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Scions Rulebook
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When you hear:And are:Do this:Unless:
BasicHit on the BodySubtract damage from hit pointsPhysical Shield, Evade, Gambler's Luck, Parry
Pummel*Hit on the BodySubtract damage from hit points, never to less than zero hit pointsPhysical Shield, Evade, Gambler's Luck, Parry
PiercingHit on the BodySubtract damage from hit points, ignoring Armor RatingPhysical Shield, Evade, Gambler's Luck, Parry
PoisonHit on the BodySubtract damage from hit pointsPoison Shield, Evade,Gambler's Luck
HolyHit anywhere, including possessionsSubtract damage from hit pointsHoly Shield, Evade, Gambler's Luck
BardicHit anywhere, including possessionsSubtract damage from hit pointsBardic Shield, Evade, Gambler's Luck
AncientHit on the BodySubtract damage from hit pointsEvade, Gambler's Luck
MassiveHit anywhere, including possessionsSubtract damage from hit pointsEvade, Gambler's Luck
MagicHit anywhere, including possessionsSubtract damage from hit pointsMagic Shield, Evade, Gambler's Luck
SpecialHit anywhere, including possessionsTake the EffectPhysical Shield, Evade, Gambler's Luck, Parry

* = HP is never reduced below 0

Basic: This is the base damage done by most standard weapons. Basic attacks are blockable by most weapons and shields and may also be reduced by the presence of Armor.

Pummel: Similar to Basic, this damage is commonly found on melee weapons at the discretion of the wielder. Ranged weapons are typically unable to do pummel damage unless the attacker has special skills or items that allow it. Unlike all other forms of damage, a character can never be reduced to below zero hitpoints using a pummel attack. In all other ways Pummel damage is the same as Basic.

Piercing: Fundamentally equal to Basic, except that it is rarely able to use without the presence of certain skills. The only differences between Piercing and Basic attacks are that a piercing attack is unable to be blocked by a shield nor is it reduced by the presence of Armor. Piercing attacks that strike a held weapon are still blocked.

Poison: Poison attacks are traditionally only utilized by characters with access to Poison items or NPCs. For combat purposes, a Poison strike is the exact same as a Basic attack except that there are a different set of defenses available for Poison attacks. Also, many creatures such as Undead are immune to Poison, and races such as the Shamani possess some measure of resistance to poison attacks.

Magic: Magic attacks are rarely made with weapons and are primarily delivered through packets. A Magic attack is one of the few that can still damage a target through their weapons, shields or even a "garb" hit. Like Poison attacks, a wide assortment of immunities and resistances to Magic exist. Magic attacks typically do more damage than a suit of armor can protect from but in the rare instances an AR is higher than the amount of damage it is reduced as normal.

Holy: Like Magic, Holy attacks are rarely made with weapons and are primarily delivered through packets. Like Magic and Bardic, a Holy attack can damage targets through weapons, shields and Garb. Due to the direct influence of the Gods, defenses against Holy attacks are rare although Agnostics can frequently resist attacks. Also like Magic, Holy attacks typically do more damage than a suit of armor can protect from but in the rare instances an AR is higher than the amount of damage it is reduced as normal.

Bardic: Unlike other Flavors, Bardic attacks frequently take effect merely with the sound of the Voice. Typically anyone who is able to hear the song is affected. Because of this unique nature no physical defense exists to protect against Bardic attacks, even weapons or shields. Very few resistances to Bardic attacks exist outside of what bards themselves can grant their patrons. Bardic attacks usually do more damage than a suit of armor can protect from but if the AR is higher than the amount of damage it is reduced as normal.

Arcane: Arcane is an advanced form of Magic only available to the most highly skilled of Mages. For all combat purposes, Arcane is identical to Magic although it can not be protected against by the conventional means of defending against Magic.

Divine: Divine is the raw power of the Gods, wielded only by the most experienced of Clerics. Divinely wrought items are very rare, although once created they are almost impossible to destroy. During combat, Divine functions entirely like Holy although there are far fewer defenses against it.

Talent: Talent is the pinnacle of Bardic ability, causing far greater Effects than a normal Bard can muster. Bards with properly focused Talent are all but unstoppable, as almost no resistances exist to defend against it.

Massive: Massive damage typically represents damage delivered with so much force that it would simply knock aside a weapon or shield used to block it. Obviously for safety reasons swings such as this cannot be used, so the flavor "Massive" is used instead. Massive attacks, like Mystic, take effect even when the strike hits a weapon or shield, although they may still be reduced by armor. Very few defenses from Massive strikes exist.

Ancient: Ancient attacks are functionally identical to Basic and have similar delivery methods. Typically Ancient strikes are used to affect creatures who have some measure of immunity to Basic attacks.

{Type}: {Type} attacks only affect characters fitting the description in {type}, such as Humanoid, Undead, etc. Any target hit by a {Type} attack that is against its type, such as an Undead attack hitting a normal character, is met with the call "immune" and has no effect on the target. {Type} attacks also damage their target even if blocked by a weapon or shield, although they may be reduced by armor. Very few resistances against the {Type} flavor exist, although resistances to specific Effects carried through a {Type} attack may still work as normal.
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