Scion: The Electricity Purview
Mar 12, 2012 17:14:39 GMT -8
Post by azuretalon on Mar 12, 2012 17:14:39 GMT -8
So, I don't know if anyone out there but my group of friends is familiar at all with White Wolf's "Scion" RPG, but it's a broken little bit of powergaming with a cool as hell premise.
There is alot of holes in this game, and I am working on fixing one with a fellow player for an Electricity Power set, or Purview, as Scion calls it. At the same time, I have done my best to balance these and base them off powers in the book without to much overlap and maintaining thematic sense without verging into other powers areas.
So, submitted to the forums collective might, The Electricity Purview.
Hero Level
SUPERCONDUCTOR/GROUNDED/INSULATED - 1
Dice Pool: None
Cost: None
The Scion takes no damage from electricity, he need never worry about suffering from electrical burns and even the most intense wattage is nothing more than an annoying tingle. It doesn’t,however, extend to his clothes or to any item except the Birthright through which he channels the Boon.
STUN GUN/POWER SURGE - 2
Dice Pool: Intellegence + Integrity
Cost: 1 Willpower
This Boon turns a person’s fingers into arching electrodes on a successful activation roll The character must then touch (Dex + Brawl or Melee with a metal weapon) the victim within Legend actions. The victim, once touched, locks in place, suddenly unable to move or act.
The effect lasts for a number of actions equal to the successes on the activation roll. If the victim has more dots of Legend than the user, the
power doesn’t work. If the victim has an equal Legend rating, the activation roll is contested against the victim’s
(Stamina + Fortitude + Legend).
If a mundane electronic device it touched with this power, the character using this power can either destroy the power source of the device or power the device without AC or batterys for a number of rounds equal to successes acheived on the activation roll
ELECTRIC EYE/I SEE YOU, DAVE/ - 3
Dice Pool: Perception + Awareness
Cost: 1 Legend
The Scion can see out of any electric device that A.) is already within his line of sight or B.) he affected with Stun Gun. The Scion cannot hear what is happening around a device that doesnt have a microphone, and his field of vision is the same as the device. He may not physically move his head or turn his body in place to change his remote perspective, though. While he looks through the device, the Scion can’t see from his own perspective. He may maintain his remote perspective for as long as he wishes.
Demigod Level
E.M.P.ISH - 4
Dice Pool: Intelligence + Science
Cost: 1 Willpower
The Scion can blow out power sources with just the power of her mind. She just stares at the device in question and her player spends a Willpower and rolls(Intelligence + Science). If the roll succeeds, the character causes the circuits to short out through the air and cease functioning immediately. The number
of successes the roll generated then lingers until the machine is repaired. In order to repair the object, a character must accumulate an equal number of successes on an extended (Dexterity + Craft) roll.
A Scion can use this Boon on a given object only once at a time. That is, she cannot use E.M.P.ISH on the same object a second time until it has been fully
repaired from her first application of the Boon. Also, this Boon works only on electronic device machines, not simple
ones. It doesn’t work on machines crafted by characters
of higher Legend.
SPARKING WEAPON - 4
Dice Pool: None
Cost: 2 Legend per weapon
The Scion reaches into an electrical source that's apprixamtely powerful enough to run a midsized appliance and pulls out a sparking melee weapon made of flickering Electricity. The weapon can be of any shape and size, but the distinction is largely a matter of personal taste, rather than available traits. These weapons do not use the normal traits from the chart on page 202 of Scion: Hero. Instead, when the character removes the weapon from the source, the player receives a base number of points equal to the Scion’s Legend for each weapon. These points can add to a base Accuracy +1, Damage +1 and Defense -2, and they can subtract from a starting Speed 5 (reducing it to a minimum of 1). The player assigns the weapon’s traits as the character produces the weapon, and he can’t change them afterward. The character can create more than one weapon at a time from the same source, but only characters with SUPERCONDUCTOR Electricity 1) or some other means of handling electricity without getting hurt can actually use them. These weapons inflict no harm on characters with SUPERCONDUCTOR. If the character already has a melee weapon, he can instead expose it to an power source at least as big as a D Battery and cause the power to wrap around the weapon and enhance it. Doing so allows his player to temporarily divide up a number of points equal to his Legend and use them to enhance a weapon’s Accuracy, Damage and Defense. He can likewise enhance a compatriot’s melee weapon, but only if that character has SUPERCONDUCTOR or some other means of handling electricity without being harmed. Either way, the SPARKING WEAPONS inflict lethal damage and can set inflammable materials (such as wood, gasoline or clothing) alight. The SPARKING WEAPONs or enhancements last for a single scene, after which point they disappear in a bolt to the ground and a puff of ozone. Melee weapons augmented by this Boon suffer no ill effects from the electricity that enhances them.
