Approaches: On Attributes
Approaches: On Attributes
Scion’s Storypath system is versatile by design. Players should feel free to think of a myriad of different
ways to perform tasks. In keeping with that goal, all dice pools listed in this chapter are merely guidelines
or suggestions for the most common or basic dice pool. Thinking of inventive scenarios where players can
use alternate Attributes to perform tasks is encouraged. Some examples:
• Timing your sword strike for a gap in the enemy you’ve been observing with Cunning.
• Taking out a construction site with a few well-placed explosives using Intellect.
• Using Dexterity to nimbly pull the gears out of a clockwork owl while clutching on and riding it.
TIERS
Characters in Scion vary wildly in mythical potency, represented by their Tier. This has a number of
applications, but primarily determines the target number they use when rolling. More powerful characters
can casually influence the world.
1 (Mortal Tier). Characters without a trace of supernatural power. Legend 0. Target Number 8.
2 (Heroic Tier). Those with a growing Legend of their own, or who call on the power of a greater being.
Legend 1-4. Target Number 8.
3 (Demigod Tier). Creatures of storied power, and heroes who truly exceed the bounds of mortality.
Legend 5-8. Target Number 7.
4 (Divine Tier). Those beings who stir The World with their steps, foremost among them the Gods of each
pantheon. Legend 9-12. Target Number 7.
Resilience allows a character to outlast their oppo- In a Mental chess match with lives on the line, a player
nents, using flexibility and guts to achieve their goals. might marshal memorized stratagems with Intellect (Force),
or try to feint and gamble with Cunning (Finesse), or simply
Resilience is often slow or dangerous, but is also thorough.
avoid foolish mistakes and pile on the pressure with Resolve
The character’s player should choose a Favored (Resilience).
Approach (p. XX).
In a tense Social police interrogation, the suspect could
ATTRIBUTES try to lie his way out of things using Manipulation (Finesse),
or simply keep his cool and deflect with Composure
Each combination of Arena and Approach is referred (Resilience). Meanwhile, his interrogator uses Presence
to in shorthand as an Attribute. For easy reference, mark (Force) to intimidate him.
these on a character’s sheet using the rating for the ap-
propriate Arena. Add two dots if it uses that character’s
Favored Approach.
DICE POOLS
The Attributes of the Physical Arena are the brute
FOR MIXED ACTIONS
A challenge can involve lots of different actions, like a
strength and speed of Might (Force), the deftness of
flurry of blows, but these are always aimed at a single goal,
Dexterity (Finesse), and the vital toughness of Stamina
like knocking out an attacker. When a character needs to
(Resilience).
do two totally separate things at once, this is called a mixed
Every challenge has a level of Difficulty, which is the Just like Difficulty, each Complication has its own level
number of successes a player must spend to overcome any ob- of severity. Players can bypass a Complication by spending
stacles and succeed. Every challenge requires at least 1 success enough successes to meet its level. Complications only affect
to complete, so the minimum Difficulty is 1. If a character wants successful challenges, though characters who fail may face
to vault a Difficulty 2 gap between buildings, she must roll at their own consequences. If that fence-climbing character
least two successes to buy off the Difficulty and succeed. If the fails to meet the Difficulty of the challenge, she won’t cut her
character doesn’t have enough successes to meet the Difficulty, hands, but she might be caught by whoever’s chasing her. A
they fail the challenge and receive a Consolation to keep the Complication is a good way to make a challenge more daunt-
story moving. Situations where it’s impossible to succeed do not ing without actually stopping a character in their tracks.
have a level of Difficulty — characters just don’t roll. Occasionally in the text, you may see an abbreviation
The Storyguide normally sets the Difficulty based on like “1c.” This is short for “a level-1 Complication.”
the scope of the challenge. This is called static Difficulty.
ENHANCEMENTS
LEVEL OF
ENHANCEMENT CIRCUMSTANCE EXAMPLE EQUIPMENT EXAMPLE
1 Minor: You have the high ground. A finely balanced rapier.
2 Notable: You’ve studied your enemy’s style. An enchanted macuahuitl.
3 Significant: Your target doesn’t know you’re A genuine Masamune blade.
there.
4 Major: Your enemy labors under multiple A dagger made from the head of Gungir.
divine curses.
