them around to every Mook in Close
Range, one each, and fill in their Stress box.
Professionals are a cut above the common enemy. They may have a name, but more than that,
they have a distinctive style. Theyre the main interest points in fightsthe heavily armored
enemy, the enemy with a mystical glowing sword, the enemy with a rocket launcher. Theyre
unlikely to show up for more than a single fight, so they have to get all their awesomeness out in
one go.
Primary Pool: 7
Secondary Pool: 5
Desperation Pool: 3
Stress: 2
Defense: 2
Initiative: 5
Extras: A Cut Above (+1 Enhancement, Storyguides choice)
Villains are the centerpieces of big fights. As such, they usually have lackeys, consisting of
Mooks and maybe a Professional or two. Villains should definitely have names and detailed
motivations, as theyre the movers and shakers behind plots. Theyre also tougher than one might
thinkthe better to make an escape and menace the player characters again!

Primary Pool: 10
Secondary Pool: 8
Desperation Pool: 5
Stress: 4
Defense: 3
Initiative: 7
Extras: Get Out of Jail Free (As long as the Villain dies offscreen or in questionable
circumstances, she can later reveal herself to have miraculously survived. This costs 1 Tension.
Cooldown: One Arc)
Monsters are the big guns at the level of Scion: Origins. All three of the previous Archetypes
are explicitly normaland the Monster is explicitly abnormal. It is something magical,
something legendary, something bigger than any one mortal can deal with. A Monster is meant
to take on an entire band and be a significant threat to it. It may or may not have lesser enemies
aiding it, but its more than capable of taking punishment all on its own.
Primary Pool: 13
Secondary Pool: 10
Desperation Pool: 5
Stress: 8
Defense: 4
Initiative: 9
Extras: Some Monsters may make use of the Segments or Size rulesat the Mortal Tier,
however, few Monsters should have more than 2 segments, or be more than Size 2, or 3 if the
player characters are loaded for bear. Any more than that risks becoming something entirely
beyond their ability to deal with.
Taking Action
When Antagonists take a Basic Action, they use the dice pool that best represents
such an action. If they are taking a Mixed Action, they use the lowest dice pool
applicable. If they do not have such a skill listed in their Primary or Secondary
Poolsfor example, an accountant attempting to operate a fighter jet while doing
taxesthe Desperation pool is used.

The Bigger They Come: Heroic Antagonists


With greater challenges come greater foes to go with them. The following Archetypes are
suitable for Hero-scale Antagonists.

Heroic Archetypes
Foe
In any other fight, the Foe would be an opponent to be reckoned with. Against a Scion, however,
he has bitten off far more than he can chew, and is likely to be baffled by the sudden turn in his
fortunes. The Foe Archetype corresponds to the Mook Archetype in Scion: Originslike the
Mook, a Foe can be dispatched with a single solid hitbut unlike the Mook, the Foe is very
likely to have a Quality or two associated with him, meaning he will hit much harder.
Primary Pool: 7
Secondary Pool: 5
Desperation Pool: 3
Stress: 1
Defense: 1
Initiative: 4
Extras: +1 Enhancement (Storyguides choice)

Rival
The first real challenge for a Scion comes from their fellowsor from those roughly equivalent
in mythic power, be they divine or mortal, flesh or spirit. These enemies will be forces to be
reckoned with, and far more flexible than their mortal counterparts.
Primary Pool: 9
Secondary Pool: 7
Desperation Pool: 5
Stress: 3
Defense: 3
Initiative: 6
Extras: Second Wind

Nemesis
A player character will likely defeat an Antagonist with the Rival Archetypethat much is
given. The Nemesis, on the other hand, exists for a real challenge, for an opponent who is at the
very least the equal of any one of your player characters. They, too, may be Scions, or even the
weakest and rawest of Demigods, and they are not likely to go down easily.
Primary Pool: 11
Secondary Pool: 9
Desperation Pool: 6
Stress: 5

Defense: 4
Initiative: 9
Extras: Mystic Arsenal (if appropriate)

