Scion Cheat Sheet
Rolling Dice
Typically you roll a number of d10s equal to your Attribute + Ability. 7 or above is a success. 10s count as two successes. (You do not reroll 10s, just count them as two.) You need a number of successes equal to or higher than the difficulty to succeed. Normal difficulty for normal tasks is 1-2. Re-attempting a task after a failure typically adds +1 to the difficulty. If you roll no successes, and at least one 1, you have botched. (1s do not subtract successes.)
Stunts
By adding description to tasks your character attempts, you can gain from 1-3 extra dice on any roll. This is not restricted to combat or "action" rolls, you can also do "stunts" with social or investigation rolls. 1-die stunts are just a little added description that flesh out the scene. 2-die stunts interact with the world in a more significant way, bringing out setting or character details - feel free to improvise things in the setting or in character backgrounds. Remember that Fate is a real force in this world and coincidences abound. 3-die stunts are 2-die stunts that are exceptionally awesome. Stunts on Guard actions (see Combat) add to DV instead of adding dice. Regardless of whether the action the stunt was based on was successful or not, you can select ONE of the following added benefits of stunts: * You may regain a number of Legend points equal to the die value of the stunt. * You may regain a point of Willpower (2- and 3-die stunts only) * You may gain another chance to channel a Virtue (2- and 3-die stunts only) * You may take an experience point (3-die stunts only). Stunt Partners: You will get a new Stunt Partner at the beginning of each session. They can describe stunts for your approval. If you use a stunt from your stunt partner, they get a single Legend point (regardless of the number of dice the stunt grants.) You gain all the normal benefits of the stunt.
Virtues
Once per story per point of a Virtue, you may spend a Willpower to get your Virtue rating in bonus dice for any action that supports that Viirtue. This is called channeling a Virtue. You can gain extra channeling opportunities through stunts. To act contrary to a Virtue, you have two choices: You may spend a Willpower point or attempt to fail a roll of the Virtue rating. If you don't fail, you cannot act contrary to the Virtue. If you get more successes on the Virtue rating roll than you have temporary Willpower, you not only follow the precepts of the Virtue, you must take it to tragic lengths.
Willpower
You may use temporary Willpower points to: * gain one automatic success, in addition to any successes you roll. Must be declared before the roll. * activate a Virtue or act in opposition to a Virtue * automatically resist any power that attempts to influence your mind or emotions You regain temporary Willpower points: * by acting in accordance with your Nature in a nontrivial matter * when you perform an exceptional or spectacular action (with or without a stunt) * by performing a 2- or 3-die stunt * at the end of every story (all willpower restored) Important note: unlike in most White Wolf games, you do not get back a Willpower point every night. A Scion is replenished by action, not repose. (In addition, yes, Willpower points are not as good as Legend points.)
Legend
Your Legend rating, squared, is the pool of Legend Points you have. Your Legend rating minus one is the maximum level of Boon or Epic Attribute that you can have. However, a high Legend rating attracts the attention of Fate in both good and bad ways.
Using Legend
* Once per story per point of Legend, you may add your Legend rating in bonus successes to any roll you make by spending one Legend Point. These successes are added after the calculations of the roll and can be added at any time. * You may spend a Legend point to completely re-roll any die pool. * You may spend a Legend point to increase your DV against a single attack by an amount equal to your Athletics divided by 2, minimum 1. (You must declare this after the attacker has made the attack roll, but it need not be your turn.) * Some Boons, and all Magic, requires the expenditure of Legend points.
Regaining Legend Points
* You regain legend points when you perform a stunt or if your Stunt Partner uses one of your suggested stunts. * You recover one legend point when you significantly pursue your Virtue. * You get all your legend points back at the end of every story.
COMBAT
To start, roll Wits + Awareness. The character with the highest number of successes acts first, on "Tick 0". The difference in successes between the fastest character and your character is the tick you start on. You can't start "later" than Tick 6. Every combat action that isn't reflexive has a "speed". This is the number of ticks it takes. The effect occurs at the end of the action. Also there is a Defense Value penalty associated with each action. (Reflexive actions can happen at any time and do not expend ticks.)