GHOST IN THE MACHINE - 4
Dice Pool: Intelligence + Science
Cost: 1 Legend
The Scion stares at a electronic deviceo overwhelms it's program with his own. For the rest of the scene, the Scion controls the device just as a character with HORSE (Cheval 3) can control a human’s body. This Boon functions exactly as that one does (see Scion: Hero, p. 150), with the same limitations and effects on the Scion’s body. The only difference is that HORSE applies to possession of a human’s body, while GHOST IN THE MACHINE applies to machines or to his Birthright devices. A Birthright machine of the Scion or another willing Scion can be taken over automatically, but one belonging to an unwilling Scion imposes a penalty of that characters Legend.
Alternately, a Scion can use the successes on the activation roll as a "hacking" roll to beat the difficulty of a computer system to read, change, or activate imbedded data.
ELECTROMAGNETISM - 5
Dice Pool: None
Cost: 2 Legend per item per action
Twisting bands of Electromagnetic force produces magnetic flux and spinning magnets induce current. Electricity and Magentism are two applications of the same force and as a Demigod learned this prinicpal he is able to repel and attract ferris material to his own whims. A Scion could disarm someone without touching him, wield one weapon while another dances in the air beside her, or write with a pen while peeking in through a window. Anything a person can do by hand, he can do with anything containing iron. Actions involving ELECTROMAGNETISM use the same dice pools as they would if the character performed the action
himself. For instance, wielding a sword using ELECTROMAGNETISM would call for a (Dexterity + Melee) roll. The Strength of the boom equals the character’s Legend, so a physically frail Scion could use her powers to send burly bikers flying, along with their motorcycles. A character can manipulate one or several objects using ELECTROMAGNETISM. If the character uses the boon on just one object, she can also perform other actions at the same time. However, these do count as multiple actions and take the appropriate penalties (Scion: Hero, pp. 179-180). For example, a character could hold one shotgun in her hands and wield another with ELECROMAGNETISM, but would roll the (Dexterity + Marksmanship) attack for both guns at a –4 dice penalty. Any Knacks that permit multiple actions without penalty apply as much to actions done using this power as they would to actions the character performs herself.
Alternatively, a character can simultaneously manipulate as many objects as the sum of her Wits and Epic Wits(though the cost in Legend points can mount up quickly). For instance, a Scion with Wits 4 and Epic Wits 3 could magnetically pick up and hurl seven spears at once. All the magnetically-controlled objects must perform the same basic task, though, so while the Scion could use ELECTROMAGNETISM to hurl seven spears (using Thrown) or stab with them (using Melee),
she could not hurl three and stab with four. The player’s dice roll also takes a single multiple action penalty, and the character cannot take any other actions while directing all these objects — the ELECTROMAGNETISM takes her full attention. The multiple action penalty that results from using ELECTROMAGNETISM to attack can render this a dubious tactic. On the other hand, a character can take a Coordinate Assault action (Scion: Hero, p. 190) to reduce her target’s DV against her multiple attacks. Since she coordinates with herself, however, this requires no dice roll: The target’s DV penalty equals the number of simultaneous attacks.
COPPER RIVER - 5
Dice Pool: None
Cost: 1 Legend
The Scion can reflexively sink into metal and move through it like as a flow of electrons. While he’s in, the Scion instinctively knows his way to open space.
FARADAY CAGE - 6
Dice Pool: None
Cost: 1 Willpower + 1 Legend per person or item protected
A Faraday Cage is a conductive item tied to ground that will channel flowing electrons (E.M.P., lighting) into it and to ground instead of damaging whatever is inside of it. Likewise, The Scion with this ability is able to do the same for (her Legend) in individuals or devices up to 100lb per legend rating in size. Larger devices will take multiple applications of this protection. A thin shield of ionized air surrounds those receiving the protection and any and all electrical arcs, electrical attacks and similar powers ground out before making contact. This functions exactly like SUPERcONDUCTOR (Electricity 1). This protection lasts for one scene.
