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THE YANKEE PANTHEON

Virtues: Conviction, Endurance, Expression, Loyalty

Purview: Liberty

AMELIA EARHART
aka

Title(s): Queen of the Air

Noted American aviation pilot, Amelia Earhart was the first woman to
receive the Distinguished Flying Cross, which was awarded to her for being the first
aviatrix to fly solo across the Atlantic Ocean. Amelia was a favored daughter of
Columbia, having within her the same indomitable spirit and love of travel. She was
said to have disappeared over the Pacific Ocean. In fact, she just rose to godhood,
removing herself from the World for a short while.
Amelia’s love of flight hasn’t changed. Many of her guises are pilots or
piloting instructors. Although it is a very rare thing for her to be a flight
attendant, she has done so for something different. She has also been an extreme sky
diver. Amelia has taken to stealing aircraft from the World to add to her collection
in the Overworld. Most of the disappearance of aircraft from the Bermuda Triangle can
be accounted to her.
Amelia’s Scions are very much like their mother as they love the thrill of
flying. Just as Amelia has usually been a pilot in the World, her Scions are the
same. It’s in their blood and their souls and they just are not happy doing anything
else.

Associated Powers: Epic Charisma, Epic Perception, Liberty, Psychopomp, Sky


Abilities: Academics, Art, Awareness, Control, Science, Survival
Rivals: Concordia; Horus, Indra, Iris, Izanagi, Lugh, Nez Ha, Quetzalcoatl, Shango,
Thor, Zeus

Role: Goddess of Pilots & Flight


Attributes: Str 5, Dex 10, Sta 9, Cha 11, Man 7, App 8, Per 11, Int 9, Wits 9
Virtues: Conviction 5, Endurance 5, Expression 2, Loyalty 4
Abilities: Academics 5, Athletics 4, Awareness 5, Brawl 2, Control (airplane) 5,
Control (auto) 5, Integrity 5, Fortitude 5, Marksmanship 3, Medicine 3, Occult 2,
Survival 5
Supernatural Powers:
Avatars: The Storm, The Way
Boons: Break the Strands of Fate, Cloud Body, Cloud Sculptor, Co-Location, Come
Along, Counterspell, Create Air, Divine Threnody, Eye of the Storm, Fate Can't Catch
Me, Fate Unbound, Fire Immunity, Frost Immunity, Heart of the Maze, Levin Fury,
Marathon Sprinter, Movement Undeterred, My Mind is My Own, Night Eyes, Otherworldly
Portal, Penetrating Glare, Rainbow Bridge, Ride Along, Shuck Mental Bonds, Sky's
Grace, Slippery as an Eel, Spirit Lamp, Stepping Lightly, Storm Augmentation, Storm
the Gates, Terra Incognita, The Ties That Unbind, Tornado Tamer, Unbarred Entry,
Unerring Orientation, Water Breathing, Weather Husbandry, Weather Witch, Where Are
You?, Wind Grapple, Wind's Freedom, Your Mind is Your Own
Epic Attributes: Epic Appearance 1 (Doin’ Fine), Epic Charisma 10 (all Knacks), Epic
Dexterity 7 (all Knacks), Epic Intelligence 3 (Instant Translation, Language Mastery,
Wireless Interface), Epic Perception 10 (all Knacks), Epic Strength 2 (Hang On,
Uplifting Might), Epic Stamina 4 (Damage Conversion, Divine Damage Conversion,
Regeneration, Self-Healing, Under Pressure), Epic Wits 2 (Eternal Vigilance,
Meditative Focus)
Ultimate Attributes: Ultimate Charisma, Ultimate Perception
Birthrights: Avatar 3, Followers 2, Relic 2 (Flight Goggles – Psychopomp, Sky), Relic
3 (Pilot’s Jacket – Item Enhancement), Relic 5 (Lockheed L-10E Electra – Unique
Powers), Sanctum 2
Willpower: 10
Legend: 12
Legend Points: 144
Join Battle: 14 (+2)
Dodge DV: 35
Soak: 16B/12L/4A
Health Levels: -0 x 13/Incap
Attacks:
Glock: Accuracy 13 (+22), Damage +4L, Def --, Speed 4, Tag P, Range 20’
Clinch: Accuracy 12 (+22), Damage +6B (+1), Def --, Speed 6
Unarmed, Heavy: Accuracy 11 (+22), Damage +9B (+1), Def 28, Speed 5
Unarmed, Light: Accuracy 13 (+22), Damage +6B (+1), Def 29, Speed 4

Other Notes: Amelia’s flight goggles act as her Birthright item for the Psychopomp
and Sky Boons. Her pilot’s jacket grants her a +2B/+2L/+1A soak bonus. Her Lockheed
L-10E Electra, the one that she was flying when she “disappeared” is a Birthright
item that never needs fuel, can shrink to a palm-sized model, allows her to reroll a
failed Control roll, and gives her bonus dice equal to her Legend on all [Dexterity +
Control (airplane)] rolls. Her followers consist of female pilots.
Amelia does not have a relic for the Chaos, Darkness, Fire, Frost, Sun and
Water Purviews. Thus, Amelia’s Legend is considered one dot lower for those Boons
purposes.

BABE RUTH
aka George Herman Ruth, Jr; Babe, The Bambino

Title(s): The Sultan of Swat

One of the greatest American sports heroes, Babe Ruth was born a child of
one of the Aesir, but was adopted by Artemis. He played for the Red Sox, Yankees, and
the Braves. He also made forays into various popular media: radio shows such as The
Adventures of Babe Ruth, Here’s Babe Ruth, and Baseball Quiz; and films such as
Headin’ Home and Pride of the Yankees. Later, Ruth started the Babe Ruth Foundation
for disadvantaged children.
As a Scion of the Dodekatheon, he developed his athletic ability and
concentrated on his physical aspects. When he left to join the Yankee Pantheon (or
was recruited), his mother gifted him with his ring, which allows him continue to
excel in sports. However, it is nowhere near the ability he once had.
In Modern Times, he continues to play baseball, for which he was most famous,
and delves into other athletic endeavors. He has been a baseball player, football
player, and chairman of a foundation for the disadvantaged.
His Scions are all athletically inclined whether they develop or not.
Strangely enough, some of his Scions are radio disc jockeys and actors.

Associated Powers: Epic Dexterity, Epic Perception, Epic Strength, Liberty

Abilities: Athletics, Awareness, Fortitude, Marksmanship, Melee, Thrown

Rivals: Houyi, Huitzilopochtli, Lugh, Nuada, Raiden, Thor

Role: God of sports


Attributes: Str 11, Dex 11, Sta 10, Cha 8, Man 6, App 5, Per 11, Int 7, Wits 7
Virtues: Conviction 5, Endurance 4, Expression 3, Loyalty 5
Abilities: Animal Ken 2, Athletics 5, Awareness 5, Brawl 5, Control (automobile) 2,
Fortitude 5, Integrity 3, Marksmanship 5, Melee 5, Thrown 5
Supernatural Powers:
Avatars: None
Boons: Break the Strands of Fate, Counterspell, Fate Can't Catch Me, Fate Unbound,
Movement Undeterred, My Mind is My Own, Shuck Mental Bonds, Slippery as an Eel,
Stepping Lightly, The Ties That Unbind, Your Mind is Your Own
Epic Attributes: Epic Appearance 1 (Game Face), Epic Charisma 3 (Boys Will Be Boys,
Charmer, Hapless Cool, Inspirational Figure), Epic Dexterity 10 (all Knacks), Epic
Perception 10 (all Knacks), Epic Stamina 7 (all Knacks), Epic Strength 10 (all
Knacks), Epic Wits 2 (Cobra Reflexes, Monkey in the Middle, Rabbit Reflexes)
Ultimate Attributes: Ultimate Dexterity, Ultimate Perception, Ultimate Strength
Birthrights: Avatar 3, Relic 5 (Baseball Bat – Item Enhancements), Relic 5 (Silver
Greek-style Ring – Unique Power), Sanctum 2
Willpower: 10
Legend: 12
Legend Points: 144
Join Battle: 12 (+2)
Dodge DV: 60
Soak: 32B/27L/7A
Health Levels: -0 x 31/Incap
Attacks:
Baseball Bat: Accuracy +18, Damage +17B (+46), Parry DV 55, Speed 3
Clinch: Accuracy 16 (+46), Damage +12B/L/A (+46), Def --, Speed 6
Unarmed, Heavy: Accuracy 15 (+46), Damage +15L (+46), Def 54, Speed 5
Unarmed, Light: Accuracy 17 (+46), Damage +12L (+46), Def 55, Speed 4

Other Notes: Babe Ruth’s baseball bat has the following stats: Accuracy +2, Damage
+5B, Parry DV +1, Speed 3. His ring grants him +5 dice bonus on all athletic rolls.
Babe Ruth’s Sanctum is the Arena.

BENJAMIN FRANKLIN
aka None Known

Title(s): None
As one of the Founding Fathers of the United States of America, Benjamin Franklin was
a noted polymath, knowledgeable in many subjects. He invented the lightning rod,
bifocals, the Franklin stove, a carriage odometer, and the glass 'armonica'. He
formed the first public lending library and the first fire department. He has been an
author and printer, satirist, political theorist, politician, scientist, inventor,
civic activist, statesman, and diplomat. Benjamin Franklin also served as the sixth
President of Pennsylvania. He signed both the Declaration of Independence and the
Constitution and his face now adorns the $100 bill, which is called the “Benjamin” or
“Franklin” in slang.
Benjamin Franklin still actively writes and invents and serves as a diplomat
to other Pantheons. He could have been the new leader of The Yankee Pantheon, but
chose to continue spending time on his various projects. In Modern Times, he has been
a political activist, author, and inventor. It is what he has done before. It is what
he will continue to do.
Benjamin Franklin’s Scions are highly intelligent individuals who see nothing
wrong with trying to change the way things are done. They are usually polymaths like
their father. Some dabble in various subjects, while others spend an exorbitant
amount of time on one project or another. Whether dabbling or not, his Scions are apt
to invent or change something that benefits the world at large.

Associated Powers: Epic Charisma, Epic Intelligence, Epic Wits, Justice, Liberty,
Mystery, Sky
Abilities: Academics, Art, Craft, Investigation, Politics, Science
Rivals: Athena, Brahma, Dian Cécht, Fuxi, Ganesha, Huang Di, Isis, Odin, Ogma,
Quetzalcoatl, Shango, Thoth

Role: God of Science & Enlightenment, Patron of Inventors


Attributes: Str 4, Dex 7, Sta 8, Cha 11, Man 7, App 5, Per 10, Int 11, Wits 11
Virtues: Conviction 5, Endurance 3, Expression 4, Loyalty 5
Abilities: Academics 5, Art (music) 5, Art (writing) 5, Awareness 4, Command 5, Craft
(printing) 5, Integrity 5, Investigation 5, Marksmanship 3, Politics 5, Presence 3,
Science (engineering) 5, Science (physics) 5, Science (social) 5
Supernatural Powers:
Avatars: The Arbiter, The Storm, The Wyrd
Boons: Break the Strands of Fate, Cloud Body, Cloud Sculptor, Counterspell, Create
Air, Divine Enforcement, Divine Threnody, Dream Wrack, Fate Can't Catch Me, Fate
Unbound, Guilt Apparitions, Guilt of the Damned, Judgment, Levin Fury, Movement
Undeterred, My Mind is My Own, Mystery 10, Overworld Judgment, Psychic Prison,
Sanctify Oath, Scarlet Letter, Shield of Righteousness, Shuck Mental Bonds, Sky's
Grace, Slippery as an Eel, Star Chamber, Stepping Lightly, Storm Augmentation,
Sympathy Pains, The Ties That Unbind, Tornado Tamer, Weather Husbandry, Weather
Witch, Wind Grapple, Wind's Freedom, Your Mind is Your Own
Epic Attributes: Epic Appearance 1 (Detail Variation, My Eyes Are Up Here), Epic
Charisma 10 (all Knacks), Epic Dexterity 2 (Microscopic Precision, Omnidexterity,
Photographic Penmanship), Epic Intelligence 10 (all Knacks), Epic Perception 7 (all
Knacks), Epic Strength 1 (Titanium Tools), Epic Stamina 4 (Damage Conversion, Divine
Damage Conversion, Holy Fortitude, Regeneration, Self-Healing), Epic Wits 10 (all
Knacks)
Ultimate Attributes: Ultimate Charisma, Ultimate Intelligence, Ultimate Wits
Birthrights: Avatar 5, Relic 2 (Pocket Watch – Unique Power), Relic 2 (Quill Pen –
Justice, Unique Power), Relic 3 (Eyeglasses – Mystery, Unique Power), Relic 3 (iron
key – Sky, Unique Power), Sanctum 5
Willpower: 10
Legend: 12
Legend Points: 144
Join Battle: 15 (+46)
Dodge DV: 14
Soak: 15B/11L/4A
Health Levels: -0 x 16/Incap
Attacks:
Clinch: Accuracy 7, Damage +5B (+1), Def --, Speed 6
Unarmed, Heavy: Accuracy 6, Damage +8B (+1), Def 6, Speed 5
Unarmed, Light: Accuracy 8, Damage +5B (+1), Def 7, Speed 4

Other Notes: Benjamin Franklin’s eyeglasses serve as a Birthright item for the
Mystery Purview. It also allows him to add his Legend rating to any Intelligence-
based rolls. His iron key allows him to access the Sky Purview and also allows him to
use Levin Fury at a 1 Legend cost per bolt. Benjamin Franklin’s quill pen grants him
access to the Justice Purview and allows him to continue to write without touching
it. His pocket watch grants him a +2 to his DVs.

BILLY THE KID


aka Henry McCarty, Henry Antrim, William H. Bonney

Title(s): None

Billy the Kid learned about his divine roots in the early 1880s when he
was killed by Sheriff Pat Garrett, who later spread Billy’s legend by
authoring a book about him. As a child of the Morrigan, Billy caused chaos and death
throughout the Midwest under various disguises to hide the truth that he was still
alive. Personable and pleasant to look at, he was popular with both men and women.
Quick, he was hard to beat as a gunman.
In Modern times, Billy wears fashionable clothing along with either his
unadorned sombrero or a simple black hat. Quick of wit, Billy makes friends—and
enemies—wherever he goes. And wherever he is, chaos and death are sure to reign. He
has been a weapons dealer, a mob thug, and a serial killer.
Billy’s Scions can be found in any strata of society. They are usually
personable and well-liked, “neat” dressers, quick of wit, but quick to temper as
well. Although chaos may not follow them everywhere, death will.

Associated Powers: Epic Dexterity, Epic Wits, Chaos, Darkness, Death, Liberty, War
Abilities: Brawl, Fortitude, Larceny, Marksmanship, Stealth, Survival
Rivals: Wyatt Earp; Ares, Baron Samedi, Hades, Huitzilopochtli, Kali, Loki, Set,
Susano-o, The Morrigan, Yanluo

Role: God of Outlaws, Death, and Fear


Attributes: Str 9, Dex 11, Sta 10, Cha 9, Man 5, App 7, Per 9, Int 6, Wits 11
Virtues: Conviction 5, Endurance 5, Expression 2, Loyalty 3
Abilities: Athletics 3, Awareness 5, Brawl 5, Control (motorcycle) 3, Fortitude 5,
Larceny 5, Marksmanship 5, Melee 3, Occult 2, Presence 2, Stealth 5, Survival 5
Supernatural Powers:
Avatars: The General, The Reaper, The Void
Boons: Absorb Light, Afraid of the Dark, Army of One, Battle Cry, Battle Map,
Blessing of Ammunition, Blessing of Bravery, Break the Strands of Fate, Colossus
Armor, Counterspell, Crawling Chaos, Death of the Soul, Death Senses, Delay Rot,
Eclipse, Euthanasia, Exorcism, Eye of the Storm, Fate Can't Catch Me, Fate Unbound,
Flamin’ Bullets, Follower Army, Fury of War, Ghost Control, Haunted Mists, Hornet's
Nest, Insanity, Instant Riot, Labyrinthine, Morale Failure, Mortal Stroke, Mother's
Touch, Movement Undeterred, My Mind is My Own, Night Eyes, Open Underworld Portal,
Oubliette, Paralyzing Confusion, Prophecy 3, Recurring Distraction, Rìastrad, Sabot,
Shadow Bodies, Shadow Craft, Shadow Mask, Shadow Refuge, Shadow Shroud, Shadow Step,
Shuck Fate, Shuck Mental Bonds, Siege Juggernaut, Slippery as an Eel, Stepping
Lightly, Strike Blind, Strike Dead/Deny Death, Summon Ghost, Surreal Draft, The Ties
That Unbind, Unintended Purpose, Unlikely Pattern, Unquiet Corpse, Warrior Ideal,
Your Mind is Your Own
Epic Attributes: Epic Appearance 2 (Detail Variation, My Eyes Are Up Here, Tailor
Made), Epic Charisma 7 (all Knacks), Epic Dexterity 10 (all Knacks), Epic Perception
5 (Environmental Awareness, Parallel Attention, Perfect Pitch, Subliminal Warning,
Telescopic Senses), Epic Stamina 7 (all Knacks), Epic Strength 4 (Crushing Grip,
Divine Wrath, Holy Rampage, Knockback Attack), Epic Wits 10 (all Knacks)
Ultimate Attributes: Ultimate Dexterity, Ultimate Wits
Birthrights: Avatar, Creature 5 (flock of vultures), Followers 5 (outlaw zombies)
Relic 5 (Peacemaker – Chaos, Death, War, Item Enhancement), Relic 2 (vulture belt
buckle – Animal [vulture], Birthright Connection), Relic 2 (sombrero – Unique Powers)
Willpower: 10
Legend: 12
Legend Points: 144
Join Battle: 16 (+46)
Dodge DV: 59
Soak: 32B/27L/7A
Health Levels: -0 x 31/Incap
Attacks:
Remington: Accuracy 19 (+46), Damage +8L, Parry DV --, Speed 6, Tag P, Range 200’,
Clip 4
Peacemaker: Accuracy 18 (+46), Damage +7L, Parry DV --, Speed 5, Tag P, Range 20’,
Clip 6
Knife: Accuracy 15 (+46), Damage +12L (+7), Parry DV 53, Speed 4
Clinch: Accuracy 16 (+46), Damage +9L (+7), Def --, Speed 6
Unarmed, Heavy: Accuracy 15 (+46), Damage +12L (+7), Def 0, Speed 5
Unarmed, Light: Accuracy 17 (+46), Damage +9LA (+7), Def 2, Speed 4

Other Notes: Billy’s Peacemaker is his Birthright item for the Chaos, Death, and War
Purviews. It has the following traits: Accuracy +2, Damage +6L, Parry DV --, Speed 5,
Tag P, Range 20’, Clip 6. His vulture belt buckles grants him access to the Animal
[vulture] Purview and allows him to call his flock of vultures. His plain sombrero
allows him to call his outlaw zombies by throwing it on the ground and yelling some
Wild West outlaw saying. The relic also allows him to regenerate his zombies.
Note that Billy does not have a Birthright item to access Fire and Prophecy
Purviews. Thus, Billy’s Legend is considered one dot lower for those Boons purposes.

