Feats of Strength*

A Feat of Strength is defined as what Scions can lift or break with a diceless action. That is, the player does not need to roll, just compare (Strength + Athletics) to the chart. Breaking something in this way is a dramatic action that takes a couple of minutes as the character tears the object apart. Breaking things in a single blow requires an attack.

Remember that bonus dice and successes (from stunts or other sources) increase the character’s (Strength + Athletics) for determining feats of strength. In addition, Epic Strength allows for much greater feats than those described here.

Characters who do not have a Legend score have a more difficult time lifting huge objects or breaking strong things. Their players must roll (Strength + Athletics) and compare the number of successes to the chart.

Str + Ath Total Lift (lbs.) Sample Feat
1 40 Lift two microwaves, rip tough plastic.
2 80 Lift a grown man, kick through a wooden plank.
3 220 Punch through a wooden door.
4 350 Lift a refrigerator, bend an iron bar.
5 450 Lift a calf, lift a motorcycle or kick a wooden door to splinters.
6 550 Punch through a reinforced wooden door.
7 650 Snap an iron bar over one knee.
8 800 Lift a light horse, rip a chain-link fence apart.
9 1,000 Pull a car in neutral by yourself as fast as you can run.
10 1,200 Lift a heavy horse or full-grown cow.
11 1,400 Pull a car with the parking brake on, knock down a brick wall with repeated blows.
12 1,600 Kick a reinforced wooden door to pieces, rip a fence from the ground, rip iron bars out of the wall.
13 1,800 Lift ten adults (or five sumos), punch through a metal door.
14 2,000 Break out of handcuffs, knock down supporting walls through sheer strength.
15 2,200 Punch through a stone wall, kick a metal door to pieces.
16 2,500 Lift an average car, kick nearly any door open.
17 3,000 Punch through a metal door, pull down walls.
18 3,500 Flip an SUV, hold a muscle car in place while the engine revs.
19 4,000 Tear steel with your bare hands.
20 4,500 Knock semis over with a well-placed shove.
21+ +500 per Incredible things — do your best to extrapolate.

Sample Environmental Effects Chart

Dangerous environmental effects function much like poison, but only have two qualities: Damage and Trauma. An environmental effect’s Damage is the same as that for poison with only two differences: All the damage is applied at each interval, and it continues as long as the character remains in the damaging environment. A Damage of 5L/action inflicts five dice of lethal damage on each of the character’s actions. Remember that even taking a Guard action or being Inactive, which is as close as one comes to taking no action at all, triggers this damage.

Trauma is the equivalent of Toxicity. It is the difficulty on the (Stamina + Fortitude) roll to reduce damage to nothing. Unlike poisons, environmental effects can be soaked (although they ignore armor).

Effect Damage Trauma
Blistering Heat / Numbing Cold 1B/hour 1
Severe Sandstorm 1L/minute 2
Bonfire 4L/action 3
Acid Bath 5L/action 4
Titan’s Withering Howl 6A/action 4L

Sample Poisons

Poisons have four qualities: Tolerance, Damage, Toxicity, and Impairment. To suffer the effects of a poison, a character must consume the poison, inhale it, have it injected into the bloodstream, or otherwise appropriately absorb the poison. A poison’s Tolerance represents how many doses of the substance a character can have in her system before it begins to deleteriously affect her. (The Storyteller decides how much of a poison constitutes a given dose.) Most deadly poisons have no Tolerance rating, so a single dose is enough to affect a character. If a Tolerance is listed, it is written in terms of the affected character’s traits as a static value. Using arsenic as an example, its Tolerance is listed as (Stamina) on the “Sample Poisons” chart. That means that a character can have a number of doses of arsenic less than or equal to his Stamina in his system before he begins to suffer the poison’s effects. No matter how high his Stamina is, however, one dose of Jörmungandr’s venom is enough to affect him.

Damage has two values, written as “(injurious potential)/(duration).” The first value describes how much damage a single dose of the poison has the potential to inflict, and the second tells you how often the poison inflicts a single die or level of that damage. Each time a poison inflicts damage, its current Damage rating drops by one. When a poison reaches zero Damage, the character’s system is clear of it. A poison with a Damage of 5B/minute inflicts one die of bashing damage when it first enters the character’s system and one more every minute until it has inflicted a total of five dice of damage. Multiple doses of the same poison add their Damage values, so two doses of that poison would be 10B/minute. Some poisons have special Damage effects, ranging from paralysis to unconsciousness to vomiting or others.

