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DAVID CASTRO, STEFFIE DE VAAN, ERYKAH FASSET, VIOLET GREEN,

CATIE GRIFFIN, JOSH KRUTT, GEOFFREY MCVEY, SPIDER B. PERRY,


JOHN SNEAD, MONICA SPECA, H. ULRICH, PABLO VASQUEZ,
VERA VARTANIAN
CREDITS
Lead Developer: Neall Raemonn Price
Developer: Vera Vartanian
Writers: David Castro, Steffie de Vaan, Erykah Fasset,
Violet Green, Catie Griffin, Josh Krutt, Geoffrey McVey,
Spider B. Perry, John Snead, Monica Speca, H. Ulrich, Pablo
Vasquez, Vera Vartanian
Editor: Matt Click
Art: Pat McEvoy, Grzegorz Pedrycz, Andrea Payne,
Farri Lensen
Art Director: Mike Chaney
Creative Director: Richard Thomas
SPECIAL THANKS
Max Lee and J Harrison, for developing Player Profiles
and Questionnaires.
John Stavropolous, for developing the X-Card System.

REQUIRES THE USE OF


SCION ORIGIN, SCION HERO,
AND SCION DEMIGOD

© 2022 Onyx Path Publishing. All rights reserved. References to other copyrighted material
in no way constitute a challenge to the respective copyright holders of that material. “Scion” and all
characters, names, places, and text herein are copyrighted by Onyx Path Publishing.
Keep up to date with Onyx Path Publishing at theonyxpath.com.

2 SCION PLAYER’S GUIDE — SAINTS AND MONSTERS


INTRODUCTION 6 Underfolk 36
Water Spirit 37
Living in Shadow 7 Drowning In Air 37
How to Use This Book 8 Winged 38
More Inspirational Media 8 Partially Humanoid Denizens 38
Centaur 38
CHAPTER ONE:
Centaur Variant: Lamia 39
HEROIC COMPENDIUM 10 Centaur Variant: Motorcycle Centaur 40
New Callings 11 Centaur Variant: Nuckelavee 40
Outsider 11 Nonhumanoid Denizens 40
Fungible Knacks 11 Sphinx 40
Shepherd 12 Sphinx Variant: Lamassu 42
The Smell of Sainthood 14 Sphinx Variant: Komainu, Shisa, Shishi 42
Virtuous 14 Magical Animals Who Really Shouldn’t Be 43
Saints 14 Rakshasa 44
Mechanics 14 Denizen Mechanics: Purviews 45
Knacks 15 Denizen Purview: Earth Friend 45
Birthrights 17 Denizen Purview: Illusions 45
Can This Happen? 17
Denizen Purview: Lair 46
Blessed Virtue 17
Sainthood and Immortality 18 Denizen Purview: Obdurance 47
Relics 18 Denizen Purview: Transformation 48
Storyguiding Saints 18 Denizen Purview:
Water Friend 48
Prophets 20
Denizen Purview: Wind Friend 49
Prophetic Destinies 20
A World of Peoples: Storytelling Denizens 49
Sword of Damocles 22
Prophetic Purposes 22 Who Are You Really? 50
Prophetic Knacks 23 Session Zero 50
The Monstrous and the Beautiful 51
Storyguiding Prophets 25
Colonial History 51
Character Creation 27
Player Profiles & Questionnaires 53
Step One: Concept 27
The X Card 54
Step Two: Paths 27
Stoplight System 54
Step Three: Skills 28
Example Communities 54
Step Four: Attributes 28
Denizen Character Creation 55
Step Five:
Step 1: Concept 55
Callings and Knacks 29
Step 2: Path 56
Step Six: Birthrights 30
Step 3: Skills 57
Step Seven: Finishing Touches 30
Step 4: Attributes 58
Experience 31
Step 5: Condition 58
CHAPTER TWO: DENIZENS 32 Step 6: Knacks and Purviews 58
Step 7: Finishing Touches 59
Humanoid Denizens 33
Animal Headed Creatures 33 CHAPTER THREE: SORCERERS 60
Fair Folk 34
Motifs 61
Fair Folk Variant: Hidden Folk 35
Traditional Motifs 61
Fair Folk Variant: Little Folk 35
Clash of Wills 63
Giant 35