BUFFALO BILL
aka William Frederick Cody

Title(s): None

William Frederick Cody was born in the Midwest (Iowa Territory) and was a US Army
scout, bison hunter, and showman. He also claimed to have worked as a trapper,
bullwhacker, “Fifty-Niner” in Colorado, a Pony Express rider, wagonmaster, stagecoach
driver, and hotel manager. He was most famous for his Wild West shows. At the turn of
the 20th century, Buffalo Bill was said to have been the most recognizable celebrity
on earth.

Buffalo Bill did not find out about his heritage until he had already begun
his Wild West shows. Buffalo Bill never thought he fit the image of Loki’s spawn, but
saw the use in his gifts. Although the days and the glory of the Wild West shows are
long gone, Buffalo Bill still likes to put on a show. He has worked for The Ringling
Bros. and Barnum & Bailey Circus and on stage as a magician. His shows always contain
an element of the Old West, even if the horses are now motorcycles.

Buffalo Bill’s Scions tend to flit from job to job, happy to be doing
something different every day. If they find a career wherein they are the center of
attention, it makes them even happier. His Scions run the gamut of ranch owners to
glam rockers.

Associated Powers: Epic Intelligence, Epic Manipulation, Epic Wits, Illusion,


Liberty, Magic
Abilities: Brawl, Control, Larceny, Marksmanship, Stealth, Survival
Rivals: Bragi, Hermes, Kalfu, Loki, Manannán mac Lir, Sun Wukong, Tezcatlipoca

Role: God of Performance, Patron of Showmen


Attributes: Str 7, Dex 9, Sta 7, Cha 10, Man 11, App 7, Per 8, Int 11, Wits 11
Virtues: Conviction 5, Endurance 3, Expression 5, Loyalty 4
Abilities: Animal Ken 4, Athletics 5, Awareness 3, Brawl 5, Control (motorcycle) 5,
Control (horse) 5, Fortitude 3, Larceny 5, Marksmanship 5, Occult 3, Stealth 5,
Survival 5, Thrown 5
Supernatural Powers:
Avatars: The Trickster, The Wyrd
Boons: Animal Aspect, Animal Command, Animal Communication, Animal Feature, Animal
Form, Break the Strands of Fate, Counterspell, Create Animal, Dreamcraft, Dreamworld,
Eye of the Storm, False Pretenses, Fantastic Vista, Fate Can't Catch Me, Fate
Unbound, Fool's Gold, Hidden Name, Hornet’s Nest, Loaned Identity, Magic 10, Movement
Undeterred, My Mind is My Own, Recurring Distraction, Ride Animal, Shuck Mental
Bonds, Slippery as an Eel, Stepping Lightly, Stolen Face, The Best Trick, The Subtle
Knife, The Ties That Unbind, Your Mind is Your Own
Spells: all listed, plus more
Epic Attributes: Epic Appearance 3 (Center of Attention, Doin’ Fine, Lasting
Impression, Perfect Actor), Epic Charisma 7 (all Knacks), Epic Dexterity 5 (Escape
Artist, Omnidexterity, Ricochet Symphony, Trick Shooter, Shot to the Heart), Epic
Intelligence 10 (all Knacks), Epic Manipulation 10 (all Knacks), Epic Perception 3
(Predatory Focus, Subliminal Warning, Telescopic Senses), Epic Strength 3 (Crushing
Grip, Holy Bound, Hurl to the Horizon, Making it Look Easy), Epic Stamina 3 (Damage
Conversion, Divine Damage Conversion, Regeneration, Self-Healing), Epic Wits 10 (all
Knacks)
Ultimate Attributes: Ultimate Intelligence, Ultimate Manipulation, Ultimate Wits
Birthrights: Avatar 3, Followers 5 (cowboys, Indians, etc.), Relic 3 (Ten-Gallon Hat
– Illusion, Magic, Unique Power), Relic 3 (Horse Head Belt Buckle – Animal [horse],
Unique Powers), Sanctum 1
Willpower: 10
Legend: 12
Legend Points: 144
Join Battle: 14 (+46)
Dodge DV: 24
Soak: 11B/8L/3A
Health Levels: -0 x 8/-1/Incap
Attacks:
Remington: Accuracy 17 (+11), Damage +8L, Parry DV --, Speed 6, Range 200’, Tag
Piercing
Knife (thrown): Accuracy 14 (+11), Damage +10L (+4), Parry DV --, Speed 4
Knife (melee): Accuracy 14 (+11), Damage +10L (+4), Parry DV 18, Speed 4
Clinch: Accuracy 14 (+11), Damage +8B/L (+4), Def --, Speed 6
Unarmed, Heavy: Accuracy 13 (+11), Damage +11B (+4), Def 18, Speed 5
Unarmed, Light: Accuracy 15 (+11), Damage +8B (+4), Def 19, Speed 4

Other Notes: Buffalo Bill’s Ten-Gallon Hat serves as a Birthright item for the
Illusion and Magic Purviews. The hat also allows him to use The Stolen Face without
expending the point of Willpower, but only to create a generic appearance not a
specific one. His horse-head belt buckle is a sterling silver belt buckle that allows
him access to the Animal [horse] Purview. It also allows him to mimic the Lightning
Sprinter Knack and provides a +1 DV bonus. His followers are cowboys, Indians, and
other individuals associated with his old Wild West shows.
Note that Buffalo Bill does not have a Birthright item to access the Chaos
Purview. Thus, Buffalo Bill’s Legend is considered one dot lower for those Boons
purposes.

CLARA BARTON
aka Clarissa Harlowe Barton

Title(s): The Angel of the Battlefield


As a daughter of Apollo, Clara Barton began her love of medicine at eleven
years old when her brother fell from the rafters of an unfinished barn. After the
First Battle of Bull Run, she established an agency to obtain and distribute supplies
to wounded soldiers. That same year, she gained permission to travel behind the
lines, reaching some of the grimmest battlefields. When she traveled overseas, she
became involved in the International Committee of the Red Cross and succeeded in
opening a chapter in the United States.
In Modern Times, Clara travels around the world providing aid to all nations
during times of need. She helped the victims of the World Trade Center on 9/11, the
2004 Indonesian Tsunami, and Hurricane Katrina. She has been a nurse, doctor, and
teacher. She usually appears as a pretty middle-aged woman dressed in hospital garb.
Clara’s Scions similarly found their interest in helping people at an early
age. They are warm, kind, and generous people who can’t help but bring home strays.
They have been candy stripers, nurses, doctors, teachers, combat medics, and, of
course, Red Cross workers.

Associated Powers: Epic Charisma, Epic Wits, Health, Liberty, Mystery, Sun

Abilities: Academics, Empathy, Integrity, Investigation, Medicine, Presence

Rivals: Amaterasu, Apollo, Asklepios, Damballa, Dian Cécht, Freya, Freyr, Fuxi, Isis,
Quetzalcoatl, Surya, Tezcatlipoca

Role: Goddess of Medicine


Attributes: Str 7, Dex 9, Sta 10, Cha 11, Man 6, App 6, Per 8, Int 10, Wits 11
Virtues: Conviction 5, Endurance 5, Expression 3, Loyalty 4
Abilities: Academics 5, Awareness 5, Athletics 2, Brawl 2, Command 3, Control
(automobiles), Empathy 5, Fortitude 3, Integrity 5, Investigation 5, Marksmanship 3,
Medicine 5, Melee 2, Presence 5, Science (biology)
Supernatural Powers:
Avatars: The Glory, The Savior, The Wyrd
Boons: Antidote, Assess Health, Bleach, Blessing of Health, Bolster, Break the
Strands of Fate, Burn, Control Aging, Counterspell, Cradlesong, Cure, Divine
Radiance, Fate Can't Catch Me, Fate Unbound, Flare Missile, Fusion, Heal, Heavenly
Flare, Holy Font, Human Clay, Human Hybrid, Inexorable Gravity, Life-Giving Rays,
Movement Undeterred, My Mind is My Own, Mystery 10, Penetrating Glare, Prophecy 3,
Restore, Shuck Mental Bonds, Slippery as an Eel, Solar Crown, Solar Prominence,
Stepping Lightly, Sun Chariot, The Ties That Unbind, Virility/Muliebrity, Your Mind
is Your Own
Epic Attributes: Epic Appearance 1 (Doin’ Fine), Epic Charisma 10 (all Knacks), Epic
Dexterity 4 (Cat’s Grace, Fast as Thought, Lightning Sprinter, Microscopic
Precision), Epic Intelligence 7 (all Knacks), Epic Perception 4 (Clairvoyance, Hear
Prayers, Perfect Pitch, Telescopic Senses), Epic Stamina 7 (all Knacks), Epic
Strength 2 (Holy Bound, Uplifting Might), Epic Wits 10 (all Knacks)
Ultimate Attributes: Ultimate Charisma, Ultimate Wits
Birthrights: Avatar 5, Relic 5 (Red Cross Pendant – Health, Mystery), Relic 5 (Gold
Harp Bracelet – Prophecy, Sun, Unique Power), Sanctum 3
Willpower: 10
Legend: 12
Legend Points: 144
Join Battle: 16 (+46)
Dodge DV: 22
Soak: 32B/27L/7A
Health Levels: -0 x 31/Incap
Attacks:
Clinch: Accuracy 11 (+7), Damage +8B (+2), Def --, Speed 6
Unarmed, Heavy: Accuracy 10 (+7), Damage +11B (+2), Def 13, Speed 5
Unarmed, Light: Accuracy 12 (+7), Damage +8B (+2), Def 14, Speed 4

Other Notes: Clara Barton’s Red Cross pendant serves as her Birthright item for the
Health and Mystery Purviews and grants her +3 dice bonus dice on all Medicine rolls.
Her gold harp bracelet allows her to access the Prophecy and Sun Purviews and grants
her +3 bonus dice to DV. Clara’s Sanctum is the Hospital.

COLUMBIA
aka Lady Liberty, The Spirit of America

Note: The below description of Columbia was taken from Scion Companion
and modified to fit The Yankee Pantheon and current times.

Sister to Britannia and Marianne, Columbia is one of the daughters


Athena charged with redefining mortal government. Named after the
explorer Christopher Columbus, Columbia is the most pioneering of her sisters,
preferring to stay on the move and always seeking something new. She is a patron of
travelers and a protector of immigrants. When the nation was young, she traveled with
Lewis and Clark on their expedition to the Pacific coast, and then returned to draw
families out along the Oregon Trail. She can be extremely aggressive in her pursuits,
and often overlooks how pressing for the future carries a human toll in the present.
In the final analysis, her long-term gambles have paid off, and the optimism she
imparts has driven many people to achieve dreams they never thought possible.
Columbia had seized the opportunities provided by the World War II to explore
far-ranging corners of the World and the Overworld. She had travelled as a diplomat
to Ville au Camp and Tír na nÓg, stationed troops at Iteru and the Palace of the Jade
Emperor and led the invasion force to Mount Olympus. After the war, she continued to
travel as a diplomat. Wherever she travels, she goes with her eyes open, drinking in
the new cultures and new ideas and always eager to find where she might go next.
Columbia’s Scions lust for travel and adventure. They tend to take positions
in the military or any other organization which can send them out around the world.
They join the State Department as ambassadors to both friendly and enemy nations.
More than a few are officers aboard aircraft carriers and troop transports that move
through distant waters. They express unbridled optimism, but they are neither naive
nor unprepared, as their past adventures have equipped them well for anything the
future will bring.
Associated Powers: Epic Charisma, Epic Perception, Guardian, Liberty, Psychopomp
Abilities: Awareness, Control, Fortitude, Investigation, Science, Survival
Rivals: Amaterasu, Britannia, Freya, Susano-o
DAVY CROCKETT
aka David Stern Crockett

Title(s): King of the Wild Frontier

Davy Crockett, child of Lugh, was a frontiersman, soldier, and


politician. His early years were not easy. Although he saw much travel and adventure,
the years were filled with hardship. As a politician, Davy Crockett represented
Tennessee in the U.S. House of Representatives. He once bragged: "I'm that same David
Crockett, fresh from the backwoods, half-horse, half-alligator, a little touched with
the snapping turtle; can wade the Mississippi, leap the Ohio, ride upon a streak of
lightning, and slip without a scratch down a honey locust [tree]." As a soldier, he
served in the Texas Revolution. Most assumed he died at the Battle of the Alamo.
In Modern times, Davy still refuses to be called anything but David when
addressed by those who know him. He usually appears as a handsome young man with
clothes matching his current profession. He has been a survivalist, exploration
guide, soldier, and politician.
Davy’s Scions are hardy outdoorsmen with a love for adventure. They tend to be
scientists boating down the Amazon, survivalists on some unknown island, or a soldier
serving in a Third World Country. A few of his Scions are politicians.

Associated Powers: Epic Charisma, Epic Stamina, Epic Wits, Animal (dog), Liberty,
Sky, War
Abilities: Athletics, Integrity, Marksmanship, Melee, Politics, Survival
Rivals: Amelia Earhart, Columbia; Gwidion, Lugh, Neith, Uller

Role: God of Exploration & Hunting


Attributes: Str 7, Dex 8, Sta 11, Cha 11, Man 9, App 7, Per 9, Int 8, Wits 11
Virtues: Conviction 5, Endurance 5, Expression 5, Loyalty 4
Abilities: Academics 1, Animal Ken 3, Athletics 5, Awareness 4, Brawl 3, Command 2,
Control (auto) 2, Fortitude 4, Integrity 5, Marksmanship 5, Medicine 2, Melee 5,
Occult 2, Politics 5, Stealth 3, Survival 5, Thrown 4
Supernatural Powers:
Avatars: The Beast, The General, The Storm
Boons: Animal Aspect, Animal Command, Animal Communication, Animal Feature, Animal
Form, Army of One, Battle Cry, Battle Map, Blessing of Ammunition, Blessing of
Bravery, Break the Strands of Fate, Cloud Body, Cloud Sculptor, Colossus Armor,
Counterspell, Create Air, Create Animal, Divine Threnody, Epic Enhancement, Fate
Can't Catch Me, Fate Unbound, Fire Immunity, Follower Army, Frost Immunity, Fury of
War, Hybrid Chimera, Levin Fury, Morale Failure, Mortal Stroke, Movement Undeterred,
My Mind is My Own, Night Eyes, Potability, Protean Understanding, Rìastrad, Ride
Animal, Shuck Mental Bonds, Siege Juggernaut, Sky's Grace, Slippery as an Eel,
Stepping Lightly, Storm Augmentation, Surreal Draft, The Ties That Unbind, Tornado
Tamer, Unerring Orientation, Warrior Ideal, Weather Husbandry, Weather Witch, Wind
Grapple, Wind's Freedom, Your Mind is Your Own
Epic Attributes: Epic Appearance 3 (Doin’ Fine, Game Face, Perfect Actor), Epic
Charisma 10 (all Knacks), Epic Dexterity 5 (Cat’s Grace, Escape Artist, Lightning
Sprinter, Monkey Climber, Trick Shooter), Epic Manipulation 3 (Advantageous
Circumstance, Blurt it Out, God’s Honest), Epic Perception 3 (Predatory Focus,
Supernal Hunter, Telescopic Senses), Epic Stamina 10 (all Knacks), Epic Strength 2
(Divine Bound, Holy Bound), Epic Wits 10 (all Knacks)
Ultimate Attributes: Ultimate Charisma, Ultimate Stamina, Ultimate Wits
Birthrights: Avatar 5, Relic 2 (Fur Hat – Animal [dog], Birthright Connection), Relic
5 (Coonskin leather outfit – Item Enhancements), Relic 3 (Remington – Sky, War, Item
Enhancement), Creature 2 (Lucky, large dog), Sanctum 2
Willpower: 10
Legend: 12
Legend Points: 144
Join Battle: 15 (+46)
Dodge DV: 24
Soak: 57B/52L/10A
Health Levels: -0 x 54/Incap
Attacks:
Remington: Accuracy 16 (+11), Damage +8L, Parry DV --, Speed 6, Range 400’, Tag P,
Clip 4.
Clinch: Accuracy 11 (+11), Damage +8B (+2), Def --, Speed 6
Unarmed, Heavy: Accuracy 10 (+11), Damage +11B (+2), Def 17, Speed 5
Unarmed, Light: Accuracy 12 (+11), Damage +8B (+2), Def 18, Speed 4

Other Notes: Davy Crockett’s fur hat serves as a Birthright item for the Animal [dog]
Purview as well as his Birthright Connection to Lucky, his large, mixed breed dog.
Davy’s coonskin jacket & pants grants him a +3B/L and +2A soak bonus. His Remington
serves as his Birthright item for the Sky and War Purviews and has the following
stats: Accuracy +3, Damage +7L, Parry DV --, Speed 6, Range 400’, Tag P, Clip 4.
Note that Davy Crockett does not have a Birthright item to access the
Darkness, Fire, Frost, Psychopomp and Water Purviews. Thus, Davy Crockett’s Legend is
considered one dot lower for those Boons purposes.

