The basic mechanics of Scion are quite simple. You first have your core Attributes, which represent your natural prowess, such as your strength, intelligence, charisma, etc. Second, you have Abilities, which represent your practiced skills, such as familiarity with melee weapons, empathy, medicine, academics, etc.
A third factor, like your Legend, Stunts, or outstanding circumstances, may be involved in a roll, which hereafter will be referred to as [Wild Card] modifiers.
For each dot in these categories, you add an equal amount of dice to your pool. The formula should look as follows, assuming youíre wanting to calm a wild dog: (Charisma+Animal Ken+[Wild Card])
Letís say youíre fairly charismatic and really good at animals. You also happen to have a some beef jerky in your pocket. The formula could then be (3+4+1)=8 dice.
Now, you may also be supernaturally Charismatic, being a Scion, and have two dots of an Epic Attribute. In most cases, Epic Attributes grant you superhuman enhancements to the tied attribute. They can never equal your Legend rating, nor your mundane attribute equivalent. But in the case of this example, letís say you have 2 Epic Charisma, granting you a +2 Auto Success bonus. The new formula is (3+4+1)=(8 dice + 2 auto successes)
What are successes? Well, when you roll your d10, youíre aiming to get a minimum of 7. 7-9 counts as a single success towards your final result, while 10 counts as 2 successes.
So thatís the basic concept of the Scion system. For more detail on a simplified level can be found at the reference found below:http://rpg-tools.org/generators/index.php?pageId=9&pageType=2
In regards to the link above; this is a quick reference to the Scion system as a whole. For the sake of simplicity, most of what youíll find in this reference is what weíll be using in our game, including the house ruled boons and knacks included in that tab. I will also be taking the applicable house rules theyíve made and adding them to the list of our own house rules/PBP changes listed in their own section below. Do not count their house-ruled pantheon as available.
General PBP Rule Differences
Outside of combat, rolls will be made by players using Eís dice roller and include the test and itís results in their post. The Storyteller will then reply with the results of their attempt. Also, if you have 5 dice in your test pool, you gain a +1 auto success for that, and every 2 dice after.
Rolls are not necessary when interacting with mortal Extras (Minor NPCís) not directly under Storyteller control. Unless specifically stated or having a significant place in a Storyteller post, all tests including powers automatically succeed.
Related, players may invent Extras to add depth to their posts. Just remember, they are still people and the Storyteller will treat them as people, and may make them more significant which may lead to a Fatebinding.
Combat PBP Rule Differences
While in combat, players will not be rolling their own dice. The Storyteller will be handling the math, in favor of allowing players to focus more on writing a cinematic scene. A combat post should include a description of the action you want to make, the appropriate roll formula for that action, and your Join Battle (Initiative), DVís and Soaks.Join Battle
The Battle Wheel is being removed in favor of a more streamlined and linear system of Initiative. Initiative will be treated as a static number, the formula being (Wits+Awareness-Weapon Speed), and does not include Epic Wits Bonuses.
Initiative is then compared with the enemy. The first round is a direct comparison of Initiative scores, and will progress in that manner with the PC Band and the Enemy turns following the track directly. Starting Round 2, all of the PCís will go, followed by all the Enemy, though still following the Initiative order within each group.
In the case of a tie, compare Wits, followed by Intelligence, followed by Perception, followed by Dexterity if ties continue. If, somehow, you tie all four, compare the epic attributes in those categories, and in the unlikely event thatís still a tie, roll (Wits+Awareness) until the tie is broken.Speed, Multiple Actions and DVís
Weapon Speed now exclusively deals with initiative. The speed of different actions are mostly treated as being the same now, taking a single post to accomplish without penalty. Certain actions, specifically Aim, Guard and being Inactive will move your Join Battle lower, moving you down the track, and so you will post accordingly. Other bonuses and restrictions still apply, such as Aim only allowed to be used three times for the benefit.
If you are taking multiple actions in a post (excluding free actions like talking, etc), you may only take up to three actions a post, and only two may be attacks. The exception to this may be a stunt, but youíll really have to sell it. For every extra action, you will take a penalty to your Join Battle, above the normal penalties.
Defense Values will be calculated normally. Special actions in combat will deduct DVís (see the Quick Reference), and do stack with multiple actions.
Armor and cover are treated the same way as in the tabletop game, but please announce in your post that you are utilizing cover, and what kind youíre using.Damage
Accuracy will be calculated normally, but damage will be static, using the average of your normal damage roll (Strength+Weapon Damage+Threshold Successes), and then add Epic Strength as Auto Successes as normal, as well as a [Wild Card] modifier that the Storyteller will roll in secret.
As stated before, all the rolls in combat will be done by the Storyteller, but it is the responsibility of the player to include the basic formula of the action they are attempting in their post.
Other House Rules
~Approved from the Quick Reference~
Player Contributed Boons/KnacksRenaissance Man/Woman Prerequisites:
- All Boons and Knacks
Blindness imposes a -2 DV penalty.
Effects That Deal Aggravated Damage
Anything that deals Agg only adds that attribute's dots as bonus damage instead of the full bonus successes.
Healing Itztli damage costs one +1L per activation. Itztli boons deal damage to the user grant +1L per level taken.
Knacks That Deal Aggravated Damage
All knacks that deal agg cost 2L to activate.
Characters regain (Legend) Legend Points per day.
Epic Stamina Health Levels
Epic Stamina grants all Demigods bonus health levels equal to epic successes. (To be clear, does not apply to characters between Legend 2-4)
Fixing the Willpower + Integrity + Legend Disparity
Mental powers which are resisted by Will + Integ + Leg instead require a roll vs. a DV of (Wits + Integ + Leg) / 2.
Virtue channeling grants successes rather than dice.
Knocking People Around
Knockback / Knockdown has a base difficulty of 1 + the other's Epic Strength.
Grappling does not render the victim inactive, it merely makes them immobile.
Parry DV is calculated as (Dexterity + Ability + Defense + Legend) / 2.
Fast Learner, Star Pupil
This Knack allows the Scion to consolidate their Abilities of Art, Craft, Control and Science into a single Ability. For instance, a Scion who had three dots in Art (Guitar) who took this Knack would suddenly have three dots in all forms of Art. He would pick them up instantly, instinctively knowing how to play the piano, sing, dance, do comedy improv, etc. A Scion who had 4 dots in Science (Biology) would suddenly have equal knowledge in chemistry, astronomy, etc. This Knack can be taken multiple times, each one allowing the character to consolidate a different Ability. If the Ability already has multiple aspects, like a character with 3 dots of Control (Automobile), and 2 dots of Control (Airplane) should discuss the loss of the lesser one with the Storyteller, as with the 10th dot of Animal.