LEVIN FURY - 6
Dice Pool: Wits + Marksmanship
Cost: 3 Legend per attack
This Boon calls upon the power of lightning, either from the sky or from the Scion himself. To use it, the Scion raises a hand heavenward or points his Birthright weapon at his intended foe. At his behest, lightning either lances down from the sky or launches from the weapon itself to smite the victim. Each such bolt inflicts 15 dice of lethal damage plus extra successes on the Marksmanship roll. An attack that infl icts damage also inflicts knockdown or knockback automatically. The Scion can even strike multiple targets with bolts of lightning if he’s willing to pay three Legend per each targeted victim. Each victim so targeted must be within the Scion’s line of sight, and the Scion’s player makes a single (Wits + Marksmanship) roll against which all victims must contest. The Scion can simultaneously create and aim a number of bolts equal to his Legend—and he can target as many (or as few) targets as he pleases. If the Scion targets another Scion who also has this Boon, the target can attempt to use this Boon to parry the lightning bolt(s). Doing so requires spending three points of Legend, as if the target had activated the Boon herself. If her Parry DV negates all of the original attack roll’s successes (per a regular parry attempt), the bolt effectively becomes hers to control. On her next action, she can either allow it to dissipate harmlessly, or she can redirect it with a (Wits +Marksmanship) roll of her own. She need not spend another three points of Legend to attack with it, as she already spent the requisite three points. If she splits the bolt apart to attack multiple characters, however, she must pay the additional Legend points required for each additional character.
LIGHTNING BODY - 7
Dice Pool: None
Cost: 1 Willpower + 3 Legend
Upon activating this Boon, the character’s body immediately becomes a human-shaped Bolt of Blue-white Lightning. His features are unrecognizable except in silhouette (if he has a distinctive silhouette), and his voice has the quality of a buzzing dynamo. In this form, the character’s merest touch can set things a light or burn flesh. Touching the character inflicts a number of levels of lethal damage equal to his Legend. If the character physically attacks someone, the player adds that many extra levels of lethal damage to the results of his damage roll. The sparks of the Scion’s body can even zap a fellow Scion who has SUPERCONDUCTOR(Electricity 1) if that Scion’s Legend is lower, though the lesser Scion suffers automatic electrical damage equal to only the difference in their Legend ratings. The character’s semisolid form also absorbs an amount of damage equal to the character’s Legend from all physical attacks. While he’s in this form, the Scion can climb up or across any conductive surface—a set of hanging power cables, a steel skyscraper, a large monster’s dangling saliva-as if he had the Spider Climber Knack (see p. 56) but without the Legend cost. Climbing on the surface automatically electrifies, however, causing others who touch it to suffer a number of levels of lethal damage equal to his Legend. If the Scion does not already have SUPERCONDUCTOR, he enjoys its effects while he’s in this form. Also, if he has COPPER SLIDE (Electricity 5), he doesn’t have to jump into a present outlet before emerging from another one—he counts as being able to bridge any air gap. Other characters with COPPER SLIDE can use him as either the entrance or exit point. Finally, a character can throw an unending supply of lighting arcs at distant targets with successful (Dexterity + Thrown) rolls. These projectiles have Accuracy +0, Damage +10L and Range 10—though Epic Strength can change the latter dramatically. Scions with SUPERCONDUCTOR are immune to these projectiles’ damage regardless of how their Legend compares to that of the character using LIGHTNING BODY. The character remains in this form for one scene at maximum.
MAGNETIZED RAILS - 7
Dice Pool: Charisma + Science
Cost: 1 Legend per person
COPPER RIVER and IN A FLASH only allow the Scion to move as electricity but With this supplemental Boon, however, the Scion can bring other people or ghosts whose presence she’s aware of along with her when she uses COPPER RIVER and IN A FLASH as if those others both had and used it themselves. She need only spend one Legend per person she intends to bring along. Unwilling passengers can resist with a (Willpower + Integrity + Legend roll) at a difficulty of the activation rolls successes. While the effect lasts, each follower is pull in whatever direction the Scion goes.