ELVIS
aka Elvis (Aaron) Presley

Title(s): The King of Rock ‘n’ Roll

One of the first performers of “rockabilly”, Elvis became a household name in the
late 50s up until his “death” in 1977. He had been accused of stealing the black
man’s music. He even had an FBI file that stated he was a “definite danger to the
security of the United States” due to his controversial movements on stage. Elvis was
also a talented actor. Like his father, Baldur, he was doomed to an early and
unpleasant death.

Thirty-two years after his death he is still popular, especially with women.
Although there are many Elvis impersonators in the States, some of them are actually
him. He has been a musician, an Elvis impersonator, a simple enlisted man, and an
actor, all in various disguises.

Elvis’s Scions are undeniably sexy and very photogenic, just like their
father. Most of them, however, are surprising shy around the opposite sex. His Scions
tend to gravitate toward careers in entertainment or modeling. They also tend toward
flamboyant clothing. Elvis also adopts Scions with promising musical careers.
Associated Powers: Epic Appearance, Epic Charisma, Guardian, Illusion, Liberty, Sun

Abilities: Art, Brawl, Empathy, Integrity, Marksmanship, Presence

Rivals: Amaterasu, Aphrodite, Apollo, Aengus, Baldur, Bes, Bragi, Brahma, Erzulie,
Hathor, Rhiannon

Role: God of Music, Dance, & Controversy


Attributes: Str 7, Dex 10, Sta 8, Cha 11, Man 4, App 11, Per 9, Int 6, Wits 7
Virtues: Conviction 3, Endurance 3, Expression 5, Loyalty 5
Abilities: Academics 2, Art (acting) 5, Art (dancing) 5, Art (music) 5, Athletics 3,
Awareness 4, Brawl 5, Empathy 5, Fortitude 3, Integrity 5, Marksmanship 5, Medicine
2, Melee 2, Occult 3, Presence 5, Science 2, Survival 2
Supernatural Powers:
Avatars: The Glory, The Sentinel, The Trickster
Boons: Aegis, Appropriated Vigil, Bleach, Break the Strands of Fate, Burn, Come
Running, Confer Immunity, Confer Knack, Counterspell, Divine Radiance, Divine
Resolve, Dreamcraft, Dreamworld, False Pretenses, Fantastic Vista, Fate Can't Catch
Me, Fate Unbound, Flare Missile, Fool's Gold, Fusion, Heavenly Flare, Hidden Name, I
Say Thee, Nay, Inexorable Gravity, Life-Giving Rays, Loaned Identity, Movement
Undeterred, My Mind is My Own, Penetrating Glare, Salvation Sacrifice, Shuck Mental
Bonds, Slippery as an Eel, Solar Crown, Solar Prominence, Stepping Lightly, Stolen
Face, Sun Chariot, The Best Trick, The Subtle Knife, The Ties That Unbind, Unseen
Shield, Vigil Brand, Ward, Warning Line, Watcher at the Threshold, Your Mind is Your
Own
Epic Attributes: Epic Appearance 10 (all appropriate Knacks), Epic Charisma 10 (all
Knacks), Epic Dexterity 7 (all Knacks), Epic Intelligence 1 (Telepathy), Epic
Perception 4 (Hear Prayers, Perfect Pitch, Refined Palate, Sense Fatebound, Unfailing
Recognition), Epic Strength 1 (Holy Bound), Epic Stamina 4 (Damage Conversion, Divine
Damage Conversion, Raise Your Glass, Regeneration, Self-Healing), Epic Wits 3
(Meditative Focus, Perfect Imposter, Rabbit Reflexes, Social Chameleon)
Ultimate Attributes: Ultimate Appearance, Ultimate Charisma
Birthrights: Avatar 5, Relic 5 (American Eagle Rhinestone Shirt – Guardian, Illusion,
Sun, Unique Power), Relic 5 (FIE Derringer – Item Enhancements), Sanctum 1
Willpower: 10
Legend: 12
Legend Points: 144
Join Battle: 11 (+4)
Dodge DV: 35
Soak: 17B/13L/7A
Health Levels: -0 x 13/Incap
Attacks:
FIE Derringer: Accuracy 17 (+22), Damage +6L, Parry DV --, Speed 3, Range 20’, Tag P
Clinch: Accuracy 15 (+22), Damage +8B (+1), Def --, Speed 6
Unarmed, Heavy: Accuracy 14 (+22), Damage +11B (+1), Def 30, Speed 5
Unarmed, Light: Accuracy 16 (+22), Damage +8B (+1), Def 31, Speed 4

Other Notes: Elvis’s American Eagle Rhinestone Shirt serves as his Birthright item
for the Guardian, Illusion, and Sun Purviews. It also provides him with a +2B/+2L
soak bonus. His FIE Derringer has the following traits: Accuracy +2, Damage +5L,
Speed 3, 20’.

GEORGE WASHINGTON
aka None

Title(s): Father of His Country

George Washington, a Scion of Uncle Sam, was born into landed gentry. He began
his surveying career at the age of 16. Four years or so later, he began his military
career as a major. Only two years into his military career he earned the title of
Colonel. However, later that same year he resigned his commission. A year later, he
returned to military service, resigning again four years later. Due to his military
training, he became head of the Whig party. In 1775, after the bloodshed of Concord
and Lexington, he was appointed Commander-in-Chief of the Continental Army. He
eventually presided over the Continental Congress, which became a success due to his
presence, and he was unanimously chosen as the first President. During his two terms
in office, Washington strengthened governmental authority, fostered U.S. interests by
treaties with Britain and Spain, suppressed the Whiskey Rebellion, and laid the
cornerstone of the Capitol.

In Modern Times, George Washington has been the planner and strategist in the
ongoing war with the Titans. Although he would love to just settle down somewhere and
be a farmer, he feels it is his duty to be the war general and protector of the
Yankee Pantheon. Washington has been an army General, a diplomat, and, when he can, a
simple farmer.

Washington’s Scions all have the belief that duty to their country is their
utmost concern. They have been soldiers, Secret Service and CIA agents, and National
Reserves. They are usually prized for their intelligence and their ability to garner
information from even the most reluctant of sources.

Associated Powers: Epic Charisma, Epic Intelligence, Guardian, Justice, Liberty, War

Abilities: Command, Fortitude, Integrity, Melee, Politics, Presence

Rivals: Ares, Athena, Guan Yu, Hachiman, Horus, Nuada, Odin, Quetzalcoatl, Set,
Shango, Tyr, Vishnu

Role: God of war, strategy, and planning


Attributes: Str 7, Dex 8, Sta 9, Cha 11, Man 7, App 7, Per 8, Int 11, Wits 7
Virtues: Duty 5, Endurance 4, Expression 3, Loyalty 5
Abilities: Academics 3, Athletics 3, Awareness 4, Brawl 3, Command 5, Control 2,
Fortitude 5, Integrity 5, Investigation 3, Marksmanship 3, Melee 5, Politics 5,
Presence 5, Science (agriculture) 3, Survival 3
Supernatural Powers:
Avatars: The Arbiter, The General, The Sentinel
Boons: Accelerate Growth, Aegis, Appropriated Vigil, Army of One, Battle Cry, Battle
Map, Blessing of Ammunition, Bless/Blight, Blessing of Bravery, Break the Strands of
Fate, Cleanse, Colossus Armor, Come Running, Confer Immunity, Confer Knack,
Counterspell, Divine Enforcement, Divine Resolve, Dream Wrack, Fate Can't Catch Me,
Fate Unbound, Follower Army, Fury of War, Green Thumb, Guilt Apparitions, Guilt of
the Damned, I Say Thee, Nay, Judgment, Morale Failure, Mortal Stroke, Movement
Undeterred, My Mind is My Own, Natural Camouflage, Overworld Judgment, Psychic
Prison, Rìastrad, Salvation Sacrifice, Sanctify Oath, Scarlet Letter, Shield of
Righteousness, Shuck Mental Bonds, Siege Juggernaut, Slippery as an Eel, Star
Chamber, Stepping Lightly, Surreal Draft, Sympathy Pains, The Ties That Unbind,
Unseen Shield, Vigil Brand, Ward, Warning Line, Warrior Ideal, Watcher at the
Threshold, Your Mind is Your Own
Epic Attributes: Epic Appearance 1 (Game Face), Epic Charisma 10 (all Knacks), Epic
Dexterity 3 (Cat’s Grace, Divine Balance, Omnidexterity, Perfect Partner), Epic
Intelligence 10 (all Knacks), Epic Perception 3 (Subliminal Warning, Telescopic
Senses, Unfailing Recognition), Epic Stamina 4 (Damage Conversion, Divine Damage
Conversion, Regeneration, Self-Healing), Epic Strength 1 (Crushing Grip), Epic Wits 1
(Meditative Focus)
Ultimate Attributes: Ultimate Charisma, Ultimate Intelligence
Birthrights: Avatar 5, Relic 1 (Apple Seed Ring – Fertility), Relic 5 (Riot Gear –
Item Enhancements), Relic 5 (Saber – Guardian, Justice, War, Item Enhancements),
Sanctum 2
Willpower: 10
Legend: 12
Legend Points: 144
Join Battle: 11 (+1)
Dodge DV: 16
Soak: 24B/17L/5A (riot gear +8B/+5L/+1A)
Health Levels: -0 x 16/Incap
Attacks:
Saber: Accuracy +15 (+4), Damage +12L (+1), Parry DV 14, Speed 3
Clinch: Accuracy 11 (+4), Damage +8B/L (+1), Def --, Speed 6
Unarmed, Heavy: Accuracy 10 (+4), Damage +11B (+1), Def 10, Speed 5
Unarmed, Light: Accuracy 12 (+4), Damage +8B (+1), Def 11, Speed 4

Other Notes: Washington’s saber serves as his Birthright item for the Guardian,
Justice, and War Purviews, and has the following stats: Accuracy +2, Damage +4L,
Parry DV +1, Speed 3. His riot gear grants him a +1A soak and has no penalties for
movement or fatigue. Washington wears a gold ring which contains an apple seed gifted
to him by Johnny Appleseed and grants him access to the Fertility Purview.
Washington’s Sanctum is Mount Vernon.

JOHNNY APPLESEED
aka John Chapman

Title(s): None

Note: The below description of Johnny Appleseed was taken from Scion
Companion and modified to fit The Yankee Pantheon and current times.
Johnny Appleseed is a gentle God who holds all living things in reverence.
Tradition has Johnny Appleseed scattering seeds at random, though in fact he
carefully cultivated orchards and distributed the trees themselves rather than the
seeds, often offering generous terms of credit to perspective buyers or even
bartering for mere cornmeal or used clothing. He didn’t seek profit, but instead made
it his mission to provide food for the needy and sustainable agriculture for his
nation. He remains an itinerant God, following the fruits of his orchard throughout
the country and giving advice to pioneers and farmers as he goes.
In Modern times, Johnny Appleseed continues to oversee the vast American
operations to transform and preserve food as K-rations and mess hall grub, and then
to deliver it to the farthest corners of the World, the Overworld and the Underworld.
He is also a chief organizer and distributer of food supplies in areas suffering from
natural disasters.
Johnny Appleseed’s Scions all live off the land in some way. While they do not
make the greatest soldiers, they excel at food production. They are farmers,
ranchers, veterinarians, doctors, aid workers and preachers. Most are extremely
knowledgeable about what it takes to grow food and what it takes to nourish living
beings, both physically and spiritually. They tend to be very pious people, very
giving of themselves, and are frequently vegetarians. Nothing frustrates them more
than the thought of someone going without food, and even if they are starving they
will still share their bread.
Associated Powers: Epic Charisma, Fertility, Health, Liberty
Abilities: Animal Ken, Craft (Farming), Empathy, Medicine, Science, Survival
Rivals: Freyr, Hel, Izanagi, Izanami, The Citizen, Tsuki-Yomi, Uncle Sam

MARILYN
aka Marilyn Monroe, Norma Jean Mortenson

Title(s): None

Associated Powers: Epic Appearance, Epic Charisma, Epic Manipulation, *Heart, Liberty
Abilities: Art, Command, Empathy, Integrity, Politics, Presence
Rivals: Amaterasu, Aphrodite, Aengus, Bastet, Erzulie, Freya, Hathor, Lakshmi, Sif,
Tlazoltéotl

Marilyn, born Norma Jean Mortensen, is the daughter of Aphrodite and a


Norwegian by the name of Edward Mortenson. Norma became a ward of the State when her
adopted mother, Gladys, was sent to a psychiatric institute. Norma was discovered in
1946 while she was working for a munitions company. She changed her name to Marilyn
Monoroe and began her career as a model, then moved into acting. She was surrounded
by controversy when one of her nude photographs was featured in a calendar. Her last
significant performance in the World was when she sang “Happy Birthday, Mr.
President” on national television for President John F. Kennedy.
Marilyn has had a multitude of impersonators; and like Elvis, some were
actually her. Nowadays, Marilyn has been in and out of marriages and has had a number
of lovers, both men and women. Many of these affairs have resulted in the birth of a
Scion. Occasionally, Marilyn delves into modeling. She has been an off-Broadway
actor, nude model, owner of a modeling agency, and a professor of theatrics or art
history.
Marilyn’s Scions are very sexual individuals. They are notorious for falling
in and out of love on a regular basis. Most of them are unable to keep a marriage
together as they much prefer variety in their partners. Many of Marilyn’s Scions are
wanna-be actors, artists, and models. Others, surprisingly, have very mundane jobs.

Role: Goddess of Sexuality


Attributes: Str 5, Dex 7, Sta 8, Cha 11, Man 11, App 11, Per 7, Int 10, Wits 9
Virtues: Conviction 5, Endurance 3, Expression 5, Loyalty 4
Abilities: Academics 3, Art (acting) 5, Art (art history), Art (singing) 5, Athletics
3, Awareness 4, Brawl 3, Command 5, Empathy 5, Integrity 5, Investigation 2,
Marksmanship 4, Politics 5, Presence 5, Survival 2
Supernatural Powers:
Avatars: The Turmoil
Boons: *Angels Descend/Hell Rising, Break the Strands of Fate, Counterspell, Fate
Can't Catch Me, Fate Unbound, *Heart of Stone, *In Living Color, *Listen to the
Heart, Movement Undeterred, My Mind is My Own, *Play the Full Chorus, *Shoulder
Angel/Shoulder Devil, Shuck Mental Bonds, Slippery as an Eel, Stepping Lightly, *The
Calmed Heart, The Ties That Unbind, *Touch of Impartment, *Tuning the Heart Strings,
*Unlocking the Heart, Your Mind is Your Own
Epic Attributes: Epic Appearance 10 (all appropriate Knacks), Epic Charisma 10 (all
Knacks), Epic Dexterity 4 (Cat’s Grace, Divine Balance, Perfect Partner, Photographic
Penmanship), Epic Intelligence 5 (Blockade of Reason, Know-It-All, Perfect Memory,
Speed Reader, Telepathy), Epic Manipulation 10 (all Knacks), Epic Perception 1 (Hear
Prayers), Epic Strength 1 (Crushing Grip), Epic Stamina 5 (Damage Conversion, Divine
Damage Conversion, Holy Fortitude, Regeneration, Self-Healing), Epic Wits 4 (Perfect
Imposter, Opening Salvo, Psychic Profiler, Social Chameleon)
Ultimate Attributes: Ultimate Appearance, Ultimate Charisma, Ultimate Manipulation
Birthrights: Avatar 5, Followers 5 (variety of acting students), Relic 1 (Diamond
Necklace - Heart), Relic 4 (Short Bow – Item Enhancements), Sanctum 3
Willpower: 10
Legend: 12
Legend Points: 144
Join Battle: 13 (+7)
Dodge DV: 18
Soak: 19B/15L/5A
Health Levels: -0 x 20/Incap
Attacks:
Short Bow: Accuracy 14 (+7), Damage +10L (+1), Def --, Speed 5, Range 30’
Clinch: Accuracy 10 (+7), Damage +6B/L (+1), Def --, Speed 6
Unarmed, Heavy: Accuracy 9 (+7), Damage +9B (+1), Def 16, Speed 5
Unarmed, Light: Accuracy 11 (+7), Damage +6B (+1), Def 17, Speed 4

Other Notes: Marilyn’s Diamond Necklace serves as her Birthright item for the Heart
Purview. Her short bow has the following traits: Accuracy +3, Damage +4L, Speed 5,
Range 30’.