table of contents 3
Sorcery Mechanics 63 Destroyer 92
Sources of Power 63 Monster 93
Workings, Techniques, and Charms 65 Condition: Monstrous Urges 93
Spells and Rituals 65 Primeval 95
Stolen Talismans 65 Elemental Tag 95
Ritual Sorcery 66 Maelstroms’ Hearts: Epicenters 97
Lifting Spells 66 Earthcracking Disaster People:
Titanic Demigods and Dominion 101
Binding 66
Titanic Mutations 101
Poisoned Apples and Treacherous Rings 68
Divining 69 Step 1: Design Your Motif 102
Summoning 70 Step 2: Answer Your Calling 102
Wonderment 71 A Different Person Now 102
Step 3: Distribute Dots 103
Shapechanging 73
Step 4: Gain a Condition 103
Techniques 75
Sample Mutations 104
Divining 75
Storyguiding Titanic Scions 105
Binding 75
What makes a Titan? 105
Summoning 75
What makes a Titanic Scion? 106
Wonderment 76
Lost Scions 106
Peak Performance 77
Playing a Titanic Scion 107
Mindmask 77
Denizens, Saints and Sorcery 77 Band Harmonics 107
Purview: Magic 78 The Inner Struggle 107
Boons 78 Titanic Apotheosis 108
Gods And Magic 78 Handling difficult themes with care 108
Storyguiding Sorcerers 79 Character Creation 110
Playing a Sorcerer 79 Step One: Concept 110
Sorcerers as Antagonists 80 Step Two: Paths 110
Sorcerers in Mixed Bands 80 Step Three: Skills 111
“Evil” Sorcerers, Demonized Step Four: Attributes 111
Practices, and Racism 80 Step Five: Callings and Knacks 111
Bands of Sorcerers 82 Step Six: Birthrights 112
Creating Sorcerer Characters 83 Step Seven: Purviews 112
Character Creation 83 Step Eight: Boons 113
Who the Devil is that? 83 Step Nine: Finishing Touches 113
Experience 86
CHAPTER FIVE: NEW RULES 114
CHAPTER FOUR:
Edges 115
TITANIC SCIONS 88
Mental Edges 115
Unquenchable Fires: Titanic Power 89 Physical Edges 116
In Its Image: Origins 89 Social Edges 118
Titanic Knacks 89 Mythic Edges 119
Titanic Nature 90 The Lifepath System 120
New Alternate Rule: Collateral 90 Age Ranges 121
Knack Notes 90 Adolescence 122
General 91 But What About Denizens? 122
Adversary 91 Creating Adolescent Characters 125

4 SCION PLAYER’S GUIDE — SAINTS AND MONSTERS


Balancing Characters of Draconic Lifepath 130
Different Ages in Play 125 Mythic Scion: Narrative System Options 131
Adulthood 126 Calling Dice 131
Role Paths 126 Clash of Myths 132
Playing Older Characters 129 Casual Miracles 134
Visitation During Character Generation 129 Unfurling Legends 134
Playing and Storyguiding Elderly Characters 129 Tempting Fate: Advancement Options 136

table of contents 5
“I do not know whether there are gods, but there ought to be.”
— Diogenes