God Level
IN A FLASH - 8
Dice Pool: Intelligence + Awareness
Cost: 1 Legend per 200 miles
The Scion can magically teleport almost anywhere from wherever she is. The only limitation is that this Boon does not allow travel across the borders that separate otherworldly realms from each other or from the World. She can cover an amount of distance equal to 200 miles per point of Legend she spends upon activating the Boon. When she activates the Boon, a spiraling blue globe of lightning twists outward and around her before it and she both disappear with a faint snap and puff of ozone. Five seconds later, the same thing happens in reverse in the place the character wants to go (be it inside or outside). The character need only be able to see her destination from her current position or work out the general area’s latitude and longitude, which is much easier the more detailed a map she has. (The more detailed the map is, the more bonus dice it can offer to the activation roll, at the Storyteller’s discretion.) Fate makes sure the traveler doesn’t drop down into some immediately harmful circumstance, such as a pool of lava or sticking halfway through a wall, but not landing in immediate danger does not mean the character automatically lands in a safe place.
POWER MADE FLESH - 9
Dice Pool: Charisma + Command
Cost: 5+ Legend
With this Boon, a God turns faithful mortal worshipers into powerful servants of living electricity. If the mortals are willing to undergo the transformation, the God lays a hand on each mortal’s forehead and imbues him or her with the spirit of the living lightning. In a moment of intense, unutterable pain, the mortal spasms and collapses with his veins glowing white hot through his skin and arcs of power pouring from his eyes, ears, nose and mouth. A moment later, the mortal’s flesh buckles and strains and he rises as a greyish corpse returned to something resembling life, sparking at the seams of his splitting skin. To activate this Boon, the God’s player spends five Legend points and rolls (Charisma + Command). With the base activation, the God can transform a number of willing mortals equal to his Legend. Each additional Legend point he spends adds another number of willing mortals equal to his Legend. In essence, this Boon confers the LIGHTNING BODY Boon on a transformed mortal. (See Scion: Demigod, p. 78 for the description of what that Boon allows.) This Boon imposes on the character the Virtues of the God’s pantheon. (See the “Imposed Virtues” sidebar in Scion: Demigod on p. 97.) It also grants him a “phantom” Legend rating equal to half that of the God who used this power on him. This Legend rating exists only for purposes of determining LIGHTNING BODY’s effects. Unfortunately for transformed mortals, however, this effect is terminal and irreversible. The character’s new state of being lasts for a number of days (i.e., 24-hour intervals) equal to the successes the God’s player made on the activation roll, after which point the spark of life dies away and the mortal’s grey, drained flesh slumps to the ground. A God can use this power only on willing mortal human beings.
CHAINED LIGHTNING/ZEUS' WRATH - 10
Dice Pool: Charisma + Survival
Cost: 15 Legend
The God raises a hand and calls down a torrent of lightning as thick as rain from the sky above. Each bolt is the size of a telephone pole and explodes upon impact into smaller arcs jumping from point to point for at least five square yards in area. The character can designate any point within his line of sight as the center of this havok, and he can affect an area around that point with a radius equal to 100 yards per success on the activation roll. The storm of exploding lances lasts for 10 minutes, during which everyone in the area of effect must compare their Dodge DV to the successes on the activation roll once every five ticks. If a victim’s Dodge DV doesn’t measure up, the victim suffers (threshold successes + Boon-user’s Legend + 1) dice of aggravated damage. For a God caught out in the area of effect to be able to withstand this electrical damage via SUPERCONDUCTOR (Electricity 1), his Legend must be higher than or equal to that of the God who used this Boon. If a mortal victim hopes to withstand this damage thanks to a conferred SUPERCONDUCTOR (one granted by CONFER IMMUNITY - Guardian 7) or FARRADAY CAGE (ELECTRICITY - 6), the Legend of the God who conferred that immunity on him must have been greater than or equal to that of the God using CHAINED LIGHTNING. That is, the protector God’s Legend must have been at least equal then to whatever the Legend of the Lightning God is now
Machina Ex Deus - Avatar of Electricity
Cost: 1 Willpower + 30 Legend
For one scene, the God becomes The Machine of the Gods, controlling electrons in an area the size of a major metropolitan city and suburbs. Every camera is their eyes, every microphone their ears and every speaker their voice. The Machine of the God can change any data, activate any system, and rule with a steal and lighting fist the entirety of modern human culture. The ions in the sky and force of power plans can be levied at any enemy and char them to bits. Every muscle of every living thing can be seized up and no secret can hide from every halogen light the God can bring to bear. This power lasts for one scene.