MARTIN LUTHER KING, JR.


aka

Title(s):

Martin Luther King, son of Shango, was born Michael King, Jr. until his adopted
father, Michael King, Sr., changed his name to Martin Luther in honor of German
Protestant leader. Martin Luther King was a prominent leader in the African-American
civil rights movement. He led the March on Washington and delivered his famous “I
Have a Dream” speech. Martin Luther King was the youngest person to receive the Nobel
Peace Prize for his work and was posthumously awarded the Presidential Medal of
Freedom and the Congressional Gold Medal. Martin Luther King, Jr. Day became a
national holiday.
Martin Luther King still fights social inequities. He has been an activist, a
clergyman, and civil rights lawyer. He usually appears as a handsome, well-dressed
African-American male exuding an aura of charm and confidence. He was instrumental in
developing the Pantheon’s Purview along with Benjamin Franklin.
Martin Luther King’s Scions are charismatic individuals that deeply believe in
equality for all. They are clergymen and –women, lawyers, politicians, teachers, and
social workers. Although Martin Luther King preached a more non-violent approach, and
many of his Scions follow suit, there are those that believe that the only way to
fight for equality is with guns and death.

Associated Powers: Epic Charisma, Epic Intelligence, Epic Manipulation, Guardian,


Justice, Liberty
Abilities: Academics, Command, Integrity, Investigation, Politics, Presence
Rivals: Ares, Forseti, Horus, Kalfu, Quetzalcoatl

Role: God of Justice, Equality, and Human Rights


Attributes: Str 6, Dex 7, Sta 7, Cha 11, Man 11, App 9, Per 6, Int 11, Wits 9
Virtues: Conviction 5, Endurance 5, Expression 4, Loyalty 4
Abilities: Academics 5, Athletics 1, Awareness 4, Command 5, Control (auto) 2,
Empathy 3, Fortitude 4, Integrity 5, Investigation 5, Occult 2, Politics 5, Presence
5
Supernatural Powers:
Avatars: The Arbiter, The Sentinel, The Wyrd
Boons: Aegis, Appropriated Vigil, Break the Strands of Fate, Come Running, Confer
Immunity, Confer Knack, Counterspell, Divine Enforcement, Divine Resolve, Dream
Wrack, Fate Can't Catch Me, Fate Unbound, Guilt Apparitions, Guilt of the Damned, I
Say Thee, Nay, Judgment, Movement Undeterred, My Mind is My Own, Overworld Judgment,
Psychic Prison, Salvation Sacrifice, Sanctify Oath, Scarlet Letter, Shield of
Righteousness, Shuck Mental Bonds, Slippery as an Eel, Star Chamber, Stepping
Lightly, Sympathy Pains, The Ties That Unbind, Unseen Shield, Vigil Brand, Ward,
Warning Line, Watcher at the Threshold, Your Mind is Your Own
Epic Attributes: Epic Appearance 4 (Detail Variation, My Eyes Are Up Here, Serpent’s
Gaze, Tailor Made), Epic Charisma 10 (all Knacks), Epic Dexterity 1 (Escape Artist),
Epic Intelligence 10 (all Knacks), Epic Manipulation 10 (all Knacks), Epic Perception
1 (Hear Prayers), Epic Strength 1 (Crushing Grip), Epic Stamina 4 (Damage Conversion,
Divine Damage Conversion, Regeneration, Self-Healing), Epic Wits 1 (Opening Salvo,
Scathing Retort)
Ultimate Attributes: Ultimate Charisma, Ultimate Intelligence, Ultimate Manipulation
Birthrights: Avatar 5, Followers 5, Relic 5 (Suit Jacket – Item Enhancements), Relic
2 (Gold Ring – Guardian, Justice), Sanctum 1
Willpower: 10
Legend: 12
Legend Points: 144
Join Battle: 13 (+1)
Dodge DV: 11
Soak: 16B/13L/5A
Health Levels: -0 x 16/Incap
Attacks:
Clinch: Accuracy 7 (+1), Damage +7B/L (+1), Def --, Speed 6
Unarmed, Heavy: Accuracy 6 (+1), Damage +10B (+1), Def 5, Speed 5
Unarmed, Light: Accuracy 8 (+1), Damage +7B (+1), Def 6, Speed 4

Other Notes: Martin Luther King’s gold ring is etched with symbols for justice and
serves as a Birthright item for the Guardian and Justice Purviews. His suit jacket
grants him a +2B/+2L/+1A soak bonus. Martin Luther King’s followers consist of
various civil rights activists.

TAMMANY
aka Tamanend, Patron Saint of America, King Tammany, Saint Tammany

Chief of a clan of the Lenni-Lenape, Tamanend was the child of


Kishelemukong, the Creator. As a lover of peace and friendship, he
played an important role establishing peace between clans and settlers.
He announced that the Lenni-Lenape and the colonists would "live in peace as long as
the waters run in the rivers and creeks and as long as the stars and moon endure."
In modern times, Tammany appears as a wise, older Native American male dressed
in modern, comfortable clothing. He has been an arbiter, diplomat, and shaman. He
promotes peace and friendship wherever he is and attempts to arbitrate disputes
amicably.
Tammany’s Scions are thoughtful people with passive tendencies. They make and
keep friends easily and most people find them genial. Many Scions can be found at the
head of a peaceful protest, usually against war. Some Scions become lawyers in hopes
of preventing violence between rival parties. Divorce lawyers are a common theme.

Associated Powers: Epic Charisma, Epic Intelligence, Epic Wits, Guardian, Liberty

Favored Attributes: Awareness, Command, Empathy, Integrity, Occult, Politics

Rivals: None

Role: God of Peace & Friendship


Attributes: Str 7, Dex 7, Sta 8, Cha 11, Man 10, App 7, Per 9, Int 11, Wits 11
Virtues: Conviction 5, Endurance 3, Expression 4, Loyalty 5
Abilities: Animal Ken 3, Athletics 3, Awareness 5, Brawl 2, Command 5, Empathy 5,
Integrity 5, Investigation 4, Medicine 4, Melee 3, Occult 5, Politics 5, Presence 3,
Thrown 3
Supernatural Powers:
Avatars: The Sentinel
Boons: Aegis, Appropriated Vigil, Break the Strands of Fate, Come Running, Confer
Immunity, Confer Knack, Counterspell, Divine Resolve, Fate Can't Catch Me, Fate
Unbound, I Say Thee, Nay, Magic 10, Movement Undeterred, My Mind is My Own, Salvation
Sacrifice, Shuck Mental Bonds, Slippery as an Eel, Stepping Lightly, The Ties That
Unbind, Unseen Shield, Vigil Brand, Ward, Warning Line, Watcher at the Threshold,
Your Mind is Your Own
Spells: all listed plus many more
Epic Attributes: Epic Appearance 1 (Lasting Impression), Epic Charisma 10 (all
Knacks), Epic Dexterity 1 (Lightning Sprinter), Epic Intelligence 10 (all Knacks),
Epic Manipulation 7 (all Knacks), Epic Perception 2 (Hear Prayers, Scent the Divine),
Epic Stamina 4 (Damage Conversion, Divine Damage Conversion, Regeneration, Self-
Healing), Epic Strength 1 (Shock Wave), Epic Wits 10 (all Knacks)
Ultimate Attributes: Ultimate Charisma, Ultimate Intelligence, Ultimate Wits
Birthrights: Avatar 5, Relic 1 (Spear of Peace – Unique Power), Relic 3 (Shield of
Guardianship – Guardian), Relic 1 (Medicine Bag – Magic), Followers 5, Sanctum 1
Willpower: 10
Legend: 12
Legend Points: 144
Join Battle: 16 (+46)
Dodge DV: 12
Soak: 18B/14L/4A (Shield +3B/+3L)
Health Levels: -0 x 13/Incap
Weapon/Attack
Spear of Peace (melee): Accuracy 11 (+1), Damage +10L (+1), Def 6, Speed 6
Spear of Peace (thrown): Accuracy 11 (+1), Damage +10L (+1), Def --, Speed 6, Range
15’
Clinch: Accuracy 9 (+1), Damage +8B (+1), Def --, Speed 6
Unarmed, Heavy: Accuracy 8 (+1), Damage +11B (+1), Def 5, Speed 5
Unarmed, Light: Accuracy 10 (+1), Damage +8B (+1), Def 6, Speed 4

Notes: Tammany’s Spear of Peace has the same stats as a yaomitl. When Tammany
activates its power and pierces someone with the Spear of Peach, his victim suffers
no damage but is filled with a sense of peace and goodwill. The piercing leaves no
mark. Activation requires Tammany to roll a [Charisma + Presence + Legend] roll
opposed by his target’s [Willpower + Integrity + Legend]. This feeling lasts for a
number of days equal to the number of successes over the opponent’s roll. Tammany’s
Shield of Guardianship serves as a Birthright item for the Guardianship Purview. It
also provides a +2B/+2L soak bonus. The beaded medicine bag around his neck serves as
a Birthright item for the Magic Purview.

UNCLE SAM
aka Brother Jonathan, Yankee Doodle, G. I. Joe

Note: The below description of Uncle Sam was taken from Scion Companion
and modified to fit The Yankee Pantheon and current times.

Uncle Sam is the elected president of the Yankee Pantheon. He is


the quintessential representative of the United States of America. His divine origins
are unknown, but he has been around long enough to have been a hero of the
Revolutionary War, and he has stated that his parents traveled aboard the Mayflower.
He embodies the power and responsibilities that accompany citizenship, and stands as
a reminder that freedom isn’t free. At all times he carries a complete copy of the
Declaration of Independence and the Constitution of the United States of America.
During the recent wars, as with past ones, Uncle Sam works politically to
organize and strategize the war effort. His chief role is to remind citizens of their
patriotic obligations, especially by encouraging young men to join the ranks of the
armed forces.
Uncle Sam had never sired Scions until the Vietnam War, perhaps because of his
puritanical origins. Uncle Sam is always on the lookout to recruit the best and the
brightest for adoption as well. His natural and adopted Scions tend to find their way
into leadership roles as brilliant generals in shiny silver helmets, honest and
hardworking politicians and sharp field commanders. They are, as a rule, very
dedicated and self-sacrificing individuals who are driven to great lengths in the
service of their country and who inspire others to do the same.
Associated Powers: Epic Intelligence, Epic Manipulation, Animal (Eagle), Guardian,
Justice, Liberty, War
Abilities: Command, Fortitude, Integrity, Marksmanship, Politics, Presence
Rivals: Baldur, Freyr, Loki, Susano-o

WYATT EARP
aka Wyatt Berry Stapp Earp

Title(s):

Best known for the Gunfight at the O.K. Corral (Tombstone, Arizona) and the Earp
Vendetta, Wyatt Earp was a child of Tyr and held various jobs such as farmer,
teamster, buffalo hunter, officer of the law in various Western frontier towns,
gambler, saloon-keeper, miner and boxing referee.

In Modern days, Wyatt dresses with a modern Wild West look complete with hat.
He prefers to take on roles dealing with the law and has been a police officer,
deputy, and sheriff, mostly in small western towns. Other times he likes to go back
to his farming roots or own a ranch.
Wyatt’s Scions usually have a fascination for the Wild West; and if they don’t
already live there, they move there soon after graduating school. They also have an
old west attitude of justice and tend to be a bit vengeful in their dealings with
criminals. They are usually not above flattening a criminal while attempting to
arrest him.

Associated Powers: Epic Charisma, Epic Stamina, Epic Strength, Epic Wits, Justice,
Liberty, War
Abilities: Athletics, Command, Investigation, Marksmanship, Melee, Thrown
Rivals: Billy the Kid; Athena, Huitzilopochtli, Loki, Nuada, Set, Shango, Tyr

Role: God of American Justice and Western Heroes


Attributes: Str 11, Dex 10, Sta 11, Cha 11, Man 6, App 7, Per 8, Int 7, Wits 11
Virtues: Conviction 5, Endurance 4, Vengeance 3, Loyalty 5
Abilities: Animal Ken 2, Athletics 5, Awareness 4, Brawl 5, Command 5, Control
(horse) 5, Control (auto) 2, Fortitude 4, Investigation 5, Larceny 3, Marksmanship 5,
Melee 5, Occult 2, Politics 3, Presence 2, Stealth 4, Survival 3, Thrown 5
Supernatural Powers:
Avatars: The Arbiter, The General
Boons: Army of One, Battle Cry, Battle Map, Blessing of Ammunition, Blessing of
Bravery, Break the Strands of Fate, Colossus Armor, Counterspell, Divine Enforcement,
Dream Wrack, Fate Can't Catch Me, Fate Unbound, Follower Army, Fury of War, Guilt
Apparitions, Guilt of the Damned, Judgment, Morale Failure, Mortal Stroke, Movement
Undeterred, My Mind is My Own, Overworld Judgment, Psychic Prison, Rìastrad, Sanctify
Oath, Scarlet Letter, Shield of Righteousness, Shuck Mental Bonds, Siege Juggernaut,
Slippery as an Eel, Star Chamber, Stepping Lightly, Surreal Draft, Sympathy Pains,
The Ties That Unbind, Warrior Ideal, Your Mind is Your Own
Epic Attributes: Epic Appearance 2 (Compelling Presence, Doin’ Fine, Game Face,
Serpent’s Gaze), Epic Charisma 10 (all Knacks), Epic Dexterity 7 (all Knacks), Epic
Perception 3 (Predatory Focus, Subliminal Warning, Telescopic Senses), Epic Stamina
10 (all Knacks), Epic Strength 10 (all Knacks), Epic Wits 10 (all Knacks)
Ultimate Attributes: Ultimate Charisma, Ultimate Stamina, Ultimate Strength, Ultimate
Wits
Birthrights: Avatar 3, Followers 2 (deputies), Followers 5 (police officers), Relic 5
(Cold Buntline Special – Justice, War, Item Enhancements), Relic 2 (Heavy Leather
long coat – Item Enhancements), Sanctum 2,
Willpower: 10
Legend: 12
Legend Points: 144
Join Battle: 15 (+46)
Dodge DV: 36
Soak: 60B/53L/10A (long leather coat +3B/+1L)
Health Levels: -0 x 55/Incap
Attacks:
Colt Buntline Special: Accuracy 18 (+46), Damage +5L, Parry DV --, Speed 4, Tag P,
Range 40’, Clip 8
Clinch: Accuracy 15 (+46), Damage +12L (+46), Def --, Speed 6
Unarmed, Heavy: Accuracy 14 (+46), Damage +15B (+46), Def 30, Speed 5
Unarmed, Light: Accuracy 16 (+46), Damage +12B (+46), Def 31, Speed 4

Other Notes: Wyatt’s Buntline Special is his Birthright item for the Justice and War
Purviews and has the following stats: Accuracy +3, Damage +4L, Speed 4, Range 40’.
Wyatt’s long, heavy leather coat grants him a +3B/+1L soak and has no mobility or
fatigue penalties. Wyatt’s twenty-five (25) police officer followers use The Beat
Cop template. Wyatt’s five (5) deputy followers use The Seasoned Cop template.

