Impression of Scion: Hero

This is the second of the books for the Scion line, and the other book that I got as part of the Scion: Demigod kickstarter that I backed last year. It builds upon Scion: Origin and starts the characters on their legendary journeys. To make use of this book, you do need the Scion: Origin book.

Chapter One

This chapter covers more of the world from a more mythic or legendary point of view as opposed to the point of view of mortals. So we get more on the different types of heroic scions, more on Titans and Titan Spawn, visitations of the Scion by their divine parent. There is also some information alliances and rivalries, cults, and the hero’s place in the world. We also get some more information on types of mythic places in the world.

Chapter Two

This covers the different pantheons supported out of the box. We get Aesir or Asgard, Deva of South Asia, Kami of Japan, Manitou of the Anishinaabek, Netjer of Egypt, Orisha of Yorubaland, Shen of China, Teotl of Mexihcah, Theoi of Greak and Rome, and Tuatha De Danann of Ireland. There are things that I like and dislike about the presentation of these beings. For example, I like the section on pronunciation and spelling that was included with each of these. Things that I am less happy about is the inclusion of some current real world faiths. While the coverage seems respectful to me as an outsider, I don’t know how a believer would feel about this. Also they did tweak some of the pantheons like the Aesir.

Each of the pantheons has a section on some of the important members, the cosmology the adherents believed (at least in theory), the religion, birthrights that their scion’s might be given, and finally their relationships with the other pantheons.

This chapter continues the theme that the different beliefs for these pantheons are all true and part of the same world.

Chapter 3

This chapter covers character creation, and a lot of this is repeated from Scion: Origin. The changes start in step six with the selection of Birthrights, Purviews, Boons, and to a lesser extent Finishing touches. The characters created for this game will be significantly more powerful than those created for Scion: Origin with a bunch of extra supernatural power.

Chapter 4

This chapter covers the Legend trait, callings, Fate and Fate bindings, and finally Birthrights of Creatures, Followers, Guides, and Relics. The important things in this chapter are the Legend trait, and how it can be used to super charge how you interact with the world. The other import thing is the section of Fate and Fate bindings which are why the gods don’t spend a lot of time interfering with the world. As beings with a Legend trait interact with the world, mortals can be tangled in their legend for good or ill. These tangles can and likely will get tighter and will cause a number of problems for the characters. For example you could be bound to someone who will ultimately betray you, and if you just try to kill them, it will probably just make things worse, so you have to figure out how to untangle that connection and change it. Which will ultimately drive stories.

Chapter 5

This chapter covers knacks, purviews, and powers. For knacks, you get the mortal knacks from Scion: Origin as well as new immortal knacks. We also get a list of boons for the different Purviews that a Hero gets based on their divine parent. Basically this chapter is a list of powers that you can select and their descriptions. Some of them are more interesting than others, and there is a broad selection of combat, social, and investigative powers to choose from with just about any combination of character choices.

Chapter 6

This chapter covers creating mythic adventures. There is a lot of interesting advice, and I think there are some very good nugets in there for building adventures such as the narrative structures of both western and non-western myths. Another interesting section was on the rule of three in myths. I am going to have to re-read this section again to make sure that I get all of the nugets out of it.

The other thing this chapter covers is the different antagonists. Which are built the same way as those in Scion: Origin. Which I find is a very nice change instead of complicated opponents.


We end the book with a section on legendary creatures and two new mortal paths (the Prophet and the Cassandra). Again a lot of this is repeat from Scion: Origin, but with the edition of immortal powers for characters with a Legend trait.

Overall I liked this book, even if I don’t know that I would actually play or run a game of this, though I can see using the setting covered with a different rule set.

Author: Hours without Sleep

I am a professional software tester, who has an interest in programming, computers, role-playing games, history, and reading in general. This is my third attempt at keeping a blog, and I am going to try putting all of my thoughts in one place, and see how it goes.

3 thoughts on “Impression of Scion: Hero”

  1. Is there any explanation or mention of how the Abramaic faiths (Judaism/Christianity/Islam) fit into the Scion cosmology? Just wondering as they insert real worlf Hinduism

    1. Not much. They mention it as being another equally valid belief system, but they don’t go into how you might set up a scion for those faiths.

      A lot of the background material shows people going to churches of the Abramaic faithes and then going home to pray to the different gods of thier pantheon.

      So while it mentions that they are also valid, it doesn’t explicitly say how to incorporate them.

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