There is alot of holes in this game, and I am working on fixing one with a fellow player for an Electricity Power set, or Purview, as Scion calls it. At the same time, I have done my best to balance these and base them off powers in the book without to much overlap and maintaining thematic sense without verging into other powers areas.
So, submitted to the forums collective might, The Electricity Purview.
Hero Level
SUPERCONDUCTOR/GROUNDED/INSULATED - 1
Dice Pool: None
Cost: None
The Scion takes no damage from electricity, he need never worry about suffering from electrical burns and even the most intense wattage is nothing more than an annoying tingle. It doesn’t,however, extend to his clothes or to any item except the Birthright through which he channels the Boon.
STUN GUN/POWER SURGE - 2
Dice Pool: Intellegence + Integrity
Cost: 1 Willpower
This Boon turns a person’s fingers into arching electrodes on a successful activation roll The character must then touch (Dex + Brawl or Melee with a metal weapon) the victim within Legend actions. The victim, once touched, locks in place, suddenly unable to move or act.
The effect lasts for a number of actions equal to the successes on the activation roll. If the victim has more dots of Legend than the user, the
power doesn’t work. If the victim has an equal Legend rating, the activation roll is contested against the victim’s
(Stamina + Fortitude + Legend).
If a mundane electronic device it touched with this power, the character using this power can either destroy the power source of the device or power the device without AC or batterys for a number of rounds equal to successes acheived on the activation roll
ELECTRIC EYE/I SEE YOU, DAVE/ - 3
Dice Pool: Perception + Awareness
Cost: 1 Legend
The Scion can see out of any electric device that A.) is already within his line of sight or B.) he affected with Stun Gun. The Scion cannot hear what is happening around a device that doesnt have a microphone, and his field of vision is the same as the device. He may not physically move his head or turn his body in place to change his remote perspective, though. While he looks through the device, the Scion can’t see from his own perspective. He may maintain his remote perspective for as long as he wishes.
Demigod Level
E.M.P.ISH - 4
Dice Pool: Intelligence + Science
Cost: 1 Willpower
The Scion can blow out power sources with just the power of her mind. She just stares at the device in question and her player spends a Willpower and rolls(Intelligence + Science). If the roll succeeds, the character causes the circuits to short out through the air and cease functioning immediately. The number
of successes the roll generated then lingers until the machine is repaired. In order to repair the object, a character must accumulate an equal number of successes on an extended (Dexterity + Craft) roll.
A Scion can use this Boon on a given object only once at a time. That is, she cannot use E.M.P.ISH on the same object a second time until it has been fully
repaired from her first application of the Boon. Also, this Boon works only on electronic device machines, not simple
ones. It doesn’t work on machines crafted by characters
of higher Legend.
SPARKING WEAPON - 4
Dice Pool: None
Cost: 2 Legend per weapon
The Scion reaches into an electrical source that's apprixamtely powerful enough to run a midsized appliance and pulls out a sparking melee weapon made of flickering Electricity. The weapon can be of any shape and size, but the distinction is largely a matter of personal taste, rather than available traits. These weapons do not use the normal traits from the chart on page 202 of Scion: Hero. Instead, when the character removes the weapon from the source, the player receives a base number of points equal to the Scion’s Legend for each weapon. These points can add to a base Accuracy +1, Damage +1 and Defense -2, and they can subtract from a starting Speed 5 (reducing it to a minimum of 1). The player assigns the weapon’s traits as the character produces the weapon, and he can’t change them afterward. The character can create more than one weapon at a time from the same source, but only characters with SUPERCONDUCTOR Electricity 1) or some other means of handling electricity without getting hurt can actually use them. These weapons inflict no harm on characters with SUPERCONDUCTOR. If the character already has a melee weapon, he can instead expose it to an power source at least as big as a D Battery and cause the power to wrap around the weapon and enhance it. Doing so allows his player to temporarily divide up a number of points equal to his Legend and use them to enhance a weapon’s Accuracy, Damage and Defense. He can likewise enhance a compatriot’s melee weapon, but only if that character has SUPERCONDUCTOR or some other means of handling electricity without being harmed. Either way, the SPARKING WEAPONS inflict lethal damage and can set inflammable materials (such as wood, gasoline or clothing) alight. The SPARKING WEAPONs or enhancements last for a single scene, after which point they disappear in a bolt to the ground and a puff of ozone. Melee weapons augmented by this Boon suffer no ill effects from the electricity that enhances them.