LESSER GODS OF THE YANKEE PANTHEON

MICHAEL JACKSON
aka None

Titles: King of Pop


Michael has recently risen to godhood. He once claimed a lightening of the skin to a
disease, but the truth was that his skin lightened so much from being a child of the
Aztec Sun God, Quetzalcoátl. Soft-spoken and charismatic, Michael never truly grew
up. His rise to legend at such a young age was a hindrance to his social and
psychological development. He suffered more from a Peter Pan syndrome than anything
else. Still, he overcame much, including allegations of child molestation. Fate is
not always kind.
Once Michael learned of his divine heritage, Elvis approached him as a mentor,
which Michael gladly accepted. Michael was once even married to Elvis’s child, Lisa
Marie, though she has yet to be awakened to her true heritage. Once Michael rose to
godhood, he joined the Yankee Pantheon.
It is yet to be seen how Michael will appear in the World.
Michael currently has no Scions and is unlikely to have any natural ones.
Adopted Scions are likely to be talented pop singers and those who love children and
work to better children’s lives such as pediatricians, social workers, and teachers.
Most of them are likely to be soft-spoken and charismatic.
Associated Powers: Epic Charisma, Epic Dexterity, Liberty
Abilities: Academics, Art, Empathy, Fortitude, Medicine, Presence
Rivals: Elvis; Baldur, Bes, Dionysus, Erzulie, Hathor, Idun

Role: God of Music, Youth, & Children


Attributes: Str 3, Dex 8, Sta 5, Cha 9, Man 3, App 6, Per 4, Int 4, Wits 3
Virtues: Conviction 3, Endurance 2, Expression 5, Loyalty 3
Abilities: Academics 3, Animal Ken 3, Art (dancing) 5, Art (music) 5, Athletics 2,
Awareness 3, Brawl 1, Command 3, Empathy 3, Fortitude 4, Investigation 2, Larceny 1,
Medicine 3, Occult 2, Presence 5
Supernatural Powers:
Avatars: None
Boons: Aegis, Animal Communication, Assess Health, Blessing of Health, Come Running,
Cradlesong, Divine Radiance, Flare Missile, Heal, Heavenly Flare, Penetrating Glare,
Sky's Grace, Stolen Face, The Subtle Knife, Unseen Shield, Vigil Brand, Ward, Watcher
at the Threshold, Wind's Freedom
Epic Attributes: Epic Appearance 5 (Center of Attention, Detail Variation, My Eyes
Are Up Here, Perfect Actor, Serpent’s Gaze), Epic Charisma 8 (Blessing of Importance,
Boys Will Be Boys, Charmer, Crowd Control, Engender Love, Hapless Cool, Inspirational
Figure, Pied Piper), Epic Dexterity 8 (Anti-Gravity Climber, Cat’s Grace, Divine
Balance, Lightning Sprinter, Monkey Climber, Omnidexterity, Perfect Partner,
Photographic Penmanship), Epic Intelligence 2 (Multitasking, Perfect Memory), Epic
Perception 3 (Hear Prayers, Perfect Pitch, Unfailing Recognition), Epic Strength 1
(Holy Bound), Epic Stamina 5 (Damage Conversion, Divine Damage Conversion,
Regeneration, Self-Healing, Solipsistic Well-Being)
Ultimate Attributes: None
Birthrights: Avatar 3, Creature 1 (Bubbles the Chimpanzee), Followers 2 (various
assistants & hangers on [generic mortal template]), Followers 1 (Bodyguards [seasoned
cop template]), Relic 5 (White Glove - Guardian, Health, Illusion, Sky, Sun), Relic 2
(Michael & Bubbles Statue – Animal [chimpanzee], Unique Power], Relic 2 (Leather
jacket & pants – Item Enhancements), Sanctum 2
Willpower: 8
Legend: 9
Legend Points: 81
Join Battle: 6
Dodge DV: 39
Soak: 16B/14L/5A
Health Levels: -0 x 18/Incap
Attacks:
Clinch: Accuracy 9 (+29), Damage +4B (+1), Def --, Speed 6
Unarmed, Heavy: Accuracy 8 (+29), Damage +7B (+1), Def 27, Speed 5
Unarmed, Light: Accuracy 10 (+29), Damage +4B (+1), Def 28, Speed 4

Other Notes: Michael Jackson’s White Glove serves as his Birthright item for the
Guardian, Health, Illusion, Sky, & Sun Purviews. His red leather jacket and pants
give him a +4B/+2L soak. The Michael & Bubbles statue grant him access to the Animal
[chimpanzee] Purview and serves as his Birthright Connection to Bubbles the
Chimpanzee [Creature 1]. Michael has 20 various assistants and hangers-on and 5

COSMOLOGY
bodyguards.
Note that Michael currently does not have any Liberty Boons as he just
recently joined the Yankee Pantheon. He never acquired any Itztli Boons.

THE AMERICAN DREAM

“The American Dream is that dream of a land in which life should be better and richer
and fuller for everyone, with opportunity for each according to ability or
achievement.”
Epic of America, James Truslow Adams

When the United States won its independence from England, the founders of the
Yankee Pantheon strove to provide an Overworld based on the dreams of the States’
founding fathers. Grabbing an expanse of the infinite Overworld, Benjamin Franklin
and Uncle Sam designed the foundation of The American Dream with the building of
Independence Hall.
Over the next two centuries, millions of immigrants from Europe brought with
them their cultural icons and myths, and Scions of their gods were born on American
soil and fought for American liberties. Most of these Scions joined their parent’s
Pantheon. Others, however, joined the young Yankee Pantheon to strengthen its
position in the Overworld and to protect the American people from both the Titans’
influences and the other Pantheons’ apathies.
Unlike other Overworlds, The American Dream has grown to contain numerous
varieties of small subrealms reflecting the dreams of those American Scions-turned-
Gods instead of the culture as a whole. The common theme throughout the Dream is that
each individual has the liberty to achieve and create as they desire. However,
everything does have a limit. With the liberty to act upon one’s own dreams comes
responsibility for the actions taken to attain such.

EFFECTS OF THE TITAN ON THE OVERWORLD


The American Dream has slowly been eroding away by excess. Hollywood has just
a little too much glitz, while the surrounding wilds of the Cabin are just a little
too wild. Everything has gone just a little too far in its depiction of the American
Dream.

ELLIS ISLAND: AXIS MUNDI


Originally, the Liberty Bell stood as the Axis Mundi for the newly created
Yankee Pantheon. According to tradition, it rang on July 8, 1776, to summon the
citizens of Philadelphia for the reading of the Declaration of Independence.
Near the turn of the 19th century, the Ellis Island Immigrant Station was
constructed to process immigrants. Over 12 million immigrants were processed between
its opening in 1892 to its closing in 1954 with 1907 being its peak year having
processed over 1 million immigrants.
For a God to access the Overworld from Ellis Island, he must row (or swim) the
ocean from its eastern side as if he were traveling from Europe and spend a point of
Legend. He will arrive on the shore of the Overworld Ellis Island where he can then
travel across a quarter mile long walkway to the main land. Once on the main land, he
can then enter Independence Hall where he can use the Liberty Bell to gain access to
his subrealm.

INDEPENDENCE HALL

Independence Hall serves as the central meeting place for


the Yankee Pantheon and the Sanctum of Uncle Sam. It is a red
brick building whose highest point is 135 feet, which is the bell
tower steeple. The steeple holds the Liberty Bell, the access
point to each god’s subrealm. The bell merely needs to be rung and the god will be
taken to her subrealm. In each subrealm is a replica bell that is used to travel to
Independence Hall.

JUNTO
aka Leather Apron Club

Junto was a club established in 1727 by Benjamin Franklin to debate questions


of morals, politics, and natural philosophy, and to exchange knowledge of business
affairs. Once Franklin ascended to godhood, he built a series of buildings as his
personal Sanctum and called it Junto in homage to his old club.
The Overworld Junto consists of one main building which has been rebuilt to
replicate the National Archives in Washington, D.C. Like the Archives, this building
contains nearly every written work, rivaling even Thoth’s huge library. Other
buildings include a workshop for his inventions, a music hall, a printer’s workshop,
and various sundry buildings.
There are several modern day Juntos which Franklin uses as Axis Mundi: Ye Olde
Worldery in Portland, Oregan; Junto Partners in Salt Lake City, Utah; and P’unk
Avenue in Philadelphia, Pennsylvania, where it all started.

HOWLAND ISLAND AIRFIELD


Named after the island where Amelia Earhart “disappeared”, Howland Island
Airfield is a large island containing an airport filled with planes from every era.
The airport has several runways and a mid-sized building that Earhart calls home. A
replica of the bell is located just outside the front door of her home.
Earhart is partially responsible for the disappearances of aircraft in the
area known as the Bermuda Triangle, the most famous of which is Flight 19.

THE ARENA
Home to Babe Ruth, the Arena is large enough to house several smaller arenas
that serve as a baseball field, football field, hockey rink, wrestling and boxing
rings, archery field, and a place for any other existing sport. His personal rooms
are connected to the Arena and whose entrance is next to the Arena’s main entrance.

SCOUT’S REST RANCH

Buffalo Bill’s Sanctum is a replica of his 18-room


mansion, Scout’s Rest Ranch, and thousands of acres of land. The
Ranch also contains a large barn that housed livestock. Although
he no longer has living animals or people for his show—using
illusions instead, he continues to maintain the barn as if the animals were real.
A short distance from the barn is an amphitheater where Bill performs his Wild
West Show for his fellow gods and visiting dignitaries. The shows are intricate and
ostentatious affairs made through his use of illusion. The bell is located on a
platform above and behind the stage. A single spiral staircase is the only way up or
down.

THE HOSPITAL
Unlike most modern day hospitals, the Hospital of the American Dream is not a
white, sterile place that smells of sanitizer. Instead, the Hospital’s walls are a
serene blue and hung with pastoral prints. Soft, relaxing music filters through
speakers set up throughout the building. The sun shines brightly, filling the rooms
with warmth.
Clara Barton calls this place home. She has a bevy of medical staff that
watches over the divine patients that come there from the war with the Titans. Clara
uses a combination of healing magic, medical knowledge, and medical equipment to
treat her patients.

THE LOG CABIN

Davy Crockett’s Sanctum is a small log cabin in the middle of


miles upon miles of wild, “unexplored” territory. The land is
covered with trees, mountains, lakes, and plains. The bell is
located behind the cabin.
Crockett has utilized his Animal boons to recreate the
animals found in the United States. The animals have naturally multiplied and are
much wilder than their World counterparts. He has also utilized the Nemean Beast and
Typhonean Beast boons to turns some of those wild beasts into Nemean and Typhonean
creatures to protect his Sanctum.

GRACELAND

Elvis’s Sanctum is a reproduction of Graceland, complete


with signature gates, sitting on hundreds of acres of pristine
land. A mid-sized building also sits on the property. This
serves as his recording studio. The bell is housed in a small
marble building.

MOUNT VERNON
Mount Vernon is the home of George Washington. It is an expanded
replica of his old World home. Although he no longer has slaves
to tend to the fields, he does have servants and workers. The
house is surrounded by farmland, which grows mostly tobacco.
Washington sells this tobacco in the World, which helps finance some of the
pantheon’s monetary needs.

HOLLYWOOD

Hollywood is Marilyn’s Sanctum. It is a replica of a 1950s/1960s Hollywood


studio lot complete with a large, gorgeous mansion Marilyn lives in. On the lot are
several smaller sets that Marilyn uses as backdrops to her performances of various
movies she has been in. Also on the lot is a large, well-lit artist’s studio complete
with art supplies. The bell sits dead center in the lot surrounded by a garden and
walking paths to the various buildings.

THE LAW LIBRARY


Martin Luther King’s Sanctum is the Law wing of Junto’s main building. King’s
bedroom is simple, yet elegant with shelves of inspirational books. He rarely spends
time in his Sanctum, preferring to be out in the world fighting prejudice and
discrimination.

THE PLAINS OF SERENITY

Tammany’s Sanctum is an Indian structure out on the plains of the


Yankee Pantheon’s Overworld. The structure is surrounded by miles
and miles of nothing and is very quiet and peaceful. Tammany
spends as much time in the World as he can and visits his Sanctum
when he needs to refresh himself and get away from the chaos of the World. The bell
is located in a small cave on the land far enough away from his teepee so as to not
disturb.
THE EARP MINING TOWN
Earp Mining Town, Wyatt Earp’s Sanctum, is a small frontier mining town
sitting at the base of the mountains. Living with him is the ghost of Josephine Sarah
Marcus, his second wife. Although his role within the Pantheon can be violent as he
is an asset in the war against the Titans, he prefers his Sanctum to be violence
free. The bell sits in the center of town serving as a reminder of what he fights
for.

NEVERLAND
Michael Jackson’s Sanctum is an ideal version of his Neverland
Ranch. Neverland contains an amusement park, which includes two
railroads, and a zoo. Both the amusement park and his home contain
numerous statues of children. Crockett gifted Jackson with several
pairs of animals for his zoo. The bell sits right below the floral clock in front of
the house.

THE CASTLE
There is a subrealm of the American Dream that boggles the Gods’ minds.
Granted to the mysterious leader of a growing group of young gods twenty years ago,
this subrealm consists of a large medieval castle surrounded by a moat. What exactly
goes on in the castle they are not sure, but the group is a reliable one.

Note: The Castle is the Sanctum for my idea for a group of young gods that have
based their selves on the gods of the role-playing game of Dungeons & Dragons© and
Forgotten Realms©. The Castle can be used for any mysterious group of young or even
old gods.

THE GRAVEYARD
Unlike the other Pantheons, the Yankee Pantheon never truly had an individual
Underworld of legend.
Over three-quarters of the American populace follow the Christian religion
from Europe and believe in a Heaven and Hell. This belief carved out a place in the
Underworld for their dead, and the Yankee Pantheon claimed part of it for their own
use. Sixteen percent follow no religion at all with their dead either remaining in
the World or flitting to their own personal beliefs.
The Graveyard is the embodiment of those beliefs. Some areas contain hollow
churches surrounded by crumbling headstones while others contain bustling
necropoleis.

THE GHOST TOWN


Although Billy the Kid’s a god of death, he is not the god of death and thus
does not hold sway over the entirety of the Pantheon’s Underworld. Instead, he has a
Sanctum within the vast Graveyard that appears as an Old West ghost town. Souls of
outlaws, gunmen, and various “villainous” types of are drawn to this area, setting up
a complete working necropolis.
Ghostly horses are tied to posts while ghostly cattle graze upon dark, dried
grass. There is little in the way of fertile green land. Dust devils and tumbleweeds
move eerily across the land and the streets while gunshots echo throughout the static
air and permanently dusk sky.

HEAVEN
As the majority of Americans believe is some form of Heaven, this section of
the Graveyard is the largest and most diverse. Most believe that Heaven is a land of
paradise where the dead are quickly reunited with their relatives, while others
believe that Heaven is only attainable at the end of the world.
Although the former is true in this case, not all the latter are wrong. Once
the Underworld was shattered, bits of Heaven were engulfed by the Titans or destroyed
completely, and the souls that inhabited it devoured or shunted to the World. Many of
the remaining souls believe that the end of the world is upon them and they merely
wait for Judgment Day where they will be once more returned to paradise.
There is no distinct look to Heaven. What is one man’s heaven may be
another’s hell. One area may be complete with houses with white picket fences and
plenty of space, while others may be a bustling city with impossibly tall buildings
shining in the noonday sun. Some may even find heaven to be a quiet beach at night
with the water lapping at the shore.

HELL

Just as the majority of Americans believe in Heaven, they also believe in Hell
where the devil punishes evil men and women. Although there is no actual Satan in the
Graveyard, there is the illusion of such. Those who have committed evil atrocities in
the World seem to be drawn to this area of the Graveyard.
Unlike Heaven, Hell is generally similar no matter where one goes: fire and
brimstone and endless torture. A soul’s evil deeds haunt him for eternity, the fires
of the deed licking at and burning his soul, torturing him with unbearable spiritual
pain. There is no hope here, only despair.

PURGATORY

Between Heaven and Hell is Purgatory, the endless waiting room for those souls

FEARSOME CRITTERS
that believe such. There is neither joy nor pain here, only infinite boredom as the
soul sits and waits for the end of the world. It might look as any waiting room with
magazines one has read a dozen times or it might be a sterile, plain white room with
nothing save a simple cot.
ALFRED BULLTOP STORMALONG
Alfred Stormalong is a technically an Elder Giant and stands around 30’
tall. However, men of such stature are called “Big Men” in America.
Stormalong may have once been a Titanspawn, but he has since removed
himself.
Stormalong is the master of a huge clipper ship called the Courser or the
Tuscarora. It was said to be so tall a ship that it had hinged masts to avoid
catching on the moon. Stormalong has a lifelong rivalry with a kracken, which had
escaped from him during their first encounter.

Type: Elder Giant


Attributes: Str 10, Dex 4, Sta 8, Cha 3, Man 3, App 2, Per 3, Int 3, Wits 4
Virtues: Conviction 3, Endurance 3, Expression 2, Loyalty 2
Abilities: Animal Ken 2, Athletics 4, Awareness 2, Brawl 5, Command 4, Control
(ships) 5, Empathy 3, Fortitude 6, Integrity 4, Investigation 2, Marksmanship 4,
Medicine 1, Melee 5, Occult 4, Politics 2, Presence 5, Thrown 4
Supernatural Powers:
Epic Attributes: Epic Strength 7 (all Knacks), Epic Stamina 7 (all Knacks)
Boons: Changing States, Create Water, Desiccate, Drown, Potability, Water Breathing,
Water Control, Water Mastery, Water Vortex
Jotunblut: All elder giants, regardless of the pantheon with which they are
associated, gain the equivalent of four dots in the Jotunblut Purview. To confer the
benefits of Jotunblut on a mortal or an animal, the giant must feed his blood (or
“eitr”) to the recipient.
Join Battle: 8
Attacks:
Giant Skeggox: Accuracy 10, Damage +23L (+22), Parry DV 5, Speed 5
Clinch: Accuracy 9, Damage +11L/A (+22), Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 8, Damage +14L (+22), Parry DV 4, Speed 5
Unarmed, Light: Accuracy 10, Damage +11L (+22), Parry DV 5, Speed 4
Soak: 32B/27L/7A
Health Levels: -0x27/Incap
Dodge DV: 6
Willpower: 7
Legend: 8
Legend Points: 64
Trophy: Like all Giants, Stormalong’s trophy is his heat. (See Scion: Hero, p. 315.)