T here’s more in Heaven and Earth than is dreamt of in


your philosophy. More in Hell, more in the Underworld,
more in the Terra Incognitae that hide in the secret nooks
But there’s another side to that coin, a different kind of
tale that doesn’t end with a throne in Heaven if one plays their
cards right. To be a Denizen, a Sorcerer, a Prophet, a Saint,
and crannies of the World. There’s more than a kernel of or even a Titanic Scion is to have a rougher life, without the
truth to every story, and sometimes that truth lies closer blessing of a divine parent looking out and pulling strings.
than you think. The World is a place of magic and myth, of A lucky few might, to be sure, make such connections, but
Heroes and their ever-greater deeds, of stories that might they’re not born with them. What they have, they more than
ensnare you and drag you along for the ride at any moment likely built for themselves, and it was no simple task.
if you’re uncareful — but The World is far more than just One might think this gives these outsiders a measure
the Gods, the Scions of the Gods, and mortals. of freedom — no patron, no demands, no responsibili-
No, for though mortal humanity has spread across ties. Nothing gained, nothing owed. But what of Titanic
the face of the World, has raised towers of glass and steel, Scions, empowered by inhuman beings to fight in the
has made purely-mortal wonders of stunning scope and Titanomachy with no thought given to their place in a
complexity, they are not the only audience privy to Fate’s future beyond it? Can a Sorcerer, who has glimpsed the
grand tale. Mythic beings lurk just out of sight among the keys to remaking their life, turn away from expending
masses, hiding their true natures from the inquisitive eyes everything they are to have it? Is a Prophet who knows
of humans (and especially from deifans!). Some carve out what will happen if he doesn’t act truly free? Is a Saint,
isolated homes for their own kind, and still others retreat embodiment of and empowered by Virtue, not bound by
entirely to Terra Incognitae, where things seem more as that Virtue? Is a Denizen not marked, indelibly, by who
they once did. Sorcerers eke every last erg of mystic force and what they are? Truly, though they may not occupy
out of the World that they can, often without care for Fate’s grandest designs, they are nevertheless subject to
where it comes from so long as it grants their desires. The its whims, as are we all.
children of the Titans struggle to reconcile their mortal To be any of these beings — be they mythic or a mortal
nature with the inhuman power roiling within them and who has seized myth’s reins for herself — is to walk a dif-
bleeding out into the World, torn between a terrible doom ferent path, to be an outsider in much of the World, but to
and the hope of apotheosis, forever living in the shadow do it on one’s own terms. Prophets and Saints can change
of annihilation. Prophets whisper secrets into the ears of the world, for all that they’re mortal, though it may cost
any who will listen, building quiet empires and shaping them everything and more. Sorcerers can reach terrify-
the destiny of the World. Saints make Virtue a weapon ing heights of power so long as they’re willing to pay a
potent enough even to face down the Gods themselves, commensurate price. Titanic Scions stand at a crossroads
and pull mortals along in their spiritual wakes. — become the monster, or fight against everything in your
This is the story of the World you haven’t been told, divine nature to become something else? Denizens live
the story of those who don’t tend to get the headline role. in parallel communities, or alone amongst the throng of
Now is your time to stop waiting in the wings, to take cen- humanity, with their own needs, their own problems, and
ter stage and let your dramas rise to the occasion. This is their own solutions.
your story now, and it’s got more than enough twists and Ultimately, this is a book that’s largely about playing
turns to satisfy even Fate. the people who don’t get the spotlight, or, if they do, don’t
LIVING IN SHADOW find it casts them in the best light. The children of the
Gods, for all they’re pawns of their divine parents, are
Scion is a game of narrative action, of larger-than- beloved (or at least known and respected) the World over
life heroes (or Heroes) doing the nigh-impossible, of the in myriad ways, the subject of documentaries, books, and
universe itself (or Fate, at least) steering things toward fancams. Such is not your lot, or at least, not without far
ever-greater and ever-more-dangerous spectacle. Scions, more work than Scions must put in to get it. This is a book
with divine ichor running through their veins, are called about finding a place for yourself in a world that isn’t for
to that sort of thing, impelled by Fate towards greatness you, and making your mark on it nevertheless, however
even if they never embark on the road towards apotheo- you must. Whatever shape that journey takes, and what-
sis. Belief, heroism, destiny —  the struggle against Fate, ever vicissitudes Fate has in store, it’s about taking that
against the weight of the past, to determine one’s own next step, and the one after that, and so on down the line,
future — this is all the stuff of Scion. the journey and the destination one and the same.