Combat Action Summary
* Aim: Speed: 1-3, DV -1. Each tick spent aiming adds one die to an attack on the target. You can stop aiming at any time. * Attack: Speed: Varies, DV: -1. (Most attacks are between Speed 4 and 6.) * Coordinate Assault: Speed: 5, DV -2. Roll Charisma + Command. Each success allows you to coordinate two people (including yourself) to attack a single target on your next action, five ticks later. Against anyone who does, the target suffers a DV penalty equal to the number of successfully coordinated attackers. * Dash: Speed: 3, DV -2. Run all-out. Move up to Dex + 6 yards each tick. Anything you do while dashing is at a -2 penalty. * Guard: Speed 1, DV 0. Be on guard. Stunts on Guard actions add directly to DV rather than adding extra dice. * Attack Twice: Speed of slowest attack, DV -2. You make one die roll (always the lower die pool if you have two different sorts of attacks). It has a -4 die penalty. If you are attacking one target twice, you can choose to either reduce the target's DV against both attacks by one or against one attack by two. Each attack that hits causes damage separately. * Autofire: Bursts add 1 die to an attack and can't be used in an 'attack twice' action. Full auto adds 2 dice to an attack and can be used in an 'attack twice' action, but can require reloading. * Disarming. Attack difficulty +2 for melee, +4 for ranged. If the attack is successful, any additional dice send the weapon one foot away per dice. * Fierce Blow. Attack difficulty +1, DV -1 (more). The raw damage increases by 3 bashing or 2 lethal. Most miscellaneous actions are speed 5 and DV -1, there may be some exceptions. You can also move up to Dex yards every tick without penalty while performing other actions. (Except Dash.)
Resolving Attacks
The Defense Value (DV) is the difficulty of attacks against you. Dodge DV is Dexterity + Athletics + Legend, divided by 2. Parry DV is Dexterity + Brawl or Melee + weapon's Defense, divided by 2. People with Legend ratings round this up, those without round down. There are many circumstances that can increase or decrease your DV, such as cover, positioning, camoflauge, and so on. For example, if you are attacked more than Legend +1 times, your DV drops by one until your next action. See p.193 for more examples. Extra successes over the target DV add damage dice. You also get one free +1 damage die. Subtract the target's soak and roll the leftover damage dice. 10s do count as two successes on damage rolls. You cannot botch a damage roll. Characters usually have seven health levels, with penalties from 0 to -4. These affect all die pools, reduces movement (1 yard per number of damage penalty), and reduces DV. Bashing damage "floats" on lethal damage. Lethal damage "floats" on aggravated damage. In other words, always mark aggravated damage to the left of all other damage, and all lethal to the left of all bashing damage. This is also the order in which damage is healed. If bashing damage "falls off" the top of the chart, it upgrades an existing point of bashing damage to lethal damage.
Healing
Scions recover one level of bashing damage every 3 hours. (People without Legend recover one level every 12 hours.) Becoming Incapacitated due to bashing damage brings unconsciousness until one health level is healed. A 0-Wound Level point of lethal damage heals in 6 hours for Scions and 1 day for non-Legendary characters. A -1-Wound Level point of lethal damage heals in 2 days for Scions and 1 week for non-Legendarys. A -2-Wound Level point of lethal damage heals in 4 days for Scions and 2 weeks for non-Legendarys. A -4-Wound Level point of lethal damage heals in 1 week for Scions and 1 month for non-Legendaries. An Incapacitated Level lethal wound (assuming it heals at all) takes the same as a -4 point Wound. Someone Incapacitated due to lethal wounds is dying. You last as many rounds as you have Stamina, and you can be stabilized with a Wits + Medicine roll at difficulty 4 + the number of rounds you've been dying. (Any healing magic automatically stabilizes the character.) Aggravated damage is the same as lethal damage but it cannot be healed by any means other than time.