PAUL BUNYAN
Paul Bunyan was said to have been born in the Northern logging
territories of the United States. It was said that it took three storks
to carry him and drop him off at his home. Paul and his companion, Babe,
dug the Grand Canyon when Paul drug his axe behind him. He created Mt.
Hood when he stacked rocks on top of his fire pit to put it out. The Great Lakes were
formed when Paul needed to find a watering hole for Babe.
Paul Bunyan is a technically an Elder Giant. However, men of such stature are
called “Big Men” in America. Bunyan may have once been a Titanspawn, but he has since
removed himself.
Paul Bunyan stands around 15’ high, only 3’ taller than his companion, Babe.
Legend gives them both extraordinary height and it is possible that Fate has granted
them the ability to change their height to whatever they wish.
Rumor has it that Paul Bunyan still roams the logging areas of North America.

Type: Elder Giant


Attributes: Str 10, Dex 4, Sta 8, Cha 3, Man 3, App 2, Per 3, Int 3, Wits 4
Virtues: Conviction 3, Endurance 4, Expression 1, Loyalty 2
Abilities: Animal Ken 2, Athletics 4, Awareness 2, Brawl 5, Command 4, Empathy 3,
Fortitude 6, Integrity 4, Investigation 2, Marksmanship 4, Medicine 1, Melee 5,
Occult 4, Politics 2, Presence 5, Thrown 4
Supernatural Powers:
Epic Attributes: Epic Strength 7 (all Knacks), Epic Stamina 7 (all Knacks)
Boons: Animal Command (oxen), Animal Communication (oxen), Earth Armor, Earth Body,
Earth Travel, Echo Sounding, Landslide, Safely Interred, Shaping
Jotunblut: All elder giants, regardless of the pantheon with which they are
associated, gain the equivalent of four dots in the Jotunblut Purview. To confer the
benefits of Jotunblut on a mortal or an animal, the giant must feed his blood (or
“eitr”) to the recipient.
Join Battle: 8
Attacks:
Giant Skeggox: Accuracy 10, Damage +23L (+22), Parry DV 5, Speed 5
Clinch: Accuracy 9, Damage +11L/A (+22), Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 8, Damage +14L (+22), Parry DV 4, Speed 5
Unarmed, Light: Accuracy 10, Damage +11L (+22), Parry DV 5, Speed 4
Soak: 32B/27L/7A
Health Levels: -0x27/Incap
Dodge DV: 6
Willpower: 7
Legend: 8
Legend Points: 64
Trophy: Like all Giants, Paul Bunyan’s trophy is his heat. (See Scion: Hero, p. 315.)

BABE (Nemean Ox)

Attributes: Strength 12, Dexterity 6, Stamina 12; Charisma 0, Manipulation 0,


Appearance 2; Perception 2, Intelligence 2, Wits 3
Abilities: Athletics 3, Awareness 2, Brawl 1, Integrity 1, Investigation 1, Presence
1, Fortitude 2, Survival 2
Supernatural Powers:
Epic Attributes: Epic Strength 1 (Knockback Attack), Epic Stamina 3 (Divine
Fortitude, Extended Youth, Holy Fortitude)
Join Battle: 5
Attacks:
Gore: Accuracy 6, Damage +16L (+1), Parry DV 8, Speed 6
Bite: Accuracy 5, Damage 10L (+1), Parry DV —, Speed 5
Trample: Accuracy 8, Damage +18L (+1), Parry DV --, Speed 6
Soak: 34B/28L/7A
Health Levels: -0x19/Incap
Dodge DV: 6
Willpower: 3
Legend: 2
Notes: Babe has been enhanced using Supernal Bestial Endowment (+2 Str, +2 Sta).
Trophy: Babe’s hide, if properly cured and tanned, can be made into an article of
clothing that grants a soak bonus of 4A/8L/8B. However, working with nemean hide is
very difficult, and only someone with at least one dot of Arete (Craft), the
supernatural power Forge Birthright or some other similar gift can properly fashion
it into wearable clothing.

STÓRRVURMS
Stórrvurms are Native American giant snakes that inhabit various terrains. These
snakes hunger for human and divine flesh. Stats for Stórrvurms can be found in
Scion: Ragnaröck, p. 183.

OTHER FEARSOME CRITTERS


Bogeyman
Boo Hag
Cactus Cat
Champ (lake monster in Lake Champlain)
Demon Cat
Glawackus
Golden Bear
Hodag
Jackalope
Jersey Devil, aka Leeds Devil
Mothman
Nain Rouge
Sewer Alligator
Snallygaster
Wampus Ca
t
LIBERTY
The base belief of the Gods of the Yankee Pantheon is Freedom: Freedom of Choice,
Freedom from Fear, Freedom of Speech, and so on. With those goals in mind, the Yankee
Pantheon developed a Pantheon Specific Purview based upon freeing the self from
imposed bonds and constrictions.

Movement Undeterred (Liberty ●)


Dice Pool: None
Cost: None

One of the most basic constrictions a Scion can face, especially in battle, is the
one imposed from simple armor. With this Boon, a Scion can wear any armor he can
manage without suffering from mobility penalties. If the Scion has Epic Stamina and
the Holy Fortitude knack, he may also ignore Fatigue penalties from wearing armor.
Example: Hakeem Wilson, a rising Olympic archer and Scion of Tau, dons leather armor
to protect him against the zombies he is fighting. The armor has a Mobility Penalty
of -1 and a Fatigue penalty of 1. Hakeem ignores the mobility penalty imposed on him
because of the armor, giving him a Mobility Penalty of 0. Because he also happens to
have the Holy Fortitude Knack, he has a Fatigue Penalty of 0.

The Ties That Unbind (Liberty ●●)


Dice Pool: None
Cost: 1+ Legend

Once the Scion understands that simple armor can not impede her movement, she learns
that simple bonds cannot hold her either. With the expenditure of a point of Legend,
any bond preventing a Scion from acting freely falls to the ground useless. With the
expenditure of 1 Legend point per bond, a Scion can rid another of any bond
preventing him from acting freely.

Example: Angela Morris, the pregnant Scion of Chara, is tied to a chair by a Titan
cultist. She knows the bonds are useless, but the cultist doesn’t. Once the cultist
leaves the house, she spends a point of Legend and the rope falls to the ground.

Example: Angela, now freed from the chair, finds another woman manacled to a chain
hooked to the cement wall in the basement. Angela doesn’t have the keys and cannot
pick the lock. She grabs the manacle and spends a point of legend. The manacle pops
open, freeing the captive.

Stepping Lightly (Liberty ●●●)


Dice Pool: Dexterity + Survival; Legend + Liberty
Cost: None or 1 Legend

There are other things besides armor and manacles that can restrict a Scion’s
movement: unstable terrain, muck/goo, snow, forest detritus, etc. Unstable terrain is
easily overcome with the Dexterity Knack Cat’s Grace. Scions with this Boon can do
the same. Trudging through marsh, however, cannot be so easily overcome, slowing the
Scion down with each step. With a successful Dexterity + Survival roll, the Scion can
move freely through such terrain. For every success on the roll, he can remove 1
point of penalty to DV to a maximum of 5.

This Boon can also be used to move through mud, snow, sand, forest, and the like,
without leaving tracks. The player rolls Legend + Liberty and spends 1 point of
Legend. For each success, the player can add 1 automatic success on his Dexterity +
Survival roll when contesting being tracked.

Example: Hakeem follows the zombies he was tracking through a Georgia swamp. The
swamp imposes a -3 penalty due to the depth of the water and the amount of reeds.
His player rolls his Dexterity (4) + Survival (3). He rolls 3 successes plus his
auto success from his Epic Dexterity for a total of 4 successes. His DV penalty for
trudging through the swamp is now 0. Hakeem moves freely through the water.
Example: Angela is being chased by the cultist that kidnapped her. She flees into
the woods. It had rained the previous night and the ground is spongy. She activates
the Boon to attempt to lose the cultist. Her player rolls a Legend (4) + Liberty (3)
and spends 1 point of Legend. She rolls 4 successes. She now rolls the opposed
Dexterity (3) + Survival (0). She receives no successes on the roll but has 4
automatic successes from the Boon. The difficulty for tracking Angela is 4.

Slippery as an Eel (Liberty ●●●●)


Dice Pool: Dexterity + Athletics + Liberty
Cost: 3 Legend

Bonds can’t hold the Demigod; neither can the surrounding environment. With this
Boon, a Demigod can avoid being held in a grapple or being pinned to the ground. With
the expenditure of 3 Legend and a Dexterity + Athletics + Liberty roll, the Scion can
avoid being grappled for as many minutes as the Scion rolled successes. During this
time she is immune to Clinch attacks and subsequent grapples as she slips right out
of the attacker’s hands.

Example: Isabella Furnari, cat burglar and Scion of Aaron Cocis, is fighting a mummy
in the Smithsonian. She certainly doesn’t want to be held down and beaten with the
powerful scepter the mummy has and that she had been sent to retrieve. Her player
spends 3 points of Legend and rolls her Dexterity (5) + Athletics (5) + Liberty (4).
She rolls 8 successes and adds 7 automatic successes from her Epic Dexterity for a
total of 15 successes. She will be immune to clinches and grapples for the next 15
minutes, enough time to either take down the mummy herself or escape to fight
another day.

My Mind is My Own (Liberty ●●●●●)


Dice Pool: Willpower + Legend + Liberty
Cost: 1 Legend

By now the Demigod no longer worries about any physical impediment to her actions.
Mental bonds, however, are another story. Although a Scion can expend his Willpower
to resist a mental attack, a Demigod of the Yankee Pantheon begins to understand that
even mental bonds can’t hold him. The Demigod expends 1 Legend and rolls a Willpower
+ Legend + Liberty. He needs successes equal to or greater than the attacker’s number
of successes to resist a mental attack. If this fails, the Demigod may spend his
point of Willpower to resist the mental effect as normal. This works well when the
Demigod is out of or low on Willpower.

Example: Galin Watt, Aerospace Engineer and Scion of Galin Neall, is under attack by
a rogue Scion of Loki. Loki’s Scion is attempting to use Paralyzing Confusion to
distract Galin from his purpose. Normally, Galin’s player could just spend a point
of Willpower to resist this attack. However, Galin’s Willpower is down to 2. His
player rolls Willpower (6) + Legend (6) + Liberty (5) for 9 successes. The rogue
Scion of Loki has 11 successes. Failing to succeed the first time, Galin’s player
spends a point of Willpower to resist the mental attack.

Your Mind is Your Own (Liberty ●●●●● ●)


Dice Pool: Willpower + Legend + Liberty
Cost: 1 Willpower + 1 Legend/person

Now that the Demigod can keep his mind his own, he can help others stave off mental
attacks and keep their wits about them by effectively giving them the My Mind is My
Own Boon. The Demigod spends 1 point of Willpower plus 1 point of Legend per person
to be affected. His player then rolls Willpower + Legend + Liberty. For each
successes rolled, the My Mind is My Own Boon lasts for one minute. Those receiving
the My Mind is My Own Boon can activate it at any time during the allotted time
period. Recipients also use the successes rolled as the successes against the
attacker’s roll. Once used, however, the My Mind is My Own Boon is no longer
available unless the Demigod activates Your Mind is Your Own again.

Example: Galin is still fighting the rogue Scion of Loki but needs help. He gathers
Hakeem Wilson and Angela Morris and confers the My Mind is My Own boon on them. He
activates Your Mind is My Own by spending 1 point of Willpower and 2 points of
Legend. His player rolls Willpower (6) + Legend (6) + Liberty (6) and gets 13
successes. Hakeem and Angela will have the My Mind is My Own Boon for 13 minutes
during the fight. If Loki’s Scion attacks them, they will counter any one mental
attack with 13 successes. If that fails, they can spend a point of Willpower as
normal.

Shuck Mental Bonds (Liberty ●●●●● ●●)


Dice Pool: Willpower + Liberty
Cost: 5 Legend

When a Demigod uses all his Willpower in staving off mental attacks he is left
drained and susceptible. When the next assault finally succeeds, there is usually
nothing that can be done. A Demigod of The Yankee Pantheon still has one option left.
He can attempt to break out of or away from the assault. With the expenditure of 5
points of Legend and an equal or greater than amount of successes on a Willpower +
Liberty roll as the attacker’s successes, the Demigod can break free. The Demigod is
able to act on his next turn. If it fails, the Demigod must wait out the mental
assault.

A Demigod can also use this boon on others. With the expenditure of 1 point of
Willpower and 3 points of Legend, the Demigod and attempt to break the mental assault
on another. The Demigod’s player rolls Willpower + Liberty with the difficulty being
the attacker’s successes. Once the roll succeeds, the individual may act on his next
turn.

Example: Galin, Hakeem, and Angela are attacking the rogue Scion of Loki. Hakeem
falls sway to Paralyzing Confusion and is unable to act. Seeing this, Galin
activates this Boon to hopefully break the Scion’s hold. His player rolls Galin’s
Willpower (6) + Liberty (7) and gets 7 successes. Loki’s Scion had 6 successes to
activate Paralyzing Confusion. Galin breaks Hakeem free from the effect.

Example: Galin, still fighting Loki’s Scion, used his last point of Willpower to
help Hakeem, leaving him susceptible to the Scion’s mental assault. The Scion takes
advantage of Galin’s weakness and attacks him with Paralyzing Confusion with 9
successes. Galin falls under the assault but he still has one last chance. He
activates this Boon, spending 5 points of Legend. His player rolls Willpower (6) +
Liberty (7) and gets only 8 successes. His attempt fails and he stays under the
effect of Paralyzing Confusion until it is over.

Counterspell (Liberty ●●●●● ●●●)


Dice Pool: Legend + Liberty + Occult
Cost: 1 Willpower + 1 or 10 Legend

Boons and Spells can force another form of captivity on an individual. Many Spells
create and twist Fate bindings. Some boons harm individuals by inflicting disease or
a transformation, trapping an individual in a useless body. By learning how to
counteract such effects, the God learns how to counteract any effect from Boons and
Spells. This includes Boons from Pantheon Specific Purviews such as Enech’s ability
to lay geas and Heku’s influencing of the Ba. Although the God may not understand
these as they are outside of her purview, she can understand the effect it has on the
body and soul.

When someone uses an All-Purpose Boon or spell against the God she may spend a point
of Legend to counteract the effect. If the Boon is from a Pantheon Specific Purview,
she must spend 10 points of Legend. Her player rolls Legend + Liberty + Occult with
the difficulty equal to the attacker’s successes. Success means that the Boon or
spell does not affect the God. The God may counter a Boon or spell directed at
another, but she must spend a point of Willpower. As long as the God can perceive the
Boon or spell, she can negate it.

Example: Historia, goddess of communication, is fighting Heshon, the newly awoken


Atlantean god. Heshon attempts to use the Evil Eye on Historia and gets 20
successes. Historia activates Break the Strands of Fate and spends 1 point of
Legend. Her player rolls Legend (12) + Liberty (10) + Occult (5) and gets 19
successes. This is not enough, so Historia suffers from the Evil Eye.

Example: Talanda, goddess of the dead and spiritualism, sees Historia being attacked
by Heshon. She understands Magic. She spends a point of Legend and a point of
Willpower to activate the Boon. Her player rolls Legend (12) + Liberty (10) + Occult
(5) and gets 25 successes. For a moment, Historia felt the Evil Eye fall on her but
fizzle as Talanda countered it.

Example: Casmus the Deathbringer is fighting the Monkey King. The Monkey King
activates Reshape Shen and gets 12 successes. Casmus may not understand Taiyi, but
he can still counter it. He spends 10 points of Legend and his player rolls Legend
(12) + Liberty (10) + Occult (0) for 15 successes. He’s fortunate. The Boon doesn’t
affect him and he is not reshaped.

Fate Unbound (Liberty ●●●●● ●●●●)


Dice Pool: Legend + Liberty
Cost: 1 Willpower + 20 Legend
The gods left the World for one main reason: Fate binding. Fate binds people and
places to the god when she walks the World. These bindings are never truly beneficial
no matter the role the Fated plays. The only known way to escape such fate binding is
to not leave the Overworld.

Gods of the Yankee Pantheon are no exception to fate binding. Their practice and
mastery of Liberty, however, can extend to the Fatebound in two ways: lessening the
bond between god and Fated or escaping the bond for a short period of time.

To lessen a bond between a god and a Fated, the god spends 1 point of Willpower and
20 points of Legend. Her player rolls Legend + Liberty. For every five successes,
the god may lessen the strength of a bond between her and a Fated to no less than 1.
Botching actually strengthens the bond by 1.

Example: Tau, god of sports, has a mortal fatebound to him with a strength 5 bond.
He wants to lessen that bond. He spends 1 point of Willpower and 20 points of Legend
and his player rolls his Legend (12) + Liberty (10) with 11 successes. This lessens
the bond from strength 5 to strength 3.

To temporarily escape a bond for a short period of time, the god spends 25 Legend and
her player rolls Legend + Liberty. For each success, the god can escape a bond to a
Fated for one day. The Fated forgets about the god, chalking it up to being busy or
the mind being elsewhere. When the allotted time is up, the bond comes back full
strength. The length of time of the bond is not shortened by the use of this boon,
only put on the back burner for a short period of time. If the roll is botched, the
role the Fated plays may change.