Titanspawn
Sometimes, the gods descend, and all hell breaks loose. Sometimes, a terrible beast slips its
bonds and charges headlong into the World, ravening and furious at its captivity. Sometimes,
something terrible just shows up. Thats what the Titanspawn Archetype is for. Like the Monster
Archetype in Scion: Origins, the Titanspawn is intended to be a more-or-less solo fight, because
it can easily take on an entire band and still pose a serious threat. Such an Antagonist need not be
a literal Titanspawnafter all, Titans and Gods have far more in common than theyd want their
children to know.
Primary Pool: 15
Secondary Pool: 11
Desperation Pool: 7
Stress: 10
Defense: 4
Initiative: 10
Extras: Apocalyptic Presence; Most Titanspawn will make use of Segment or Size rules.
A Higher Calling
For the purposes of fulfilling Quality and Knack prerequisites, any Archetype of a
higher tier suffices. For example, a Rival could take Villain-or-higher Qualities or
Knacks, reflecting her greater station in the scheme of things. Such Qualities and
Knacks may be slightly underpowered compared to Qualities and Knacks of her
proper tier, but this can be used to adjust the difficulty of any given encounter
downward, if so desired.

Tension Pool
Players have Momentum, representing the juggernaut of their characters narrative and mythic
potential. The opposing force, the one that makes life interesting for the player characters, is
Tension. Tension is a pool of points at the Storyguides disposal, which may be spent in several
ways to make Antagonists a little tougher than they otherwise would be. This allows the
Storyguide to fine-tune challenge, with a cost-incentive to not overdo it. Players should always
know the Tension Pool totalseeing a giant pile of counters is a good way to keep them tense,
after all. Base Tension is equal to the number of players + the average Legend of the group, and
refreshes every arc.
In addition to Base Tension, points are added to the Tension Pool whenever a player character
overcomes a Complication or suffers a Calling Crisis. This keeps the pool topped up according to
the relative drama of the session.

Spending Tension
Spending Tension points is always instantaneous, taking place outside narrative time. In effect,
the situation is retconned slightlythe new foe was always that strong, he was just holding back,
etc. Tension use should never result in major inconsistencies (at least, not unless powerful magic
is involved), but its relatively easy to explain away any use of it.
Archetype Promotion
Archetype Promotion is what it sounds like; remove the Antagonists Archetype and replace it
with the next higher up; Mook to Professional, Professional to Villain, and Villain to Monster,
for example. This makes the Antagonist much more competent, with larger dice pools, Stress
tracks, and base Enhancements. Archetype Promotion costs 3 Tension.
Adding Qualities
Adding a Quality to an Antagonist is a less overwhelming change, but still represents a
significant boost in ability, since Qualities are permanently active. Adding a Quality costs 2
Tension.
Adding Knacks
Adding a Knack to an Antagonist is far more granular and situational than adding a Quality. Any
Knacks added with Tension consider their Cooldowns refreshed, meaning theyre ready to use.
Adding a Knack costs 1 Tension.
Action Interrupt
The Initiative Roster is set, with Player Character slots and Storyguide Character slots. Using
Action Interrupt, however, allows the Storyguide to insert a new slot into the Roster for a single
round, which may be used for any Antagonist (even Antagonists who have already acted in the
round). The new slot disappears at the end of the round. Action Interrupts cost 2 Tension.
Defense Boost
Storyguides are advised to kill their darlings (or, at least, to let the players do so), but sometimes
its not quite time for them to go just yet. Spending Tension on a Defense Boost raises an
Antagonists Defense by 1 per Tension spent, to a maximum of the number of players, for one
round.
Instant Cooldown
All Knacks have Cooldowns, conditions that must be fulfilled before the Knack can be used
again. For 1 Tension, the Storyguide may instantly refresh a single Knack for a single
Antagonist.
Power Cost
Some Capacities and Knacks have Tension costs associated with them. In such cases, follow the
rules described in those Capacities and Knacks for spending Tension.

Example Antagonists
The following Antagonists are meant to serve as samples, illustrating how the system can be
used to build mundane or supernatural beings. They should not be taken as gospel or the only
available options; we encourage Storyguides to build their own and get a feel for the system if
they can, but feel free to use these in a pinch.