GHOST IN THE MACHINE - 4
Dice Pool: Intelligence + Science
Cost: 1 Legend
The Scion stares at a electronic deviceo overwhelms it's program with his own. For the rest of the scene, the Scion controls the device just as a character with HORSE (Cheval 3) can control a human’s body. This Boon functions exactly as that one does (see Scion: Hero, p. 150), with the same limitations and effects on the Scion’s body. The only difference is that HORSE applies to possession of a human’s body, while GHOST IN THE MACHINE applies to machines or to his Birthright devices. A Birthright machine of the Scion or another willing Scion can be taken over automatically, but one belonging to an unwilling Scion imposes a penalty of that characters Legend.
Alternately, a Scion can use the successes on the activation roll as a "hacking" roll to beat the difficulty of a computer system to read, change, or activate imbedded data.
ELECTROMAGNETISM - 5
Dice Pool: None
Cost: 2 Legend per item per action
Twisting bands of Electromagnetic force produces magnetic flux and spinning magnets induce current. Electricity and Magentism are two applications of the same force and as a Demigod learned this prinicpal he is able to repel and attract ferris material to his own whims. A Scion could disarm someone without touching him, wield one weapon while another dances in the air beside her, or write with a pen while peeking in through a window. Anything a person can do by hand, he can do with anything containing iron. Actions involving ELECTROMAGNETISM use the same dice pools as they would if the character performed the action
himself. For instance, wielding a sword using ELECTROMAGNETISM would call for a (Dexterity + Melee) roll. The Strength of the boom equals the character’s Legend, so a physically frail Scion could use her powers to send burly bikers flying, along with their motorcycles. A character can manipulate one or several objects using ELECTROMAGNETISM. If the character uses the boon on just one object, she can also perform other actions at the same time. However, these do count as multiple actions and take the appropriate penalties (Scion: Hero, pp. 179-180). For example, a character could hold one shotgun in her hands and wield another with ELECROMAGNETISM, but would roll the (Dexterity + Marksmanship) attack for both guns at a –4 dice penalty. Any Knacks that permit multiple actions without penalty apply as much to actions done using this power as they would to actions the character performs herself.
Alternatively, a character can simultaneously manipulate as many objects as the sum of her Wits and Epic Wits(though the cost in Legend points can mount up quickly). For instance, a Scion with Wits 4 and Epic Wits 3 could magnetically pick up and hurl seven spears at once. All the magnetically-controlled objects must perform the same basic task, though, so while the Scion could use ELECTROMAGNETISM to hurl seven spears (using Thrown) or stab with them (using Melee),
she could not hurl three and stab with four. The player’s dice roll also takes a single multiple action penalty, and the character cannot take any other actions while directing all these objects — the ELECTROMAGNETISM takes her full attention. The multiple action penalty that results from using ELECTROMAGNETISM to attack can render this a dubious tactic. On the other hand, a character can take a Coordinate Assault action (Scion: Hero, p. 190) to reduce her target’s DV against her multiple attacks. Since she coordinates with herself, however, this requires no dice roll: The target’s DV penalty equals the number of simultaneous attacks.
COPPER RIVER - 5
Dice Pool: None
Cost: 1 Legend
The Scion can reflexively sink into metal and move through it like as a flow of electrons. While he’s in, the Scion instinctively knows his way to open space.
FARADAY CAGE - 6
Dice Pool: None
Cost: 1 Willpower + 1 Legend per person or item protected
A Faraday Cage is a conductive item tied to ground that will channel flowing electrons (E.M.P., lighting) into it and to ground instead of damaging whatever is inside of it. Likewise, The Scion with this ability is able to do the same for (her Legend) in individuals or devices up to 100lb per legend rating in size. Larger devices will take multiple applications of this protection. A thin shield of ionized air surrounds those receiving the protection and any and all electrical arcs, electrical attacks and similar powers ground out before making contact. This functions exactly like SUPERcONDUCTOR (Electricity 1). This protection lasts for one scene.