Example: Talanda wants to escape from a Fated for a while. This Fated has been
nothing but a jinx for her. She needs to get something done and doesn’t have time to
have things go wrong, even a little. She spends 25 Legend while her player rolls her
Legend (12) + Liberty (10). She botches. She can’t escape even for a little bit and
this particular Fated ends up being a catastrophe for her, ruining and destroying
what she was trying to do.

Break the Strands of Fate (Liberty ●●●●● ●●●●●)


Dice Pool: Manipulation + Liberty
Cost: 1 Willpower + 15 Legend

Fate is a bond not even the gods can escape completely. Gods of the Yankee Pantheon,
however, make every attempt to break what bonds they can. Spells and All-Purpose
Boons that reshape, twist, bend, create, or otherwise affect a God’s Fate can be
untwisted and unbound. Break the Strands of Fate does not counteract a Boon or spell;
instead it breaks the effects of those that are already in place.

To break a bond the god must spend 1 point of Willpower and 15 points of Legend. His
player rolls Manipulation + Liberty and must get more successes than the god that
created the bond. If it succeeds the bond is broken.

Example: Aaron Cocis, god of wealth and possessions, comes across Silvia, a Scion of
Zeus. She has been transformed into a bear by Hera and left out in the wilderness.
Aaron, wanting the goodwill of Zeus, attempts to unbind her new Fate. He spends a
point of Willpower and 15 points of Legend. His player rolls Manipulation (11) +
Liberty (10) and gets 17 successes. He adds his 46 auto successes from Epic
Manipulation. Hera only had a total of 61 successes on her spell. Silvia is
transformed back. Not only is she grateful, but she’s sure her father will be too.
However, he will have earned Hera’s enmity.

Example: Chara, goddess of joy and children, comes across a hybrid animal created by
an insane god under the patronage of Gaia. She doesn’t want to kill the animal so
she attempts to undo the Boon effect. She spends her Willpower and Legend and her
player rolls Manipulation (5) + Liberty (10), but gets only 7 successes. She doesn’t
have any Epic Manipulation and the corrupted god had 11 successes before her player
even rolled. She fails to undo the Boon and is forced to kill the creature.

Fate Can’t Catch Me (Liberty ●●●●● ●●●●●)


Dice Pool: Wits + Legend + Liberty
Cost: 30 Legend

Like the Devas ability to shun the grasp of Fate for a day, the Yankee Pantheon can
do the same. Fate binds mortals and gods alike, putting restrictions on the gods’
actions. With Fate Can’t Catch Me, the god stays one step ahead of Fate for one day
per success on a Wits + Legend + Liberty roll. Botching results in Fate bringing its
eye to bear on the god. Fatebinding chances are doubled. Magic and Boons affect him
more easily. People remember him.

Like Moksha, the Devas ability to sidestep fate, the god basically doesn’t exist to
the world around him. Memories of him are foggy and spells and Boons do not affect
him. Those fatebound to the god lose their attraction to him. He can, of course, move
between Worlds using Axes Mundi by spending a point of Willpower. If the god wishes
to interact with the world around him (i.e. manipulating objects, grabbing another
god, etc.), he must spend a point of Legend. Boons and Birthrights cost twice as much
to activate. When the god runs out of Legend points or temporary Willpower, he
returns to Fate’s embrace immediately. The god may return willingly by spending two
points of temporary Willpower.
TITAN: AHUIATETEO - EXCESS
The Greater Titan Ahuiateteo nearly mirrors the World, but is a realm of extremes.
Jungles are way too dense, animals are far too wild. Orchards are overburdened with
fruit while pleasure gardens are constant states of orgies where lust cannot be
controlled.

Favored Purviews: Chaos, *Heart, Illusion, War, *Wealth


Banned Purviews: Guardian, Justice

PROMINENT FEATURES

HUELGOAT FOREST

Huelgoat Forest once surrounded the castle where Dahut killed her nighttime
lovers. Now a version surrounds the city of Ys. Thick with giant trees and massive
undergrowth, Huelgoat Forest is a challenge to even a Yankee god for there are no
paths.
Most of the wild animals living within its depths are found in smaller areas
they have worn away. The undergrowth makes it too difficult for them the roam freely.
The animals themselves are wilder than wild and are usually nemean in nature. It is
not, however, odd to find a typhonic beast.

THE PLEASURE GARDENS


Surrounding the city of Ys and Ker-Ys Castle are the Pleasure Gardens. Once
they might have been neatly kept with just the right amount of flowers, shrubs, and
statuary, they now are vulgar with their overabundance of flowers and statuary
depicting nude men and women in various sexual positions that fills every nook and
cranny.
Found amidst the gardens both inside and outside the city are the succubi. If
a traveler manages to overcome his lustful temptation before getting to the city, he
may be broken by the ones inside.

YS
Aka Is, Ker-Ys

Once the most beautiful city in Southern Brittany, Ys was the home of Gradlon
Mawr, King of Corouaille, and his daughter Dahut. Ys was built below sea level and
had a locked gate which Gadlon alone would open and close for the fisherman.
Dahut was a follower of the Celtic gods and found the town dull and sad. She
brought in a dragon that captured all the merchant vessels so that the city could be
filled with riches. She wanted freedom and joy reigning in the city.
Dahut built a castle in Huelgoat Forest and she invited a different suitor
daily to spend the night with her. She had them don a black mask so that they could
not look upon her. In the morning, the mask turned to claws that killed the suitor,
whose corpse was then thrown into the sea.
One night a prince dressed all in red arrived in the city. Dahut fell
immediately in love with him and willingly stole her father’s key. The ocean rushed
in and took the city under the sea.
Ys is now part of Ahuiateteo, but it borders with The Drowned Road. Those
wishing to enter its walls may brave the crushing waters before emerging at its gate.
Or the strong-hearted may attempt to make their way through the thick forest and the
Pleasure Garden where every nook and cranny is filled with statues of couples in
various sexual acts. Beautiful succubi tempt the wanderer, who has a difficult time
overcoming his lustful urges.
The city is home to all of Ahuiateteo’s Avatars. Central to the city is Ker-Ys
Castle where both Lucifer and Dahut live. Ker-Ys can only be described as so
beautiful that it makes the beholder cry. Lucifer holds complete dominion here,
though he allows his lover to do as she pleases. He also holds

THE FEAST HALL


Home to Macuilxochitl, the Feast Hall is a large stone building decorated with
carved Aztec symbols. The inside is crowded with the ghosts of those who died from
their gluttonous nature. Several long tables are overburdened with food and drink,
and the bloated souls of the dead feast endlessly. Attached to the Feast Hall is the
Gambling Hall, which is similarly filled with the dead. However, the dead in this
hall gamble at the various tables. They are gaunt, almost skeletal as they endlessly
play—and lose.
Gods who enter either hall are filled with the desire to feast and gamble and
enjoy themselves. The entertainment, of course, comes with a steep price. Once the
food is eaten or even the drink imbibed, the God cannot walk away. Food never quite
fills the hunger; the drink never quenches the thirst, no matter how delicious either
may be. For those Gods who gamble even once are bitten by the addiction. They lose,
but always believe that a win is “right around the corner”. It isn’t. Instead, time
goes by as the god weakens in will and her physical appearance turns gaunt.

THE ARENA

Lytta makes her home at the arena, which is east of the Castle. There is
nothing fancy about the arena except the blood-soaked ground. Here, Lytta takes out
her rage on any hapless enough to step onto the field. Angry and vengeful souls
litter the field. They fight to release their anger, but they never can no matter
what they do.
Any God foolish enough to step onto the field feel the anger rising. They
can’t help but think of all the wrongs they have endured and begin the plot the
downfall of those responsible. Literally, a red haze fills their mind and sight and
they want to lash out at the first thing they see, usually any ally who happens to be
with them or perhaps Lytta herself.

THE VAULT
Mammon calls the Vault his domain and appears as a massive bank vault. Inside
the vault is a priceless treasure: gold, gems, silver, platinum, art, jewelry, etc.
Mammon likes to spend time here just gazing at the wealth he’s acquired. Of course,
this is not enough to satisfy him. He wants the entire city’s wealth, including Ker-
Ys Castle, to be his. He often sits pondering and planning ways to get his greedy
hands on it.
Gods who visit the Vault are overcome by the desire to take some bit of
treasure for themselves. Once the first piece of gold or gem or whatnot is taken, the
God cannot help but want the whole treasure. He will begin to stuff his pockets and
find other ways to remove the treasure from its present location. It may not seem so
bad a thing, but since the god cannot take it all, he may need to continue to come
back, which puts him in quite a bit of danger.

THE HOVEL
The only unattractive building in Ys is the home of Aergia. Once a grand
estate, the Hovel has deteriorated over the centuries. Lack of care shows in the ivy
that grows rampant on its walls and an interior filled with dust, debris, and
garbage. In a bedroom upstairs, Aergia lounges on a filthy bed, too lazy to even move
for her servants to change the sheets. She is unnaturally thin as she finds even
eating to be a chore. The only thing she bothers to do is send minions out to spread
the feelings of sloth around, especially at Lucifer’s bidding.
Gods who visit the Hovel are first disgusted by the amount of debris and lack
of care. After merely a few minutes, they become disinclined to do anything about it
or anything else. If the god continues to spend more than a few minutes in the Hovel,
it is unlikely she will ever leave. She might attempt to find a comfortable spot to
relax, but it might be filled already by some other creature already overcome by its
own indolence.

AVATARS

AERGIA
Aka Sloth, Laziness, Murcia, Socordia

Aergia is not only the least powerful of the Avatars, but does
so little it is a wonder to the rest that Lucifer just doesn’t
get rid of her. Although she is quite lazy, Aergia does have
creatures that spread such around and make it easier for Lucifer
(and Mammon) to corrupt.

Aergia has a base dice pool of 18. She is too lazy most of the
time to engage in any type of combat, especially if it is
physical. She will however, use her great intellect to her
advantage against any enemy.

Virtues: Ambition 1, Malice 3, Rapacity 3, Zealotry 2


Supernatural Powers:
Avatars: The Trickster, The Turmoil
Boons: Every one- to eight-dot Boon from every Purview except Guardian and Justice,
which are forbidden to her.
Aergia also has all Boons from the Heart and Illusion Purviews.
Epic Attributes: Epic Mental attributes at the 10-dot level (will all appropriate
Knacks). All other Epic Attributes at the eight-dot level (with all appropriate
Knacks). Aergia has 10 dots in Arete: Occult and Arete: Command.
Join Battle: 18
Attacks: None. She relies on her zombie ex-lovers and guards to protect her.
Unfortunately for her, any who have been around her long enough fall into the same
lethargy.
Soak: 38B/34L/8A
Health Levels: -0 x 35/Incapacitated
Dodge DV: 43
Willpower: 6
Legend: 9
Legend Points: 81
Other Notes:

DAHUT
aka Dahud-Ahes

Dahut was a princess of Cournouaille and the daughter of


Gradlon, then King of Cournouaille, and Malgven, Queen of the
North and Sorceress of the Tuatha De Dannan. Her father gave
her the rule of Ys, which quickly became a city of sin as Dahut
organized orgies and killed her lovers the next morning.

Legends say she became a mermaid after the city sank beneath
the waves. The Legends aren’t even half the story.

Dahut became a part of Ahuiateteo, who absorbed her and


reformed her as part of itself. She is a beautiful monster
living in a city full of her zombie ex-lovers and the succubi, offspring of her
daughter Naamah. Dahut walks the World looking for lovers to bring back to her city.
She cares little for who she takes, male or female, as long as it pleases her. She
organizes orgies in whatever city or town she is in and attempts to seduce powerful
individuals to bring more to her Master and lover, Lucifer.

Dahut has a base dice pool of 20 for all actions. She prefers to seduce her enemies
using her Social Attributes. She rarely favors physical combat, preferring to send
armies of zombies and succubi/incubi to do such work. She will also use her intellect
against her enemies as well.

Virtues: Ambition 3, Malice 3, Rapacity 5, Zealotry 4


Supernatural Powers:
Seduction: Dahut does not need to spend Legend to activate Come Hither or Meet Me
Backstage.
Avatars: The Trickster, The Turmoil, The Void
Boons: Every one- to eight-dot Boon from every Purview except Guardian and Justice,
which are forbidden to her. She also has every spell up to the eighth dot.
Dahut also has all Boons from the Chaos, Heart, and Illusion Purviews.
Epic Attributes: Epic Social attributes at the 10-dot level (will all appropriate
Knacks). All other Epic Attributes at the eight-dot level (with all appropriate
Knacks). Dahut has only positive appearance Knacks.
Join Battle: 20
Attacks:
Clinch: Accuracy 20, Damage 11L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 19, Damage 14L, Parry DV 38, Speed 5
Unarmed, Light: Accuracy 21, Damage 11L, Parry DV 40, Speed 4
Soak: 39B/34L/8A
Health Levels: -0 x 38/Incapacitated
Dodge DV: 44
Willpower: 9
Legend: 10
Legend Points: 100

LUCIFER
Aka Pride, Vanity, Day Star, Morning Star

"‘I will ascend to heaven; I will raise my throne above the


stars of God; I will sit on the mount of assembly on the
heights of Zaphon; I will ascend to the tops of the clouds, I
will make myself like the Most High."
Isaiah 14:12-14, NIV

The greatest of the Avatars, Lucifer has corrupted mortals,


Scions, and gods alike. He does this through the power of temptation. Lucifer has no
desire to destroy the World, but to rule its people as its God. He also has no desire
to destroy the gods, but to bring them under his sway. He’s already ruling the lesser
Avatars as it is.

Lucifer was once an Avatar of Akhetaten and represented the morning sun. When Aten
went on his killing spree, Lucifer banded together angels and other creatures to
fight him off. The attempt failed and Lucifer and his remaining followers fled. They
came upon Ahuiateteo. Lucifer made a deal with the Titan who then absorbed him and
his followers and reformed them. Although Lucifer remained beautiful, his followers
became something less so.

Lucifer appears as the most beautiful of beings with heavenly white feathered wings
and a radiant aura. Everything about him is perfection…and he knows it very well.
Those who look upon him are bound to instantly trust him, though that may change over
time.

Lucifer has a base dice pool of 24. Lucifer prefers to use his Social and Mental
Attributes to win others to his side.

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


Supernatural Powers:
Temptation: Lucifer does not need to spend Legend to activate Benefit of the Doubt
and Charmer.
Avatars: The Merchant, The Trickster, The Turmoil
Boons: Every one- to eight-dot Boon from every Purview except Guardian and Justice,
which are forbidden to him.
Lucifer also has all Boons from the Heart, Illusion and Wealth Purviews.
Epic Attributes: Epic Social attributes at the 10-dot level (will all appropriate
Knacks). All other Epic Attributes at the eight-dot level (with all appropriate
Knacks). Lucifer has only positive Epic Appearance Knacks.
Flight: Lucifer can fly at speeds of 300 miles per hour outside of combat or at
movement rate of 25 yards per tick while in combat.
Luminous Nature: Lucifer carries the luminous template (Scion: God, page 290).
Join Battle: 24
Attacks:
Clinch: Accuracy 24, Damage 11L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 23, Damage 14L, Parry DV 38, Speed 5
Unarmed, Light: Accuracy 25, Damage 11L, Parry DV 40, Speed 4
Soak: 39B/34L/8A
Health Levels: -0 x 38/Incapacitated
Dodge DV: 44
Willpower: 10
Legend: 12
Legend Points: 144
Other Notes:

LYTTA
Aka Anger, Wrath, Lyssa, Ira, Furor

“…through his roof will I burst my way and swoop upon his house,
after first slaying his children; nor shall their murderer know
that he is killing the children he begot, till he is released from
my madness. Behold him! See how even now he is wildly tossing his
head at the outset, and rolling his eyes fiercely from side to
side without a word; nor can he control his panting breath, like a
fearful bull in act to charge; he bellows, calling on the Keres of
Tartaros. Soon will I rouse you to yet wilder dancing and pipe a
note of terror in your ear…”
Euripides, Heracles 815 ff (trans. Vellacott)

Sometimes appearing as a warrior dressed for battle, sometimes as the homeless woman
on the corner, Lytta is rage, fury, and madness incarnate. She is the voice of
vengeance in the ear of the victim as she is the voice of madness in the predator.
Only in the presence of Aergia can Lytta’s inner turmoil be lessened. The rest of the
Avatars see her uses, but only Lucifer can truly take advantage of the bundled fury
in their midst

Lytta has a base dice pool of 20. She has no time for social niceties, preferring to
either kill her enemies outright or drive them mad.
Virtues: Ambition 3, Malice 5, Rapacity 3, Zealotry 4
Supernatural Powers:
Bloodlust: Lytta can summon up a raging fury in an individual. She can do this
automatically to any mortal creature. She must expend 3 Legend and 1 Willpower with a
[Stamina + Fortitude] roll vs. the target’s [Wits + Integrity + Legend]. If the roll
succeeds, the target takes a penalty of one die per success threshold to any attack
rolls, damage rolls, or defense rolls. This lasts for a number of actions per
threshold successes Lytta had. The enraged creature cannot distinguish between friend
or foe and will attack allies as well as enemies. The target also cannot use any
Knacks or take any actions that require calm, negotiation or a friendly demeanor.
Avatars: The General, The Turmoil, The Void
Boons: Every one- to eight-dot Boon from every Purview except Guardian and Justice,
which are forbidden to her. Lytta also has 10 dots of Arete: Melee and Arete: Brawl.
Lytta also has all Boons from the Chaos, Heart, and War Purviews.
Epic Attributes: Epic Physical attributes at the 10-dot level (will all appropriate
Knacks). All other Epic Attributes at the eight-dot level (with all appropriate
Knacks).
Join Battle: 20
Attacks:
Clinch: Accuracy 20, Damage 11L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 19, Damage 14L, Parry DV 55, Speed 5
Unarmed, Light: Accuracy 21, Damage 11L, Parry DV 57, Speed 4
Hasta: Accuracy 24, Damage +17L, Parry DV 56, Speed 3
Soak: 10A/51L/56B
Health Levels: -0x52/Incap
Dodge DV: 61
Willpower: 9
Legend: 10
Legend Points: 100
Other Notes: Lytta’s hasta has the following traits: Accuracy +4, Damage +3L, Parry
DV +0, Speed 3.