living in shadow 7
Be yourself, as best as you can, however you can
— and to hell with anyone who stands in your way.
MORE INSPIRATIONAL
MEDIA
HOW TO USE THIS BOOK The following media present excellent inspiration
Scion Player’s Guide: Saints and Monsters is a for Scion stories having to do with Denizens, Sorcerers,
companion to the core Scion books (Origin, Hero, and and the other sorts of characters this book concerns.
Demigod), providing new options or expanding upon
options in those books for playing non-Scion characters
ANIMATION
at each of the various tiers of gameplay. Each chapter in Gargoyles: Cursed to remain stone for a thousand
this book focuses on a specific kind of being, and has its years, the last remaining gargoyles awaken half a world
own self-contained character creation section. away and must cope with the changes that have happened
while they’ve been asleep. The world has forgotten them,
• Chapter One: Heroic Compendium adds two new forgotten magic and the things it now calls myth. Where
Callings, Outsider and Shepherd, providing yet more does a flying creature that turns to stone by day fit into
roles for your characters to play in the legends their
that? Think of it like a trip from Terra Incognita, many
lives will become. It also details two similar kinds of
of which could easily pass for 10th century Scotland, to
empowered mortals, Saints and Prophets. Both take
downtown New York City, an experience more than one
relatively small quirks — the ability to see the future,
Denizen has gone through.
or the ability to channel Virtue — and use it to affect
change in the World around them. Don’t take these Hilda (Comic and TV Series): Hilda lives in a world
mortals lightly, children of the Gods, for Prophets where trolls are a public safety hazard, elves are her (ad-
have seen all your tricks and are prepared for them, mittedly reclusive) next-door neighbors, and maintaining
while Saints will simply shrug them off. a positive relationship with one’s nisse (a house spirit) is
• Chapter Two: Denizens centers on mythic beings an essential lifehack for a well-kept home. It’s marvelous
like centaurs or satyrs who share the World (or family-friendly Scion inspiration however you look at it,
Terra Incognitae) with mortals. They may be mortal but it’s an especially good example at how Denizens can
themselves, or bound to the land, or simply Not Quite live among humans in the World without said humans
Ordinary. They have their own needs, their own tra- paying them much mind or even necessarily noticing —
ditions, and their own cultures — and must find a way which often causes problems the heroine and her friends
to make those fit in a World increasingly dominated have to solve.
by mortal humans.
CINEMA
• Chapter Three: Sorcerers details mortals who beg, A Dark Song: This horror film centers on a ritual
borrow, or steal the fire of the Gods and work mir-
conducted by two people with the intention of summon-
acles with it. Power isn’t free, though, and Sorcerers
ing a guardian angel to allow a mother to speak to her
always pay a high price for theirs. Some cut a deal,
dead son. The ritual is brutal and agonizing, taking its toll
others bind themselves to powerful Relics, and some
on both the ritualist and the postulant, and driving both
walk inhuman paths, all in the name of the power to
make or take what they desire.
to the very edge of reason. Watch this film for a perfect
demonstration of the price sorcerers must pay for their
• Chapter Four: Titanic Scions gives the children power — though, go in prepared, because it’s a rough ride.
of the Titans their due. These Scions have inhuman
ichor running through their veins, ever pulling them
The Fly (1986): One of Cronenberg’s best, this
away from their mortal nature. The tools of their in- film’s depiction of Seth Brundle’s transformation is a
comprehensible parents, few outlive their usefulness science-fictional analogue for the life of a Titanic Scion.
in the Titanomachy, for their masters have little desire At first, the telepod accident seems like a blessing, giving
for more peers. It’s not all doom and gloom, though, him enhanced strength and stamina, but as time goes on
for Titanic Scions are still children of divinity, and are and the changes become more and more profound, the
still able to choose to strive for a divine apotheosis. ultimate consequences of his condition become horrify-
ingly clear. Most Titanic Scions, of course, won’t turn into
• Chapter Five: New Rules presents new rules for use
enormous fly-monsters — they have other fates in store,
in Scion games. Supplement Birthrights with Edges,
perks that reflect special training or traits, or use a
few of them as clean-cut.
lifepath system to create your characters. Mythic The Matrix: Neo’s journey from ignorance into
Scion showcases a variety of rules modifications to knowledge, and from knowledge to true liberation of
streamline the Storypath system, boost the narrative thought, is a perfect example of a Saint awakening to and
sway of your character, and even make wagers against channeling Virtue. Agents, once an existential threat, be-
Fate itself. come powerless against him. In further films, his presence
and charisma, subtle though they may seem, provided

8 INTRODUCTION
guidance and hope to his community; in the end, his mar- compelled to walk, and when he can walk it no more, his
tyrdom brings salvation for humanity. He grapples with children take up the task. It’s the perfect example of the
things far larger than himself and emerges victorious, not pressures Prophets feel and the changes they leave in
through strength of arms but through commitment to their wake.
what he believes. Winter Tide, by Ruthanna Emrys: Turning
NOVELS Lovecraft’s “The Shadow Over Innsmouth” on its head,
Winter Tide casts the last survivors of the Innsmouth
Dune, Dune Messiah, and Children of Dune,
Raid as its protagonists, as they try to piece together the
by Frank Herbert: Prescience — the ability to see the
remnants of their heritage in the shadow of the Cold War.
future — is one of the cornerstones of how the Dune
It’s a darker look at the Denizen experience — even in the
universe works, commodified and distilled into spice.
World, humans aren’t always understanding or accepting
Paul Muad’Dib’s own prescience shows him a path, less
of their mythic neighbors.
terrible than the others but still terrible, that he feels