Amazon
Amazons are a tribe of warrior women who, in antiquity, dwelt on the fringes of the Eurasian
Steppe near the Black Sea, living apart from men. Related distantly to the Scythians, they are
well accustomed to fighting from horseback, and favor both spears and archery. Though a few
Amazons still live according to the ancient pastoral lifestyle, far more members of the tribe have
emigrated to the cities, where they retain their warrior ethos even as they adapt to a modern way
of life. To maintain their numbers, they either pursue men for the purposes of conceiving or, if
such is not their preference, adopt women from outside the tribe. Most Amazons will happily
take anyone who both identifies as a woman and can hold her own in a fightthe training theyll
put her through will more than make up for any lingering weakness from her origins. Amazons
are extremely family oriented, living together in sprawling clans, and its a rare Amazon who
doesnt, at need, have sisters to back her up in a scrap.
Archetype: Professional
Qualities: Super Soldier
Drive: To best whatever champions may assail her!
Primary Pool (8): Combat, Feats of Strength (+1 Close-Quarters Combat, +1 Archery)
Secondary Pool (5): Equestrianism, Survival
Desperation Pool: 3
Stress: 4
Defense: 2
Armor: 1
Initiative: 5
Super Soldier
Many cultures have oral legends of men and women who were, by their very nature,
superior combatants in every way. Sometimes, this was the result of training or
lineage; other times, divine guidance or blessing. In any case, a Super Soldier is an
extremely dangerous foe, and likely to be a master of whatever techniques she has
devoted herself to. She receives a +1 Enhancement to any Combat Ability, +1
Armor, and +2 Stress.

Werewolf (Therianthrope)
Stories of shapeshifting humans can be found across the worldbeasts that wear the faces of
humans, or vice versa. Some are cursed, compelled to commit monstrous deeds; while others are
respected as semi-sacred guardians, following ancient practices handed down from generation to
generation. In the modern World, these practices and curses alike continue to be passed down
to spread across the world, thanks to the advent of globalism. Those who suffer from curses tend
to dwell on the fringes of society or engineer containment solutions for themselves, fearing that a
surveillance society would doom them for a single slip-up: after all, most Western nations still
have lycanthropy laws on the books, even if they havent been enforced in decades.
Archetype: Villain
Qualities: Natural Weapon (Claws, Teeth; only when transformed), Imperfect Disguise, Super
Soldier (only when transformed), Vulnerability (silver)
Knacks: Shapeshifter
Drive: Pass on this terrible curse!
Primary Pool (10): Close Combat (+3 Enhancement), Hunting
Secondary Pool (8): Stealth, Athletics
Desperation Pool: 5
Stress: 6
Defense: 3
Armor: 1
Initiative: 7
Natural Weapon
Some beings are possessed of natural weaponry, such as claws, teeth, armored tails,
horns, and so on. Such weapons cannot be disarmed without a (likely very
gruesome) stunt.
Imperfect Disguise
The Antagonist may be able to hide most of her supernatural qualities, but
something still shows. This results in a distinguishing feature that may give them
away, be it behavioral or physicalhuldrefolk have a tail, for example. Spotting
the feature and correctly identifying it requires a difficulty 2 Occult roll.
Shapeshifter
The character is able to transform into the shape of a certain animal, chosen by the
Storyguide when this Knack is assigned. The transformation is perfect and
undetectable through any means save magic. The Antagonists pools do not change
when this Knack is used. However, if her form has a certain method of travel, such
as flying or swimming while breathing underwater, she may use those.
Additionally, she has access to whatever natural weapons her new form may have,
including teeth, claws, and even venom. Animals larger than humans add a single
Stress Box; smaller animals subtract one.

Duration: One Scene.


Cooldown: End of Scene.