MACUILXOCHITL
Aka Gluttony

Macuilxochitl appears as a red skinned man carrying a sharp stick.


He is the overindulgence of food and drink, of gambling, of drug
use, and of smoking. He is the drug pusher on the corner, the chef
whose food is too good not to eat, and the guy who buys the teens
their alcohol.

Macuilxochitl has a base dice pool of 20. Although his Epic


Physical attributes are primary, he uses violence only as a last
resort.

Virtues: Ambition 2, Malice 2, Rapacity 5, Zealotry 4


Supernatural Powers:
Avatars: The Turmoil
Boons: Every one- to eight-dot Boon from every Purview except Guardian and Justice,
which are forbidden to her. Macuilxochitl also has all boons from the Heart and
Itztli Purviews.
Epic Attributes: Epic Physical attributes at the 10-dot level (will all appropriate
Knacks). All other Epic Attributes at the eight-dot level (with all appropriate
Knacks).
Join Battle: 20
Attacks:
Clinch: Accuracy 20, Damage +11L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 17, Damage 14L, Parry DV 55, Speed 5
Unarmed, Light: Accuracy 29, Damage 11L, Parry 57, Speed 4
Soak: 10A/51L/56B
Health Levels: -0x55/Incap
Dodge DV: 61
Willpower: 9
Legend: 10
Legend Points: 100
Other Notes:

MAMMON
Aka Avarice, Greed

“Mammon led them on--


Mammon, the least erected Spirit that fell
From Heaven; for even in Heaven his looks and thoughts
Were always downward bent, admiring more
The riches of heaven's pavement, trodden gold,
Than aught divine or holy else enjoyed
In vision beatific. By him first
Men also, and by his suggestion taught,
Ransacked the centre, and with impious hands
Rifled the bowels of their mother Earth
For treasures better hid. Soon had his crew
Opened into the hill a spacious wound,
And digged out ribs of gold...”

John Milton, Paradise Lost, Book i, 678-690

Mammon is not only the excess desire for money and gold, but also any other physical
item that exists in the World. Mammon appears as a stereotypical “scrooge” with a
hunched back and wearing dark, somber clothing. He is the voice in the ear of the
robber baron and the corporate executive closing another branch to keep the money for
himself.

Mammon has a base dice pool of 22. He prefers using his Intellect to battle his
enemies, promising them riches beyond their wildest dreams.

Virtues: Ambition 5, Malice 3, Rapacity 5, Zealotry 4


Supernatural Powers:
Avatars: The Merchant, The Trickster, The Turmoil
Boons: Every one- to eight-dot Boon from every Purview except Guardian and Justice,
which are forbidden to him. Mammon also has all Boons from the Heart, Illusion, and
Wealth Purviews.
Epic Attributes: Epic Mental attributes at the 10-dot level (will all appropriate
Knacks). All other Epic Attributes at the eight-dot level (with all appropriate
Knacks).
Join Battle: 22
Attacks: Mammon does not resort to physical combat, preferring to use his bodyguards
to do the dirty work.
Soak: 9A/34L/39B
Health Levels: -0x35/Incap
Dodge DV: 44
Willpower: 10
Legend: 11
Legend Points: 121
Other Notes:

PHTHONUS
Aka Envy, Jealousy

"Now Phthonos (Envy), surveying the bed of lofty Zeus and Semele’s labour in the
divine birth, was jealous of Bakkhos [Dionysos] in the womb, Phthonos self-
tormenting, loveless, stung with his own poison. In that crafty heart he conceived a
crooked plan.”
Nonnus, Dionysiaca 8. 34 ff (trans. Rouse)

Phthonus is the envy in the heart of every man and the jealousy in the heart of
lovers. Appearing as a well-dressed man of indeterminable years, Phthonus sows the
seeds of envy and jealousy everywhere, while he suffers the same fate. He envies
Lucifer’s position and strives to become as powerful. He always falls short. Even if
he gets what he wants, he is never satisfied as there is always something better on
the horizon.

Phthonus has a base dice pool of 22. He prefers to sow contention among his enemies
and let them fight each other.

Virtues: Ambition 3, Malice 5, Rapacity 3, Zealotry 4


Supernatural Powers:
Avatars: The Trickster, The Turmoil, The Void
Boons: Every one- to eight-dot Boon from every Purview except Guardian and Justice,
which are forbidden to him. Phthonus also has all Boons from the Chaos, Heart, and
Illusion Purviews.
Epic Attributes: Epic Mental attributes at the 10-dot level (will all appropriate
Knacks). All other Epic Attributes at the eight-dot level (with all appropriate
Knacks).
Join Battle:
Attacks:
Clinch: Accuracy 22, Damage 12L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 21, Damage 15L, Parry DV 39, Speed 5
Unarmed, Light: Accuracy 23, Damage 12L, Parry DV 41, Speed 4
Soak: 8A/35L/40B
Health Levels: -0x35/Incap
Dodge DV: 46
Willpower: 9
Legend: 11
Legend Points: 121
Other Notes:

LESSER CREATURES OF AHUIATETEO

LESSER SUCCUBI
Attributes: Strength 2, Dexterity 4,
Stamina 4; Charisma 5, Manipulation 5,
Appearance 5; Perception 3, Intelligence 3,
Wits 3
Virtues: Ambition 2, Malice 2, Rapacity 4,
Zealotry 3
Abilities: Art 1, Athletics 1, Awareness 3,
Brawl 1, Command 3, Empathy 5, Fortitude 1,
Larceny 2, Occult 4, Politics 2, Presence 4, Stealth 2
Supernatural Powers:
Epic Attributes: Epic Stamina 1 (Damage Conversion), Epic Charisma 2 (Benefit of the
Doubt, Blessing of Importance), Epic Manipulation 2 (Blurt It Out, Gods’ Honest),
Epic Appearance 2 (Center of Attention, Come Hither)
Boons: Blessing of Health/Curse of Frailty (Health ••)
Life Stealing: Succubi can only regain Legend by draining life energy. She does so
through intimate contact. The victim need not be willing, although she must clinch
and pin such a subject in order to use this attack. When she makes contact, she pits
her (Manipulation + Empathy + Legend) against the subject’s (Willpower + Integrity +
Legend). If she wins, she steals away one health level (taken as bashing damage) and
gains a point of Legend.
Poison Stinger: In demonic form, her tail has a stinger with a paralytic poison. This
poison has Tolerance —, Damage paralysis for 3-30 ticks, Toxicity 6, Penalty -2
(successes on resisting the Toxicity reduce the duration, which is determined by
rolling three ten-sided dice and adding them). She can only use this poison once per
hour.
Shapeshifting: Succubi, like so many seductresses of legend, can assume the form of
any normal man or woman. She cannot, however, impersonate a specific person: She can
only create broad characteristics for herself (hair color, skin tone and the like).
She can re-assume any form that she has previously used with perfect accuracy,
though.
Join Battle: 6
Attacks:
Claw: Accuracy 5, Damage +3L, Parry DV 3, Speed 4
Clinch: Accuracy 5, Damage +3B, Parry DV —, Speed 6, P
Tail Sting: Accuracy 6, Damage +3L + poison, Parry DV 3, Speed 4
Soak: 2L/4B
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 4
Willpower: 6
Legend: 3
Legend Points: 9

Note: The above stats for the Succubi are taken from the Scion Companion. Stats for
the Greater Succubi and Naamah are based on the above stats but have been upgraded.

GREATER SUCCUBI
Attributes: Strength 3, Dexterity 5, Stamina 5; Charisma 6, Manipulation 6,
Appearance 6; Perception 5, Intelligence 4, Wits 4
Virtues: Ambition 2, Malice 2, Rapacity 4, Zealotry 4
Abilities: Art 3, Athletics 3, Awareness 4, Brawl 2, Command 5, Empathy 5, Fortitude
2, Larceny 3, Occult 4, Politics 2, Presence 4, Stealth 3
Supernatural Powers:
Epic Attributes: Epic Dexterity 1 (Perfect Partner), Epic Stamina 2 (Damage
Conversion, Extended Youth), Epic Charisma 4 (Benefit of the Doubt, Blessing of
Importance, Charmer, Engender Love), Epic Manipulation 3 (Blurt It Out, Gods’ Honest,
Knowing Glance), Epic Appearance 5 (Center of Attention, Come Hither, Lasting
Impression, Meet Me Backstage, Perfect Actor)
Boons: Blessing of Health/Curse of Frailty (Health ••)
Life Stealing: Succubi can only regain Legend by draining life energy. She does so
through intimate contact. The victim need not be willing, although she must clinch
and pin such a subject in order to use this attack. When she makes contact, she pits
her (Manipulation + Empathy + Legend) against the subject’s (Willpower + Integrity +
Legend). If she wins, she steals away one health level (taken as bashing damage) and
gains a point of Legend.
Poison Stinger: In demonic form, her tail has a stinger with a paralytic poison. This
poison has Tolerance —, Damage paralysis for 3-30 ticks, Toxicity 6, Penalty -2
(successes on resisting the Toxicity reduce the duration, which is determined by
rolling three ten-sided dice and adding them). She can only use this poison once per
hour.
Shapeshifting: Succubi, like so many seductresses of legend, can assume the form of
any normal man or woman. She cannot, however, impersonate a specific person: She can
only create broad characteristics for herself (hair color, skin tone and the like).
She can re-assume any form that she has previously used with perfect accuracy,
though.
Join Battle: 7
Attacks:
Claw: Accuracy 8 (+1), Damage +5L, Parry DV 4, Speed 4
Clinch: Accuracy 8 (+1), Damage +5B, Parry DV —, Speed 6, P
Tail Sting: Accuracy 9 (+1), Damage +5L + poison, Parry DV 4, Speed 4
Soak: 5B/3L/2A
Health Levels: -0/-0/-0/-1/-1/-3/Incap
Dodge DV: 9
Willpower: 8
Legend: 6
Legend Points: 36
NAAMAH, QUEEN OF THE SUCCUBI
Attributes: Strength 4, Dexterity 6, Stamina 6; Charisma 8,
Manipulation 8, Appearance 8; Perception 6, Intelligence 5,
Wits 4
Virtues: Ambition 4, Malice 3, Rapacity 5, Zealotry 4
Abilities: Art 3, Athletics 4, Awareness 4, Brawl 2, Command 5,
Empathy 5, Fortitude 4, Larceny 3, Marksmanship 4, Melee 4,
Occult 4, Politics 5, Presence 5, Stealth 3
Supernatural Powers:
Epic Attributes: Epic Strength 2 (Holy Bound, Knockback Attack), Epic Dexterity 3
(Cat’s Grace, Escape Artist, Perfect Partner), Epic Stamina 4 (Damage Conversion,
Extended Youth, Regeneration, Self-Healing), Epic Charisma 7 (all Knacks), Epic
Manipulation 5 (Blurt It Out, Gods’ Honest, Knowing Glance, Overt Order, Stench of
Guilt), Epic Appearance 7 (all appropriate Knacks)
Boons: Blessing of Health/Curse of Frailty (Health ••)
Life Stealing: Naamah can only regain Legend by draining life energy. She does so
through intimate contact. The victim need not be willing, although she must clinch
and pin such a subject in order to use this attack. When she makes contact, she pits
her (Manipulation + Empathy + Legend) against the subject’s (Willpower + Integrity +
Legend). If she wins, she steals away one health level (taken as bashing damage) and
gains a point of Legend.
Poison Stinger: In demonic form, Naamah’s tail has a stinger with a paralytic poison.
This poison has Tolerance —, Damage paralysis for 3-30 ticks, Toxicity 6, Penalty -2
(successes on resisting the Toxicity reduce the duration, which is determined by
rolling three ten-sided dice and adding them). She can only use this poison once per
hour.
Shapeshifting: Naamah, like so many seductresses of legend, can assume the form of
any normal man or woman. She cannot, however, impersonate a specific person: She can
only create broad characteristics for herself (hair color, skin tone and the like).
She can re-assume any form that she has previously used with perfect accuracy,
though.
Join Battle: 8
Attacks:
Berretta: Accuracy 11 (+4), Accuracy +4L, Parry DV --, Speed 4, Tag P, Range 20’
Spatha: Accuracy 11 (+4), Damage +9L (+2), Parry DV 6, Speed 4
Claw: Accuracy 8 (+4), Damage +5L (+2), Parry DV 4, Speed 4
Clinch: Accuracy 8 (+4), Damage +5B (+2), Parry DV —, Speed 6, P
Tail Sting: Accuracy 9 (+4), Damage +5L (+2) + poison, Parry DV 4, Speed 4
Soak: 13B/10L/4A
Health Levels: -0 x 13/Incap
Dodge DV: 13
Willpower: 9
Legend: 8
Legend Points: 64
GULON
aka Jerff, Vielfras

Olaus Magnus- "He is as great as a great dog, and his ears and face
are like a cat's: his feet and nails are very sharp; his body is
hairy, with long brown hair, his tail is somewhat shorter, but his
hair is thicker, and of this they make brave winter caps. Wherefore
this creature is the most voracious; for, when he finds a carcasse,
he devours so much, that his body, by over-much meat, is stretched
like a drum, and finding a streit passage between trees, he presseth
between them, that he may discharge his body by violence; and this being emptied, he
returns to the carcasse and fills himself top full."

The Gulon is a creature of gluttony and can serve as a gift to an individual favored
by Macuilxochitl. It stands around 34” tall at the shoulder and weighs around 150
pounds. The Gulon will eat anything, but prefers meat. Gulon overeats, and then has
to squeeze himself between 2 trees to push the food through his system- then it
returns to eat again. The Gulon has a natural soak of +2B/+1L due to its heavy,
shaggy coat.

Type: Titanspawn; Creature ●●●●


Attributes: Str 3, Dex 2, Sta 5, Cha 1, Man 2, App 2, Per 5, Int 2, Wits 3
Virtues: Ambition 2, Malice 1, Rapacity 5, Zealotry 2
Abilities: Animal Ken 4, Athletics 3, Awareness 4, Brawl 3, Fortitude 5,
Investigation 2, Larceny 2, Stealth 2, Survival 5
Epic Attributes: Epic Perception 1 (Predatory Focus), Epic Stamina 2 (Devourer, Inner
Furnace, Internal Refinery), Epic Strength (Holy Rampage)
Supernatural Powers: None
Willpower: 7
Legend: 3
Join Battle: 7
Dodge DV: 4
Soak: 9B/6L/2A
Health Levels: 0/-0/-0/-0/-0/-0/-0/-0/-2/Incap
Weapon/Attack
Bite: Accuracy 6, Damage +5L, Def --, Speed 6
Claw: Accuracy 5, Damage +5L, Def --, Speed 4
Trophy: The trophy from the Gulon is its shaggy coat. A talented leatherworker can
turn one Gulon pelt into a cape that soaks +1B damage. Two pelts made into a cloak
gives its wearer +2B/+1L soak.

*Note: The Heart and Wealth Purviews can be found at: http://wiki.white-
wolf.com/whitewolf/index.php?title=Fan_Made_Purviews.

All images in this document have been taken from various places on the
Internet. I make no claims of ownership to them and will gladly remove them from this
document at the owner’s wishes. Written descriptions of any deity from White Wolf’s
Scion products are the creation of White Wolf and its staff. I have merely edited
said versions to fit my idea of the Yankee Pantheon. The PSP, Liberty, is my own
creation as is Ahuiateteo, the Titan of Excess, its Avatars, and the Gulon. The
Succubi was based on the succubus presented in Scion Companion and has been edited to
include Greater Succubi and Naamah, Queen of the Succubi.
Please feel free to adapt this document in your Scion game. If you do so,
please drop me a line at poetria@comcast.net to let me know. Please feel free to
offer suggestions for changes and additions to the above email address. I’m only one
person with one view and appreciate another’s. Please feel free to add gods,
creatures, and Avatars to this document. Again, please let me know if you do and I’ll
add them to mine.
Thank you for reading.

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