More Inspirational Media 9


“Whither the fates lead virtue will follow without fear.”
— Marcus Annaus Lucanus

T o hear some tell it, a Hero is a tightly constrained


definition, one born of divine ichor and channeled
down a few predetermined paths. This is far from the
boundaries kept by their Liminal kin. Occasionally, an
Outsider may even be tantamount to Titans, thorn in the
side to their brother and sister gods, and perhaps are key
truth. Heroism, in the broad sense, is the heritage of any figures in the stories of the end times. For each tale of one
willing to sacrifice and strive to see their will done, and of Loki’s (relatively) harmless pranks, there is another
there is no shortage of such individuals in the World — where they’re the murderer of Balder or the parent of the
even among mortals. monsters who fight the gods at Ragnarök. An Outsider is
In this chapter, we introduce two new Callings: the Legendary for how they ride that line, a member of their
Outsider and the Shepherd. The former is as likely to family, but standing against them at the same time. An
recognized as a villain than as a hero, while the latter is Outsider often bucks the roles of tradition, prosperity,
more concerned with working at a remove and allowing and sometimes, morality.
others to claim the heroic mantle (if not necessarily a While the Outsider might be alluring for those who
Mantle). We also expand options for playing Saints, mor- want to strike out on their own, one must remember that
tals empowered to semi-divine status via their superhu- it’s often their relationships that make them who they are.
man Virtue, and Prophets, mortals able to perceive (and They need a foil: Loki has Thor, Sun Wukong has damn
manipulate) the weft and weave of Fate itself. near everybody, and thus you, too, need the bonds of your
bandmates to fulfil your role as the Outsider.
NEW CALLINGS Skills: Integrity, Occult, Subterfuge
Example Keywords: Loner, mountebank, cheater,
E leven Callings covers the majority of mythic archetypes,
but there’s always edge cases, stories and characters
who don’t cleanly fit into one category or another. Having
troublemaker, black sheep, outcast
Fatebinding Roles: Balm, Rival, Nemesis
more than one Calling, of course, helps ameliorate that,
Example Gods: Ama-no-Uzume, Ares, Chang’e,
but still, there are a few core tendencies unrepresented.
Chernobog, Circe, Coniraya, Dionysus, Donn, Erlik Khan,
The following Callings are optional, and may be used Huehuecoyotl, Loki, Nergal, Obàtálá, Prince Nezha,
by Scions, Gods, or any other being able to access divine Pukawiss, Set, Sun Wukong, Tāwhirimātea, Tezcatlipoca,
Callings. They may be chosen as usual during character Tsukiyomi, Veles
creation, or acquired through the appropriate Deeds by
Failure Deeds: Allow a limitation to prevent you
shedding another Calling.
from reaching a goal, do what is expected of someone of
OUTSIDER your station, take a formal role within a group.

Every family and pantheon have their black sheep, Adoption Deeds: Act in favor of your own good over
those who distance themselves (or are forcibly dis- those of the group, interfere in the goals of a member of
tanced) from their kin. In some stories they may be the same pantheon as you, refuse to play by the rules.
cast as Tricksters, ever the cause of problems the Gods HEROIC OUTSIDER
must solve. More often, though, they exist outside the
Outsider Knacks at the mortal level grant you the
pantheon’s social order entirely, exiles or black sheep
power to interact with groups that you are not a part of,
intentionally working to upend it, going well beyond the
be unnoticed by others, or fortify boundaries between

FUNGIBLE KNACKS
Outsider and Shepherd occupy niches that stand between several Callings — sometimes even overlapping
with them just a little. Some players may be interested in Outsider or Shepherd Knacks that suit their
characters, but not in the role these Callings play in stories. Alternately, a Storyguide may wish to focus on
the eleven default Callings. In such a case, as Outsider and Shepherd are optional Callings, it’s permissible
to choose these Knacks without either Calling, as long as it makes sense for the character. Be sure to have
the asset of the Storyguide and other players before you do so!
If someone at the table is using either optional Calling, this rule doesn’t apply.