Troll
Enormous, hairy, and terrified of the sun whose touch turns them to stone, mortals across
Northern Europe have known for eons that trolls are to be avoided and feared, passing on stories
of trolls hurling mortals into chasms, keeping them as slaves in their dark cave dwellings, or
even devouring them wholesupposedly, trolls can smell the blood of Christians, but this has
never been validated by scientific study. Accounts differ as to troll intelligence; some are
renowned as metalworkers and herbalists, others described as only semi-aware brutes. Only in
relatively recent times have mortals been able to push trolls back from civilized settlements,
using church bells to make noise, disturbing the trolls natural habitats. Norway in particular is
known for setting aside vast tracts of mountains and plateaus as troll preserves, while carefully
monitoring the borders for any trolls who might try to migrate down into the valleys
Jotunheimen National Park is perhaps the best known of these.
Note: The Traits listed here are for the less intelligent sort of troll, i.e., the sort that player
characters are far more likely to get into a scrap with.
Archetype: Monster
Qualities: Heavily Armored, Sure-Footed, Vulnerability (Sunlight), Vulnerability (Church
Bells)
Knacks: Seeing Red
Drive: Grind their bones to make your bread.
Primary Pool (13): Smash n Bash, Feats of Strength,
Secondary Pool (10): Climbing, Throwing Rocks, Survival
Desperation Pool: 5
Stress: 8
Defense: 4
Armor: 0
Initiative: 9
Heavily Armored
When the Antagonist takes Stress, shift the Stress one box to the left, unless that
box is already filled. Stress dealt directly to the leftmost Stress box is nullified.
Sure Footed
Difficult Terrain doesnt affect the movement of this Antagonist.
Vulnerability
Choose a source of damagefor example, fire, salt, silver, etc. When the
Antagonist takes any damage from this source, fill in the Stress box that would

normally be marked, as well as the Stress box to its right (or, if this is already full
or non-existent, its left).
Seeing Red
The Antagonist may enter a frenzied state, during which they feel no pain and are
largely incapable of doing anything but attacking the nearest target. This adds a
general +1 Enhancement to Close Combat rolls, and allows the Antagonist to ignore
the effects of Injury Complications for the duration of the effect.
Duration: A number of turns equal to the number of player characters.
Cooldown: The Antagonist takes a new Injury Complication.

Daitengu (Bird People)


Kings of the mountain peaks, ascetics both wise and dangerous, the Tengu are a hybrid of bird
and humanto what degree and which traits predominate vary. They are often portrayed with
human faces, albeit with comically long noses, though some hold that these may simply be
masks covering their true faces. Daitengu are powerful beings, able to stir up terrible winds with
their enchanted fans or to swoop down and snatch up humans in their claw-like feet, carrying
them far away. Some returned possessedothers were dropped from a great height or tied to the
tops of trees and left to the elements. Other tales tell of Tengu who serve as protectors rather than
tormenters, particularly of mountains and forests. Kotengu, or Karasu-Tengu, are those Tengu
without great wisdom or power; far more birdlike than their superiors, they are also far more
numerous and less likely to be polite or safe. Like the crows they resemble, they are inveterate
hoarders, and great devotees of mischief and mockery.
Archetype: Rival
Qualities: By Divine Right, Flight, Mystic Arsenal (Storm Fan)
Knacks: Weather Tyrant, Possession, I Have Friends
Drive: To watch over my land, and protect it by any means necessary!
Primary Pool (9): Flight, Cryptic Wisdom, Grappling
Secondary Pool (7): Scratching & Pecking, Woodlore, Occult Knowledge
Desperation Pool: 5
Stress: 3
Defense: 3
Armor: 0
Initiative: 6
By Divine Right
Prerequisites: Nemesis or higher Archetype
The Antagonist is a leader or ruler, perhaps of Worldly sect or nation, perhaps from
Terra Incognita. In any case, she has tremendous resources to draw uponif she
needs something, she has it, unless its one of a kind and already claimed or plotimportant. In addition, such a ruler is never alone, but accompanied by bodyguards