5 Extreme: A god of war guides your blade. Excalibur.
to fare worse. The narrative effects of Scale can be applied spread out across a greater range than normal. The action
to trivial targets. Scale differences of more than three should is rolled once, then applied against everyone within range.
usually result in automatic failure (or success). In the case Each range increment outside of the original target reduces
of targets such as background scenery or nameless mooks, a the effect’s Scale by two, as the force peters out.
difference of more than one level is enough to dismiss them
Example: The animated, bronze Colossus of Rhodes strikes
without a roll. Storypath refers to this difference as “trivial
the ground upon which Eric Donner is standing at Scale 4,
targets,” who suffer more realistic effects from a difference
which generates a Shockwave. Donnie Rhodes is within close
in Scale. Rolls are only used for challenges, not effortless or
range of Eric, so he suffers the same hit at Scale 2. Omolara
outright impossible tasks: When the animated Colossus of
Muhammad is within short range of Eric, so she takes the same
Rhodes stomps down on a group of Greek protesters, there’s
hit, at Scale 0. Beyond that, it has no force. The Storyguide
little room for doubt about what happens.
chooses a lot of Knockdown and Knockback Stunts.
Player characters are never treated as trivial targets,
Not all Shockwaves stem directly from Scale; a master
even when the difference in Scale is extreme.
swordswoman might be able a cut everything within reach,
Example: As Sigrun wrestles the bunyip, they crash into thanks to a Knack granting her attack the Shockwave
the middle of a barbeque party. Throwing the hero clear, the (Close) tag.
beast snaps at a random bystander armed with nothing but an
overdone burger. The roll for the beast automatically succeeds; CONDITIONS
normally, it would enjoy a +4 Enhancement. Needless to Sometimes characters in Scion are struck by long-term
say, things end messily and without a roll for the poor, lesser problems or lingering benefits, such as a broken arm or a po-
carnivore. tent blessing. A Condition is a long-term status that lingers
SHOCKWAVE on a single character, affecting the challenges they face, and
is usually represented as a Complication or Enhancement (or
Some kinds of Scale or particular types of hits generate some mixture of the two). If a Condition causes a character
a Shockwave, which causes the effects of certain actions to
SCALE LEVEL
SCALE LEVEL SIZE EXAMPLE SPEED EXAMPLE LEADERSHIP EXAMPLE
0 Normal: Person-sized Normal: A decent sprinter
Normal: Just some guy,
y’know?
1 Large: Elephant, Bus, Troll Quick: Horse, Centaur Persuasive: Your supervisor at
work
2 Huge: Giant Squid, Roc Fast: Sedan, Cheetah, Authoritative: The boss of the
Atalanta company
3 Giant: Blue Whale, Behemoth Turbo: Sports Car, Kamaitachi Regal: The leader of a nation
4 Landmark: Statue of Liberty, Blinding: Airliner, Garuda Divine: A deity within a
Giant Buddha religion
5 Overwhelming: Typhon, Supersonic: Fighter Jet, Solar Divine King: The deity of a
Skyscraper Chariot purview like War
6 Geography: Manifest Meteoric: Scramjet, Railgun, Supreme: One of the chief
Primordial, Small mountain Dandu Morana Gods of the pantheon
66 CHAPTER TWO: STORYPATH SYSTEM
ADJUDICATING SCALE
As with all Enhancements, Scale can include drawbacks. For example, a giant monster would tire in a
long battle without feeding and would have trouble dodging attacks. Gauge Scale carefully; mortals don’t
fare well against the supernatural advantages without aid. These advantages can be subverted in clever
ways, however — who needs the strength of the gods when an SUV going 80 miles an hour literally hits like
a truck? Characters can find ways to neutralize Scale or wield some of their own, whether by employing
stronger weaponry, researching mythological weaknesses, or attacking the monster in some arena where
they can’t wield Scale. This can greatly aid in hitting the high Defenses some monsters possess.