new callings 11
themselves and others. These Knacks are driven by the IMMORTAL OUTSIDER
concepts of otherness and bending the generally accept-
ed rules. • Black Sheep: When another character uses Scent
the Divine or a similar ability, you present as a
• I Can’t, You Say: Once per session, you may reroll member of any pantheon you wish other than your
a failed roll. You gain a +1 Enhancement to the roll own.
if that failure was a botch. If another character
• Fate Twister: When interacting with a Fatebound
advised against that course of action or said you
character, make a Knack skill roll. If you roll a
would fail, gain +2 Enhancement.
number of successes equal to or greater than the
• Lovable Scamp: When an action you took would Fatebinding’s Strength, their Fatebound condition
cause a character’s attitude to drop, make a Knack becomes Jinx for the session. This Knack cannot be
Roll. Each success on that roll negates one level of used on a Fatebound character with the Imperiled,
Attitude reduction. With additional successes, the Nemesis, Rival, or Traitor conditions.
target gains a +1 Complication, which applies to
• Friendly Face: Once per session, you may declare
any future Intrigue action targeting your character.
yourself an ally, companion, or otherwise connect-
Until they buy the Complication off, no action you
ed with an individual, and sever that individual’s
take can lower their Attitude toward you.
tie to a group or Path they possess. You must open-
• Narrow Trolling: When you cause a character’s ly act on their behalf or otherwise prove your ties
Attitude to drop, it only drops for you, and the in order to do so. This effect lasts for the remainder
character’s Attitudes toward the rest of your Band of the session.
raises.
• Nowhere Man: Efforts to find or track you auto-
• Exceptions that Prove: When interacting or matically fail unless supplemented by some form
entering a Field with a Complication on it, once of magic (a Knack, sorcery, etc.), in which case they
per scene, spend Momentum and ignore that suffer from a +3 Complication that, if not bought
Complication. If you are alone (not within line of off, warns you that you’re being followed.
sight to another character, separated by impassable
• Outside Looking In: While you are outside of a
barriers, etc.) do not spend Momentum.
building or room, you can spend Momentum to
• There’s no I in Team: When a target tries to af- see and hear as if you were within said room or
fect multiple people in an effect that includes you, building, provided someone you know is within it.
spend Momentum to exclude yourself from the These senses last for one scene, or until you relin-
effect. quish it, and you cannot see or hear normally for
• Master of Interference: Once per session, the duration.
when you compel another character’s Fatebound
Storyguide character, you gain one Legend and
SHEPHERD
that character gains two points of Legend instead Every hero has a hype-up person, their trainer in
of one. their corner, the person who believes most that the hero
can complete any challenge put before them. Shepherds
• Petard Hoister: When you uncover an otherwise
are those Gods, and their Scions play those supportive
secret plot, you gain a +2 Enhancement when in-
roles. They don’t do the work for their Wards, as that
teracting with the plotter or the effects of the plot
would deny them glory and victory they would otherwise
as it’s set into motion. This effect ends once a day
earn with their strength and cleverness. Nothing worth
in game time has passed from the Enhancement’s
doing gets done easily, after all, and there’s a reason why
first use or if anyone else outside the plot becomes
some of the most famous stories in myth and history are
aware of it.
the trials and tribulations of one hero or another, but
• With Friends Like These: When a Scion, God, or always feature the person who starts them on the path.
Legendary Creature of your pantheon tries to en- Even as the shit hits the fan, your Shepherd is always
gage with you socially, you can spend Momentum there, making sure you can make it through. You may be
and make a Knack roll. On a success, the target gains beaten, battered, and worse for wear, but no one can say
a +2 Complication which applies to any Procedural victory isn’t yours.
or Intrigue roll involving you. If not bought off, you Skills: Empathy, Integrity, Leadership
will be drawn into the target’s scheme, taking some
of the credit (or blame) and bringing notice to their Keywords: Ally, guide, coach, trainer, pusher, orga-
plot. nizer, quest giver, cheerleader, support
Fatebinding Roles: Apprentice, Boon Companion,
Nemesis