(who may remain hidden until needed)two Rivals and three Foes, whose design
is at Storyguide discretion. For 1 Tension, the Antagonist may reveal that she has
cut a deal that places the player characters at a disadvantage in the present situation.
Flight
This Antagonist ignores any Difficult or Dangerous Terrain, unless that Terrain
represents atmospheric conditions. Additionally, if this Antagonist chooses to
Disengage vertically, she cannot be followed unless the pursuer has some means of
matching her, such as flight or superhuman leaping abilities.
Mystic Arsenal
Prerequisite: Rival or higher Archetype
The Antagonist is experienced with mythic forces, wielding them like the finest and
most sophisticated of weapons. She likely possesses a Relicif not, she has some
other form of signature weapon or item that greatly empowers her. Any actions
undertaken with this item receive a +2 Enhancement, and if the Storyguide spends
1 Tension, she may raise that to +4 for a single action. Choose a Purviewwhen
wielding the item, she may channel it to create marvels at the cost of 1 Tension.
(Play fairif the player characters defeat the Antagonist and take her stuff, they
get a totally cool Relic or other mystical object. No takebacks. Of course, that
doesnt mean the Antagonists friends wont try)
Weather Tyrant
Prerequisites: Nemesis Archetype
The Antagonist can alter the weather, generating dangerous conditions. While in
many cases this effect is narrative in scope, in combat it often results in Difficult or
Dangerous Terrain, or may inflict Conditions on player characters per the
Storyguides discretion.
Cooldown: One Session
Possession
The Antagonist is capable of taking over another persons mind, effectively
wearing their body like a glove. If the Antagonists body vanishes or they must
physically enter the target to use this power, they must be exorcised by an
appropriate ritual or Marvel. If the Antagonists body remains, add a temporary
Vulnerability (True Body), representing its defenselessness as the Antagonist
controls another.
Duration: One Scene
Cooldown: End of Scene; or, the Antagonist is exorcised.
I Have Friends
Permissions: Villain or higher Archetype
The Antagonist summons a number of Mook Archetype Antagonists to aid them in
combat.
Cooldown: A number of rounds equal to the number of player characters in the
fight.

Jtnar (Giants)
The giants who dwell in Jtunheim, cast there of old by the sir, are as many and varied as the
mortals who dwell in the World. Some are lovely, inspiring jealousy or drunken attempts at
seduction; others are hideous, bearing claws or other features not best suited to the human form.
However they appear, all are enormous, ranging from a dozen feet to several stories tallsome
few grow even larger, echoing Ymir, the giant whose corpse formed the World itself, but none
have yet equaled his stature. Not all Jtnar are at odds with the sir, more than one of whom are
descended from the giantsLoki is one. The Jtnar who dwell in Muspelheim, fire giants ruled
by Surtr, will rise up and set the World aflame when Ragnarok comes.
Archetype: Nemesis
Qualities: Apocalyptic Presence, Collateral Damage, Mystic Arsenal, Second Wind
Knacks: Back Off, World Shaking
Drive: Wreak havoc!
Primary Pool (11): Smashing Attacks, Feats of Strength
Secondary Pool (9): Endurance, Temperature Tolerance (cold or hot, depending on origin)
Desperation Pool: 6
Stress: 5
Defense: 5
Armor: 0
Initiative: 9
Extras: Jtnar are usually Size 2-3, but some impressive individuals may be largerconsider
building them as Titanspawn.
Apocalyptic Presence
Prerequisite: Rival or higher Archetype
The Antagonist is something deeply otherworldlythere is no way it can pass itself
off as a something mundane, let alone mortal. It is terrifying and wondrous to
behold, an awesome-in-the-literal-sense revelation that leaves even the most
stalwart of mortals utterly befuddled. Only beings with a Legend rating (or those
doing so from a great distance, where proper apprehension of the Antagonist is
impossible) may oppose or attack the Antagonist.
Collateral Damage
Prerequisites: Rival or higher Archetype
Apply whatever Stress the Antagonist deals to anyone within Close Range of the
target, as though all of her attacks possessed the Shockwave tag. This includes
structures, vehicles, or anything else that is not wholly indestructible. The
Storyguide may spend 1 Tension to utterly annihilate any object using such an
attack, and are encouraged to give florid descriptions of the aftermath.
Second Wind

Prerequisite: Rival or higher Archetype.