Each time a character suffers damage from a poison, his player reflexively rolls (Stamina + Fortitude) at a difficulty equal to the poison’s Toxicity. Success on this roll reduces the effect of the poison: First, poisons that inflict levels of damage become dice of damage. (When a poison’s Toxicity has an “L” after the number, the poison inflicts levels of damage.) When that is not a concern, aggravated damage becomes lethal damage, lethal damage becomes bashing damage or bashing damage inflicts no damage at all. This is the only way to reduce damage from poison, because it cannot be soaked. Every amount of threshold successes on this roll equal to the poison’s Toxicity reduces the damage by yet another step.

Example: Succeeding on the (Stamina + Fortitude) roll against a single dose of Jörmungandr’s venom would change the nature of the damage from automatic levels to dice. Succeeding on the roll with 10 successes (five to beat the high difficulty, and another five to equal the Toxicity) would not only change the nature of the damage but also reduce it from aggravated damage to lethal. Succeeding on this same roll with 15 successes (beating the high difficulty and getting a threshold that doubles the Toxicity rating) would reduce an automatic 10 levels of aggravated damage to 10 dice of bashing damage.

As long as a character is under the effect of more doses of the poison than he has dots in the static value listed for the poison’s Tolerance, he suffers a dice penalty equal to the poison’s Impairment due to ill feelings, hallucinations, or other causes. If the difference between the number of doses and the character’s appropriate static value is greater than the poison’s Impairment, the character suffers a dice penalty equal to the larger number. The only dice pool this penalty does not affect is the (Stamina + Fortitude) roll to resist the poison’s effects.

Poison Tolerance Damage Toxicity Penalty
Alcohol (Stamina + Fortitude) 2B/hour 2 -1
Arsenic (Stamina) 2L/day 3 -0
Batrachotoxin – 8L/action 4 -4
Marijuana – 1B/4 hours 2 -2
Titanspawn Venom – 6L/action 3 -5
Jörmungandr’s Venom – 10A/minute 5L -5

Visibility Chart

Sometimes, and for any number of reasons, a Scion’s vision can be obscured or even cancelled entirely. The way this is handled in game depends on the source of the loss of sight. If the penalty comes from outside the character, say as the result of fog in the dark of night, kraken ink in clear water or Darkness Boons, the darkness adds to the difficulty of any action that is dependent on being able to see clearly. In situations where that is the case, add +1 to the difficulty in cases where visibility is poor and +2 to the difficulty when there is no visibility whatsoever. The “Visibility Conditions” chart uses two divisions to illustrate how this concept works in game. At the distance in yards where clear vision ends, the penalty for poor visibility cuts in. At the point where even that penalized, murky visibility ends, the penalty for no visibility comes to bear. Without the aid of appropriate Boons or stunts, a character cannot make a ranged attack against anything farther away than twice the “murky vision ends” distance unless her target is individually illuminated (by carrying a flashlight, for instance).

Flashlights and similar light sources supplant the regular illumination within their area, granting sufficient illumination to read within the “clear vision” zone. A significant drawback, however, is that such alight source is visible for several miles, alerting anyone (or anything) that might be lurking in the dark to the l cation of the character bearing the light and allowing for ranged attacks against such a character as if she were in poor visibility.

Characters who cannot see as a result of their own full or partial blindness suffer a different penalty. A character who cannot see clearly (perhaps having lost her all-important glasses in a classic Velma botch) loses two dice from all actions that require vision. Someone who is rendered truly blind suffers the loss of four dice.

Condition Clear Vision Ends Murky Vision Ends
Bonfire * 10 20
Flashlight * 10 15
Fog, Day 10 30
Fog, Night 0 3
Full Moon, City or Forest 0 3
Full Moon, Grass or Leafless Forest 25 50
Full Moon, Snowy Ground or Desert 50 100
Headlights * 15 30
Heavy Snow, Day 0 20
Heavy Snow, Night 0 0
No Moon, City or Forest 0 0
No Moon, Grass or Leafless Forest 0 3
No Moon, Snowy Ground or Desert 5 25
Torchlight * 3 5


Scion: Hero to Ragnarok Uanuiil