12 CHAPTER ONE: HEROIC COMPENDIUM


Example Gods: Amaterasu-Omikami, Apollo, Athena, Enhancement on their next action equal to the
Aset, Bast, Brigid, Centeotl, Chasca, Chicomecoatl, Complication’s rating; you gain half that, round up.
Chinggis Khan, Confucius, Djehuty, Doluvan Edugen,
• Matchmaker: Instead of using your once per ses-
Enlil, Eriu, Éshú Elégbará, Fuxi, Ganesha, Geezhico-
sion ability to acquire a new Fatebinding, another
Quae, Hachiman, Heimdall, Hera, Heru, Huītzilōpōchtli,
consenting player or a Storyguide character may
Íbejí, Indra, Jayaghaghtsi, Karttikeva, Lugh Lámfhada,
use that ability instead.
Mama Cocha, Mama Killa, Morémi, Nimhursag, Ninlil,
Nuada, Odin, Ōkuninushi, Pele, Persephone, Quetzalcoatl, • Taught You Everything I Know: Once per ses-
Rehua, Rongomātāne, Set, Shamash, Sin, Susano-O, sion, when you spend a scene training your Ward,
Takemikazuchi, Umai, Vichama, Vishnu, Xīpe Totēc, make a Shepherd skill roll and note your successes.
Yandi Shennogshi For the remainder of the session, you may spend
these successes for any of the following effects,
Failure Deeds: Allow your Ward to fail, knowingly
once per turn, so long as they mirror an aspect of
give bad advice to an ally, take the spotlight yourself, turn
the training you provided.
on your Ward.
Adoption Deeds: Expend yourself in the service of
• Just Like in Training (1s): Grant +2
Enhancement to your Ward’s action
another, give wise counsel, put yourself at risk to aid an
ally. • You Won’t Stop Me (2s): Negate any
Complications or Conditions your Ward is suf-
HEROIC SHEPHERD fering for the remainder of the turn, including
Shepherd Knacks at the mortal level have the pow- Injury Conditions.
er to choose a Ward and support them, allowing them • I Can Do This (variable): When your Ward
to shrug off wounds or effects that would otherwise be spends Momentum, add an additional die for
debilitating, or Fatebind them with others with relative every Momentum and success spent. If your
ease. These Knacks operate on the concepts of allyship Ward is an SGC, you may spend Momentum
and aid. Your ward may be a bandmate, if that player and on their behalf for this roll.
your Storyguide both agree, but under most circumstanc-
es, they will be a Storyguide character.
IMMORTAL SHEPHERD
• My Senses are Tingling: You are aware if any
• A Friend to All: You and your Ward may have ad-
Storyguide characters you meet have the Jinx,
ditional Fatebinding Conditions over the limit set
Nemesis, Rival, or Traitor Fatebinding Condition
by Legend, equal to the difference in tier between
with your Ward or your Bandmates, but not which
you and your Ward.
Condition they have.
• Aim For My Mark: You gain access to the follow-
• Out of the Frying Pan: If your Ward is Taken Out
ing stunts, which may be used in close and ranged
within your line of sight, roll a Knack Skill. On a
combat:
success, they negate the damage after Armor is
• Weak Point (1s): On his next attack, your Ward applied and are not Taken Out. You may use this
may purchase the Critical stunt at a discount Knack a number of times per Episode equal to the
equal to the difference between you in Tiers difference in tier between you and your Ward.
(i.e., if he is a mortal and you are a Hero, it costs
3s; if you were a Demigod, it would cost 2s). • Punching Above Your Weight: Once per episode,
you may spend Momentum when your Ward makes
• Find the Opening (2s): The opponent’s Soft
or defends against an attack. They make that action
Armor doesn’t apply to your Ward’s next
at Scale equal to the difference in tier between you
attack.
and him.
• And My Shield: When you take a Full Defense
• Wise Counsel: While together in a Procedural
action and your Ward is within short range, he also
scene, if your Ward is rolling to do research with
doubles his Defense pool.
a Skill they do not have any dots in, you may spend
• In the Nick of Time: If your Ward is attacked with- Momentum once per session and make a Knack
in your line of sight, you can spend Momentum to Skill roll. They make their research roll as if they
instantly move to him. have a number of dots equal to the number of suc-
• Leading by Example: When your Ward gains a cesses you rolled, up to five.
Complication, you may choose to suffer its con- • You Can Do This All Day: When your Ward is
sequences, and may overcome the Complication trying to buy off a Complication, spend Momentum
with any roll, even unrelated ones. If you success- and make a Knack Skill Roll. Your Ward may
fully overcome the Complication, your Ward gains spend successes from this roll to buy off that
Complication.

new callings 13
THE SMELL OF SAINTHOOD
Saints can be detected by Scent the Divine, but only while they are Virtuous. While they do not have the
Virtuous Condition, this Knack cannot tell them from normal mortals. A Virtuous Saint, however, mixes the
scents and sounds of the pantheon whose Virtues they share with the scent of human sweat and the sound of
indistinct human voices.

