Combat

Defense Values

Remove Legend from the Dodge DV formula. This makes parrying a viable option even into high levels of Legend, and partially addresses the “unbreachable DV” issue.

  • The new Dodge DV formula is [(Dexterity + Athletics)/2 + Epic Dexterity bonus successes].
  • The Parry DV formula remains [(Dexterity + Melee or Brawl + weapon’s Defense value)/2 + Epic Dexterity bonus successes].
  • The Vehicle DV formula remains [(Dexterity + Control + vehicle’s Maneuverability value)/2 + Epic Dexterity bonus successes].

Armor and Soak

With the exception of some Relics and “armor-like” Boons and supernatural powers, armor does not grant Aggravated Soak. In addition, every five dots of regular Stamina (rounded down) grants a Scion an additional point of aggravated soak.

Weapons and Attacks

All weapons (including unarmed attacks) have a minimum Speed of 4.

Firearms add Perception and Epic Perception to weapon damage, the same way other weapons use Strength and Epic Strength.

Knockback and Knockdown

Knockback and knockdown are potential parts of all attacks with melee weapons, all normal (non-grappling) brawl attacks, and anything else that seems reasonable (cannons and siege weaponry, huge explosions, etc.) When the attacker rolls damage (and before soaks are considered), compare the result to the dot value of the defender’s highest epic physical attribute (Strength, Dexterity, or Stamina). If the damage rolled exceeds the defender’s epic attribute dot value, the defender is knocked back a number of yards equal to the difference.

If the damage rolled exceeds the defender’s epic attribute automatic successes, the defender suffers knockdown as well as knockback, landing prone at the end of the forced movement. The Cat’s Grace Knack provides immunity to knockdown, but offers no defense against knockback— characters with that knack still get knocked around, they just land on their feet.

Obstacles during knockback (being slammed into walls, etc.) cause no additional damage, but should be considered as options for players wanting to add stunts to their attacks.

Throwing

Throwing an opponent is covered by the grappling rules. These throwing rules deal with inanimate objects only.

Throws are divided into two categories, based on the size and weight of the object being thrown. A normal thrown object is anything that could be lifted and thrown with only one hand, without any Epic Strength (such as baseballs, spears, dishes, etc.). A “feat of strength” throw is anything else (barbells, boats, telephone poles, etc.).

A normal thrown object has a maximum range, expressed in yards. In the hands of a thrower with Epic Strength, its maximum range is multiplied by enormous amounts, to a maximum of five million times the normal thrown range at Epic Strength 10. (See the Epic Attributes and Knacks chapters of Scion: Hero, Scion: Demigod, and Scion: God for specific figures.) Hurl to the Horizon and its follow-up Knacks can further increase the distance such objects can be thrown, as well as the damage caused by the impact.

A feat of strength thrown object always has a maximum range equal to the thrower’s Epic Strength autosuccesses, in yards. Hurl to the Horizon and its follow-up Knacks can further increase this distance.

Grappling

The victim of a grapple is no longer Inactive for the duration. Instead, all characters involved in a grapple (even the controller of the grapple) are at half their usual DVs while the grapple lasts.

After initiating a grapple, the grapple’s controller must wait six ticks and then win the opposed grapple check before inflicting grapple damage or throwing his or her opponent. (In other words, the initial attack roll only initiates the grapple; it doesn’t produce any of the other effects right away.)

If a character ends a grapple by throwing his or her opponent, this is treated as a “feat of strength” throw. It has a maximum range equal to the thrower’s Epic Strength autosuccesses, in yards. Hurl to the Horizon and its follow-up Knacks can further increase this distance. As with knockback, throwing a character into a wall or other obstruction causes no additional damage, but is a potential stunting option.

The victim of a grapple may choose to perform other actions while being grappled (using social or mental powers or Boons, attacking his opponent with weapons or normal unarmed attacks, etc.), but doing so has its drawbacks. All actions made while grappled suffer a dice penalty equal to the grappling controller’s dots of Epic Strength. Also, a grappling victim who acts on his normal tick forfeits his next opposed grapple roll (treat his opponent as rolling against a result of zero), ensuring that he will not escape the grapple or gain control of it, and removing all ability to defend if his opponent chooses to inflict grappling damage with that roll.

If the controller of a grapple chooses to hold his victim immobile without inflicting grappling damage, the dice penalty applied to all the victim’s actions is equal to the controller’s Epic Strength autosuccesses, not dice. This is the superior option for a grappler whose priority is holding a victim still and preventing him or her from causing any mischief.

Combat

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