Actions
Miscellaneous: Speed 5 action that includes almost everything.
Fast: Speed 3 action that includes Dashing, Jumping, or Standing.
Reflexive: Takes no time and can be done on anyone’s turn.
Multiple: Two nearly simultaneous actions that are resolved with separate dice rolls. Each of these dice rolls subtract two successes from the result to represent the increased difficulty. The first action always resolves before the second action, so you can jump and attack someone at the end of your leap, or transform your body into water then hide beneath a lake.
Automatic successes from any source always add or subtract from any derived values associated with the Attribute, Ability, or Purview in question. If something gives you +2 successes to Dexterity then you also gain +2 Dodge DV and Movement Speed. Bonus dice from any source do not add or subtract from any derived values. Dice penalties that reduce your dice pool to zero cause a botch.
Additionally, certain types of attacks cause a penalty to your physical defenses:
Aggravated = ½ Soak DV.
Grappled = ½ Dodge DV.
Unexpected = ½ Dodge DV and Soak DV.
Botches happen when a character needs to make a roll but has absolutely no dice remaining. Most often this happens when a supernatural effect causes dice penalties.
Join Battle remains the same, and any actions that happen during the same tick resolve simultaneously (except multiple actions which have special rules).
Coordinated Assault has been replaced by Assisting.
Hardness has been removed.
Aim has been removed (this is stunting).
Autofire has been removed (this is stunting).
Fierce Blow has been removed (this is stunting).
Actions no longer have a DV Penalty.
Assist: A character who decides to assist may add the ability of their choice as bonus dice to the next action taken by the person they are assisting. An extra who decides to assist only adds a single bonus die instead. The ability must be thematically appropriate to the action they are helping with, and the storyteller decides how many people may assist at one time.
Attack: A standard RAW attack, with a speed between 3-6 based on your weapon.
Defend: A character who decides to defend may use her Soak DV to intercept attacks against the person or object she is defending. Many attacks such as poison gas, supernatural curses, and similar alternatives may not be defended against in this way.
Disarm: (Strength OR Dexterity + Ability) versus DV. Success allows you to take an easily removed item from the loser, such as a weapon, amulet, or keychain.
Grapple: (Strength OR Dexterity + Ability) versus DV. The chosen ability is usually Brawl, but might be Melee (for nets), Thrown (for bolos) or similar alternatives. If this roll succeeds, then you may choose to either win a grapple or break an existing grapple. When you win a grapple you force the loser to suffer ½ Dodge DV and prevent them from moving, dashing, or jumping until they win a grapple against you or break your existing grapple.
Guard: Your character has decided to adopt a defensive attitude and wait for an opening. You gain +2 DV and may act on any subsequent tick that you desire.
Push: A standard RAW attack that causes no damage and instead knocks your target three yards per threshold success in any direction, including up. You may choose to move with the target as far as you could normally move, if you are capable.
Scion 2.0 uses a single roll to resolve an attack. You use the higher of your Strength or Dexterity for brawl or melee attacks, and the higher of your Dexterity or Perception for marksmanship or thrown attacks. This result is compared against the higher of the targets Dodge DV or Soak DV after all modifiers. Any successes above their DV are dealt as bashing, lethal, or aggravated damage.
All weapons deal lethal damage now, unless the character chooses to deal bashing damage (which is impossible for some weapons). A character might choose to deal bashing damage because they want to knock a foe unconscious, because she is sparring with someone else, or because she has sworn an oath for some reason. Defense Bonus represents the higher of your weapon’s defense rating or your armor’s lethal soak.
Melee Attack = (Strength OR Dexterity + Brawl OR Melee) + Weapon Damage
Ranged Attack = (Dexterity OR Perception + Marksman OR Thrown) + Weapon Damage
Dodge DV = (Dexterity + Athletics OR Brawl OR Melee) / 2 + Defense Bonus
Soak DV = (Stamina + Fortitude OR Brawl OR Melee) / 2 + Defense Bonus
Mental DV = (Intelligence OR Wits + Integrity + Willpower) / 2
Join Battle = Wits + Awareness
Move = Dexterity
Dash = Dexterity + 6
Climb Speed = Dexterity / 2
Swim Speed = Dexterity / 2
Vertical Jump = Strength + Athletics yards
Horizontal Jump = (Strength + Athletics) * 2 yards
When you gain enough bashing or lethal damage to be incapacitated, you immediately collapse into a relatively useless lump that can take no further actions. You may still whisper dramatically or make minor gestures, but nothing that would constitute an action. When all your health boxes are full of bashing damage, any further bashing damage inflicts lethal damage instead, and begins to fill your lethal health boxes. When all your health boxes are full of lethal damage, any further lethal damage inflicts aggravated damage instead, and begins to fill your aggravated health boxes. Once all your health boxes are full of aggravated damage, you are completely dead.