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Scion – Chronical Concept – More Statistics (As Promised) - Game Articles - Pair O’ Dice Games

Scion – Chronical Concept – More Statistics (As Promised)

As usual with this kind of post I will ask my players not to look any further as the following is plot related.

Below you will find statistics for Majestics and their Ambrosia 2.0 counterparts Super Soldiers as well as Clerics and their Ambrosia 2.0 counterparts Demons. This will complete the statistics for the basic agents of the Norvus Ordo Mundi. More information will become available about these Titanspawn I am sure but this gives me enough information to use them in my game as well as other storytellers that may wish to use them. If anyone did decide to use them I would love to hear how it came out.

Novus Ordo Mundi – Majestics

Attributes: Strength 5, Dexterity 4, Stamina 4, Charisma 2, Manipulation 4, Appearance 2, Perception 3, Intelligence 2, Wits 3

Virtues: Ambition 4, Malice 3, Rapacity 2, Zealotry 4

Abilities: Athletics 5, Awareness 4, Brawl 3, Fortitude 4, Presence 2, Survival 2, Marksmanship 5, Melee 3

Supernatural Powers:

Epic Attributes: Epic Strength 1 (Holy Bound), Epic Perception 1 (Subliminal Warning), Epic Dexterity 1 (Untouchable Opponent), Epic Manipulation (God’s Honest)

Ambrosia 2.0: Ambrosia 2.0 is a substance that The Norvus Ordo Mundi have created. It has different effects on different members of their kind. When one of the Majestics drinks Ambrosia 2.0 he becomes a Super Soilder and can never change. Super Soilders have a limited life span of two days, after that time their body begins bubbling and melts becoming nothing but a puddle of murky water.

Join Battle: 7

Glock: A +1, D +3, R 20, S 4

Soak: 4L/5B Armor: Bulletproof Vest (+2B/+2L)

Health Levels: -0/-1/-1/-2/-2/-4/Inc

Dodge DV: 6

Willpower: 8

Legend: 3 (In most cases. There are some Majestics that achive higher legend but generally they become something else at that point.)

Legend Points: 9

Description: The Majestic are the foot soldiers of Mr. Agent. They act as his eyes and ears and keep tabs on anything and everything that he could find important. Majestics tend to avoid confrontation even when they think they could win but if cornered they will destroy anyone that gets in their way. They wear sunglasses even at night and wear simple dark suits.

Trophy: Ambrosia 2.0: If a Scion was so inclined they could drink Ambrosia 2.0. That Scion would then need to make a Stamina + Fortitude Roll and a Stamina + Integrity Roll. Both are at threshold 5. If the Stamina + Fortitude Roll is pased they would recieve two dots in any epic attribute of their choosing (or one dot in two attributes) for one scene (they do not gain any knacks from this and can not exceed the limits of Legend). However if they fail the Stamina + Integrity roll they would be susceptible to suggestions from any member of Novus Ordo Mundi (needing to spend Willpower to resist these suggestions.) There may be other effects at the storyteller’s discretion.

Novus Ordo Mundi – Super Soldiers

Attributes: Strength 6, Dexterity 5, Stamina 4, Charisma 1, Manipulation 1, Appearance 1, Perception 4, Intelligence 1, Wits 2

Virtues: Ambition 2, Malice 3, Rapacity 2, Zealotry 5

Abilities: Athletics 5, Awareness 5, Brawl 4, Fortitude 5, Presence 3, Survival 4, Marksmanship 5, Melee 4

Supernatural Powers:

Epic Attributes: Epic Strength 2 (Holy Bound, Hurl to the Horizon), Epic Stamina 1 (Damage Conversion), Epic Dexterity 1 (Untouchable Opponent), Epic Perception 2 (Subliminal Warning, Predatory Focus)

Soak: 5L/6B Armor: Bulletproof Vest (+2B/+2L), Toughness (+1B/+1L)

Join Battle: 5

Glock: A +1, D +3, R 20, S 4

Health Levels: -0/-1/-1/-2/-2/-4/Inc

Dodge DV: 7

Willpower: 8

Legend: 3

Legend Points: 9

Description: Super Soldiers are exactly what they sound like. They are juiced-up versions of the the Majestics. When a Majestic takes the Ambrosia 2.0 serum his eyes become colder and darker, a rocky icy blue, and their muscles tighten. They only live for fourty eight hours so the Super Soldiers will waste no time in accomplishing their mission. Often one Majestic member in a teak will take the serum before entering a combat situation, sacrificing himself for the success of all.