LEVIN FURY - 6
Dice Pool: Wits + Marksmanship
Cost: 3 Legend per attack
This Boon calls upon the power of lightning, either from the sky or from the Scion himself. To use it, the Scion raises a hand heavenward or points his Birthright weapon at his intended foe. At his behest, lightning either lances down from the sky or launches from the weapon itself to smite the victim. Each such bolt inflicts 15 dice of lethal damage plus extra successes on the Marksmanship roll. An attack that infl icts damage also inflicts knockdown or knockback automatically. The Scion can even strike multiple targets with bolts of lightning if he’s willing to pay three Legend per each targeted victim. Each victim so targeted must be within the Scion’s line of sight, and the Scion’s player makes a single (Wits + Marksmanship) roll against which all victims must contest. The Scion can simultaneously create and aim a number of bolts equal to his Legend—and he can target as many (or as few) targets as he pleases. If the Scion targets another Scion who also has this Boon, the target can attempt to use this Boon to parry the lightning bolt(s). Doing so requires spending three points of Legend, as if the target had activated the Boon herself. If her Parry DV negates all of the original attack roll’s successes (per a regular parry attempt), the bolt effectively becomes hers to control. On her next action, she can either allow it to dissipate harmlessly, or she can redirect it with a (Wits +Marksmanship) roll of her own. She need not spend another three points of Legend to attack with it, as she already spent the requisite three points. If she splits the bolt apart to attack multiple characters, however, she must pay the additional Legend points required for each additional character.
LIGHTNING BODY - 7
Dice Pool: None
Cost: 1 Willpower + 3 Legend
Upon activating this Boon, the character’s body immediately becomes a human-shaped Bolt of Blue-white Lightning. His features are unrecognizable except in silhouette (if he has a distinctive silhouette), and his voice has the quality of a buzzing dynamo. In this form, the character’s merest touch can set things a light or burn flesh. Touching the character inflicts a number of levels of lethal damage equal to his Legend. If the character physically attacks someone, the player adds that many extra levels of lethal damage to the results of his damage roll. The sparks of the Scion’s body can even zap a fellow Scion who has SUPERCONDUCTOR(Electricity 1) if that Scion’s Legend is lower, though the lesser Scion suffers automatic electrical damage equal to only the difference in their Legend ratings. The character’s semisolid form also absorbs an amount of damage equal to the character’s Legend from all physical attacks. While he’s in this form, the Scion can climb up or across any conductive surface—a set of hanging power cables, a steel skyscraper, a large monster’s dangling saliva-as if he had the Spider Climber Knack (see p. 56) but without the Legend cost. Climbing on the surface automatically electrifies, however, causing others who touch it to suffer a number of levels of lethal damage equal to his Legend. If the Scion does not already have SUPERCONDUCTOR, he enjoys its effects while he’s in this form. Also, if he has COPPER SLIDE (Electricity 5), he doesn’t have to jump into a present outlet before emerging from another one—he counts as being able to bridge any air gap. Other characters with COPPER SLIDE can use him as either the entrance or exit point. Finally, a character can throw an unending supply of lighting arcs at distant targets with successful (Dexterity + Thrown) rolls. These projectiles have Accuracy +0, Damage +10L and Range 10—though Epic Strength can change the latter dramatically. Scions with SUPERCONDUCTOR are immune to these projectiles’ damage regardless of how their Legend compares to that of the character using LIGHTNING BODY. The character remains in this form for one scene at maximum.
MAGNETIZED RAILS - 7
Dice Pool: Charisma + Science
Cost: 1 Legend per person
COPPER RIVER and IN A FLASH only allow the Scion to move as electricity but With this supplemental Boon, however, the Scion can bring other people or ghosts whose presence she’s aware of along with her when she uses COPPER RIVER and IN A FLASH as if those others both had and used it themselves. She need only spend one Legend per person she intends to bring along. Unwilling passengers can resist with a (Willpower + Integrity + Legend roll) at a difficulty of the activation rolls successes. While the effect lasts, each follower is pull in whatever direction the Scion goes.