Sometimes, Scale can be a hindrance as well as a help. Giant monsters seldom find it easy to sneak
around, and it’s tricky to snipe a specific enemy with an artillery shell. In these situations, the Storyguide
should increase the Difficulty of the challenge by an amount equal to the Scale rating.
to fail or otherwise suffer a significant setback, it provides 1 a little extra flair, while 2 shows remarkable luck or skill, 3
Momentum in addition to any gained as a Consolation. is a dazzling display, and anything more is bound to win you
A Condition always includes one or more ways to re- honor, glory, and millions of YouTube views.
move it, called resolutions. The Storyguide can add more STUNTS
resolutions if they make sense. For example, the Hangover
Players with threshold successes can spend them on
Condition fades over time, but an appropriate Health Boon
Stunts to improve their character’s position or further their
or ridiculous home remedy could end it early. If a Condition
goal. Stunts are narrative permission slips — they give you the
is resolved before it naturally fades away, it provides 1
chance to alter the scene in your favor or do something that you
Momentum.
otherwise couldn’t have done. When a player rolls several extra
Some Conditions are so tied up with a character that remov- successes scampering over a barbed-wire fence, a good Stunt
ing them would be a dramatic change, like permanent blindness would be to carefully snip the wire on the way over, so the other
or paraplegia. These are Persistent Conditions, and can usually characters using raw muscle to climb won’t be injured.
only be resolved with Boons or other divine attention. Instead,
A Stunt must:
they provide the band with a good source of Momentum.
• Link back to the success of the character’s action;
FIELDS
A band of Scions may find themselves in a cursed temple • Affect a different Skill or Attribute combination than
or a cramped train car, which each impose their own obstacles the player used; and
and opportunities. Fields are similar to Conditions, except • Be narrated out by the player as to how they change
that they apply to every character within a specific area. Fields the scene.
are not defined by distance and have nothing to do with an
Stunts are also deeply involved in the three areas of
effect’s range. Instead, they represent a single “place” with dis-
action, particularly in action-adventure, and these Stunts
tinct features. A cramped elevator is a single Field for a fight,
have a particular success cost associated with them. There
but so are the miles of empty desert surrounding Zerzura.
are three basic types of Stunt:
Fields provide context for the world of the story, so the
Storyguide should add features whenever it makes sense. For • A complicated Stunt allows you to make a Complication
example, if a character calls down a rainstorm while fighting for another character, making their life more exciting.
on a rooftop, the Storyguide might add a Complication to How many successes you spend on the Stunt deter-
the Field that causes careless characters to slip and fall. mines the level of the Complication.
Players can suggest such ideas, but the final decision lies • An enhanced Stunt creates an Enhancement that
with the Storyguide. you can use for another action, whether that’s your
character’s next action (using a different Skill) or to
THRESHOLD SUCCESSES aid another character. Again, the number of successes
Once a player has totaled all her successes from her you spend on the Stunt indicates how many successes
dice pool and Enhancements, she spends them to meet the the Enhancement gives you. It’s like giving yourself or
Difficulty and succeed. Any leftover successes are called someone else some successes for later.
threshold successes, and she can spend them to overcome • Finally, a difficult Stunt makes it harder for others to
Complications. She can also spend them to pull off Stunts, accomplish actions directed at you. The successes
which are extra effects that stretch her success further. you devote to this Stunt add to the Difficulty for
Any threshold successes she doesn’t spend indicate a characters to take actions against you.
general degree of success. 1 threshold success demonstrates
COMPLEX ACTIONS
When players need to resolve a challenge that involves
FAILURE
lots of separate tasks, they can use a complex action. This is
a series of linked challenges called intervals, each of which
have their own dice pools, Difficulty, and so on, but all con-
W hen a player doesn’t have enough successes to overcome
the Difficulty of a challenge, they fail. Depending on the
challenge, this can either mean that they fail to achieve their
tribute toward a greater goal. For example, a character who goals, or inflict entirely new problems. For example, a character
joins an illegal rakshasa street race must navigate different who fails to abscond out of their bedroom window might be
stretches of the race, each of which is its own challenge. caught mid-escape. Alternatively, she might get away…by
Complex actions act like a montage in a movie, so that plummeting to the ground and bruising something important.
each interval focuses on one of the “highlights” of a criminal Failure is never a dead end in Scion. It always leads to
investigation or political campaign. Meeting the Difficulty of something new, or builds up to a heroic comeback, because
COMPLEX ACTIONS
MILESTONES INVESTIGATION RACE
2 An awkward case A short-distance course
3 A carefully hidden secret weakness A three-lap chariot race
4 A treasure hunt with four keys A rough and varied derby
5+ A multilayered conspiracy An incredible marathon