Novus Ordo Mundi – Clerics

Attributes: Strength 3, Dexterity 2, Stamina 3, Charisma 5, Manipulation 5, Appearance 3, Perception 2, Intelligence 2, Wits 3

Virtues: Ambition 2, Malice 4, Rapacity 4, Zealotry 4

Abilities: Athletics 2, Awareness 3, Brawl 2, Fortitude 4, Presence 5, Survival 1, Melee 2

Supernatural Powers:

Epic Attributes:Epic Charisma 2 (Blessing of Importance, Charmer), Epic Manipulation 2 (Blurt it out, God’s Honest)

Ambrosia 2.0: Ambrosia 2.0 is a substance that The Norvus Ordo Mundi have created. It has different effects on different members of their kind. When one of the Clerics imbibes the substance they become a Demon, a figure representing the evil within religion. Ambrosia 2.0 will remain within the Clerics body for one hour at which point they will revert back to their normal form.

Join Battle: 6

Unarmed Heavy A 3, D 6, P 1, S 5
Unarmed Light A 5, D 3, P 3, S 4

Soak: 2L/1B

Health Levels: -0/-1/-1/-2/-2/-4/Inc

Dodge DV: 4

Willpower: 8

Legend: 3 (In most cases. There are some Clerics that achive higher legend but generally they become something else at that point.)

Legend Points: 9

Description: The Clerics are the messengers of Mr. Bishop. They rejoice in giving people what they most desire and then watching those people destroy themselves with it. They are cruel, heartless and disgusting but they are effective. The Clerics are the most disorganized of the basic Norvus Ordo Mundi and are more often found alone or with a group of Majestics or Meds than with a group of their own kind.

Trophy: Ambrosia 2.0: If a Scion was so inclined they could drink Ambrosia 2.0. That Scion would then need to make a Stamina + Fortitude Roll and a Stamina + Integrity Roll. Both are at threshold 5. If the Stamina + Fortitude Roll is pased they would recieve two dots in any epic attribute of their choosing (or one dot in two attributes) for one scene (they do not gain any knacks from this and can not exceed the limits of Legend). However if they fail the Stamina + Integrity roll they would be susceptible to suggestions from any member of Novus Ordo Mundi (needing to spend Willpower to resist these suggestions.) There may be other effects at the storyteller’s discretion.

Novus Ordo Mundi – Demons

Attributes: Strength 6, Dexterity 5, Stamina 6, Charisma 1, Manipulation 1, Appearance 1, Perception 2, Intelligence 1, Wits 4

Virtues: Ambition 2, Malice 3, Rapacity 2, Zealotry 5

Abilities: Athletics 4, Awareness 3, Brawl 5, Fortitude 4, Presence 3, Survival 4

Supernatural Powers:

Epic Attributes: Epic Strength 3 (Holy Bound, Hurl to the Horizon, Crushing Grip), Epic Stamina 2 (Damage Conversion, Self-Healing)

Soak: 3A/6L/9B Thick Hide

Flight: All Demons can fly at five times their normal movement rate. Outside of combat they fly at 40 MPH.

Join Battle: 7

Claws: A 10, D 9, P 4, S 5
Clinch: A 10, 6, P -, S 6

Health Levels: -0/-0/-1/-1/-1/-1/-2/-2/-2/-2/-4/-4/Inc

Dodge DV: 7

Willpower: 8

Legend: 4 (Very few NOM gain Legend when they transfrom, Demons are an acception.)

Legend Points: 9 (While a Demon could technically have more Legend Points they always start with the 9 – or less – possessed by the Cleric before he transformed.)

Description: Demons are malicious but cunning. Unlike Grey Beasts that stay in that form forever once they take it, or Super Soldiers who die after 48 Hours, these creatures return to being Clerics after one hour. This makes Clerics far more willing to imbibe their Ambrosia 2.0 than many of their fellows. Demons are hulking creatures with black/red skin and dark black veins running over their body. Their eyes are completely blackened and they have claws and fangs.