The Antagonist has hidden reserves of energy she can call on at a moments notice,
refreshing her and giving her the will to continue even against staggering odds. If
all of the Antagonists Stress boxes are filled save the rightmost one, the Storyguide
may spend 1 Tension to clear her entire Stress track. When she does so, the
Antagonist receives a +2 Enhancement to be assigned at the Storyguides
discretion, which persists until the end of the scene or until the Antagonist is
defeated. Second Wind may only be used once per scene.
Back Off
The Antagonist knocks the target back two Range bands.
Cooldown: The Antagonist closes to Close Range with an opponent; or 3 turns.
World Shaking
The Antagonist is able to disrupt the ground, transforming it into Difficult Terrain.
She may center the disturbance anywhere within her line of sight. This is not a
subtle Knack: using it significantly damages the ground and any nearby structures.
Cooldown: End of Scene

Hydra (Sea Monsters)


The Lernean Hydra is well-knownlesser known are the others of its kind that were not so
famously slain. Hydras are amphibious beasts native to the Aegean, though they can now be
found in almost any large body of waterthe carcass of one famously washed ashore in Nova
Scotia in 1877, contaminating the beach for years. They are possessed of bodily fluids so
venomous that even their breath is toxic (to say nothing of their saliva or blood itself) and a
regenerative healing process so powerful that it will grow two heads for every one severed.
Solitary creatures, Hydras (thankfully) breed rarely, always bearing single live pups which
mothers raise for some years before separating. Young hydras are born with a single head, but
hydra mothers will decapitate their offspring a few times once theyre strong enough to survive
the process, usually when theyre a few months old.
Archetype: Titanspawn
Qualities: Apocalyptic Presence, Regeneration, Toxic, Vulnerability (Fire)
Knacks: Spray n Pray (Breath), Under Pressure
Drive: Hunt. Feed. Sleep. Repeat.
Primary Pool (15): Bite Attacks, Swimming
Secondary Pool (11): Breath Attacks, Hunting
Desperation Pool: 7
Stress: 10
Defense: 6
Armor: 0
Initiative: 10

Special Systems: Hydra


The Hydra is composed of three Segments, each of three Stress, plus an additional
Stress box, the rightmost. This Stress box cannot be marked until all other Stress
boxes are filled. If a Segment is destroyed by filling its three Stress boxes, that
Segment cannot act until it fully regenerates its health. Segments in the process of
regenerating cannot be targeted. Add one Stress box each time a head fully
regeneratesonce three have been added, the Hydra gains a new Segment. The
Hydra's Segments count as individual characters for the purposes of Initiative, and
each may make a single attack per round.

Regeneration
Prerequisites: Nemesis or higher Archetype
The Antagonist heals one Stress box per round, starting from the left and moving
right. Antagonists with this Capacity must also take the Vulnerability Capacity
(Scion: Origins, p. XX). Stress from the defined source is not regenerated, but must
be recovered at the natural rate.
Toxic
The Antagonist is poisonous or venomous. Choose a vector for the toxin (touch,
consumption, fluid transfer, aerosol, etc), and select from the list of Toxins (p. XX).
Aerosol toxins require the target to be within Close Range of the point of origin.
All others require either a successful attack roll or a roll to trick the target into
exposure.
Under Pressure
The Antagonist may use this Knack if she attacked by two or more characters in a
single round (inflicting Stress is not required). She receives +2 Defense against the
second attack, and against all other attacks that round. In the next round, the
Antagonist receives a +3 Enhancement to her Primary combat pool.
Duration: One round
Cooldown: The Antagonist is not attacked at all for one round.
Spray n Pray
The Antagonist makes a single attack roll, subtracting three dice. If successful, the
attack is applied not only to the intended target, but to any other potential targets
within Close Range of the intended target. The attack exhausts the weapons
magazine, if it has one.
Cooldown: The Antagonist takes a turn to reload his weaponeven if the weapon
is not mechanical, such as a dragons flaming breath, this waiting period is still
required.

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