God Level
IN A FLASH - 8
Dice Pool: Intelligence + Awareness
Cost: 1 Legend per 200 miles
The Scion can magically teleport almost anywhere from wherever she is. The only limitation is that this Boon does not allow travel across the borders that separate otherworldly realms from each other or from the World. She can cover an amount of distance equal to 200 miles per point of Legend she spends upon activating the Boon. When she activates the Boon, a spiraling blue globe of lightning twists outward and around her before it and she both disappear with a faint snap and puff of ozone. Five seconds later, the same thing happens in reverse in the place the character wants to go (be it inside or outside). The character need only be able to see her destination from her current position or work out the general area’s latitude and longitude, which is much easier the more detailed a map she has. (The more detailed the map is, the more bonus dice it can offer to the activation roll, at the Storyteller’s discretion.) Fate makes sure the traveler doesn’t drop down into some immediately harmful circumstance, such as a pool of lava or sticking halfway through a wall, but not landing in immediate danger does not mean the character automatically lands in a safe place.
POWER MADE FLESH - 9
Dice Pool: Charisma + Command
Cost: 5+ Legend
With this Boon, a God turns faithful mortal worshipers into powerful servants of living electricity. If the mortals are willing to undergo the transformation, the God lays a hand on each mortal’s forehead and imbues him or her with the spirit of the living lightning. In a moment of intense, unutterable pain, the mortal spasms and collapses with his veins glowing white hot through his skin and arcs of power pouring from his eyes, ears, nose and mouth. A moment later, the mortal’s flesh buckles and strains and he rises as a greyish corpse returned to something resembling life, sparking at the seams of his splitting skin. To activate this Boon, the God’s player spends five Legend points and rolls (Charisma + Command). With the base activation, the God can transform a number of willing mortals equal to his Legend. Each additional Legend point he spends adds another number of willing mortals equal to his Legend. In essence, this Boon confers the LIGHTNING BODY Boon on a transformed mortal. (See Scion: Demigod, p. 78 for the description of what that Boon allows.) This Boon imposes on the character the Virtues of the God’s pantheon. (See the “Imposed Virtues” sidebar in Scion: Demigod on p. 97.) It also grants him a “phantom” Legend rating equal to half that of the God who used this power on him. This Legend rating exists only for purposes of determining LIGHTNING BODY’s effects. Unfortunately for transformed mortals, however, this effect is terminal and irreversible. The character’s new state of being lasts for a number of days (i.e., 24-hour intervals) equal to the successes the God’s player made on the activation roll, after which point the spark of life dies away and the mortal’s grey, drained flesh slumps to the ground. A God can use this power only on willing mortal human beings.
CHAINED LIGHTNING/ZEUS' WRATH - 10
Dice Pool: Charisma + Survival
Cost: 15 Legend
The God raises a hand and calls down a torrent of lightning as thick as rain from the sky above. Each bolt is the size of a telephone pole and explodes upon impact into smaller arcs jumping from point to point for at least five square yards in area. The character can designate any point within his line of sight as the center of this havok, and he can affect an area around that point with a radius equal to 100 yards per success on the activation roll. The storm of exploding lances lasts for 10 minutes, during which everyone in the area of effect must compare their Dodge DV to the successes on the activation roll once every five ticks. If a victim’s Dodge DV doesn’t measure up, the victim suffers (threshold successes + Boon-user’s Legend + 1) dice of aggravated damage. For a God caught out in the area of effect to be able to withstand this electrical damage via SUPERCONDUCTOR (Electricity 1), his Legend must be higher than or equal to that of the God who used this Boon. If a mortal victim hopes to withstand this damage thanks to a conferred SUPERCONDUCTOR (one granted by CONFER IMMUNITY - Guardian 7) or FARRADAY CAGE (ELECTRICITY - 6), the Legend of the God who conferred that immunity on him must have been greater than or equal to that of the God using CHAINED LIGHTNING. That is, the protector God’s Legend must have been at least equal then to whatever the Legend of the Lightning God is now
Machina Ex Deus - Avatar of Electricity
Cost: 1 Willpower + 30 Legend
For one scene, the God becomes The Machine of the Gods, controlling electrons in an area the size of a major metropolitan city and suburbs. Every camera is their eyes, every microphone their ears and every speaker their voice. The Machine of the God can change any data, activate any system, and rule with a steal and lighting fist the entirety of modern human culture. The ions in the sky and force of power plans can be levied at any enemy and char them to bits. Every muscle of every living thing can be seized up and no secret can hide from every halogen light the God can bring to bear. This power lasts for one scene.