SAINTS on whether the Saint is currently at an endpoint or the


center of the track, respectively.
Humanity’s Finest: A Saint cannot be a Scion and
S aints are not chosen by the Gods, nor do they wield
divine power. They are culture heroes, but they are not
Heroes. They are human, quintessentially and completely.
cannot gain Legend unless they are also a Sorcerer (p. XX).
In most cases, a Saint will not have any other Supernatural
While many are moral paragons, they don’t have to be, and Paths, but if the other players are fine with it, it’s possible
no small few are terrors. One of the most famous Saints is to combine them. If a Saint ever gains access to a Marvel
Amergin mac Mil of Ireland, whose power drove the Tuatha or Boon with a Legend cost via a Birthright, they activate
out but who is no more a paragon of modern morals than it by immediately ending the Virtuous Condition and re-
any of his foes. turning to the center of the Virtue track.

Saints, instead, embody the values of their culture. Culture Hero: While a Saint cannot gain Legend,
While they share Virtues with the pantheons of the they are able to have up to three Callings. Whenever a
World, a Saint whose Virtues are Kinship and Egotism Band’s members would gain Legend, a Saint in that Band
need not worship the Theoi nor be Greek. Instead, they gains one dot to spend on Callings at appropriate Legend
must embody those Virtues and derive from a community dots, either Saint or up to two others, as if they had gained
that holds them to be important. Saints are the voice of Legend like their Bandmates. When they first enter Hero
their community’s beliefs and values, as manifested in Tier, they gain 4 dots of Callings despite remaining a nor-
Virtue. They lead by example, showing others the path mal human, for a total of 5 dots. All of their Callings must
that they could take, if they only had the will and the have at least one dot.
Virtue to do so. They are often champions of their com- HERO TIER
munity, but sometimes grave enemies of it if they feel that
Fated Exemplar: Saints do not have Legend or
their people are not living up to their own values.
Omens, but can still have Fatebindings. A Saint may have
MECHANICS a number of Fatebindings equal to their Saint Calling rat-
ing. Any time a Fatebinding would cause the Saint to gain
Saints are described briefly in Scion: Origin (pp.
Legend, they instead inflict the Virtuous condition on the
162–163), but the Saint Path is distinctly different from
Fatebound Storyguide Character; if the Saint is currently
other Supernatural Paths. A Saint has the following traits,
Virtuous, it applies to the same Virtue. Otherwise, the Saint
in addition to the Virtue track described in Scion: Origin:
selects one of their Virtues for the condition to apply to.
Cardinal Virtue: When a Saint’s actions cause them Any time that the Saint’s Legend would be called for when
to move on their Virtue track, they move twice as far as dealing with the Fatebound for any reason, use the value of
normal. Thus, a Saint can only occupy the endpoints or the Saint’s Saint Calling instead.
exact middle of the Virtue track. Saint Knacks may refer
to a Saint’s Virtue rating; this is either 3 or 1, depending

VIRTUOUS
You are suffused with the philosophy of your culture’s ethos. While this grants you additional power and
puissance, it also limits your ability to act freely.
Effect: Every point of Momentum you spend to augment a roll with a Virtue generates two dice. However,
you must continue to act and fulfill the pantheon Virtue, and you cannot act against it.
Momentum: Every time your adherence to your Virtue causes trouble, add another point of Momentum
into the pool.
Resolution: Reinforcing the opposing Virtue resolve the Condition. Note that this can only occur with an
action that reinforces the opposing Virtue without contradicting the Condition’s effect.

14 CHAPTER ONE: HEROIC COMPENDIUM


DEMIGOD TIER solving a maze or breaking through a blockade, you
can bring up to your successes in other characters
Saints gain all of the same benefits from Demigod
with you, granting them automatic success at the
Tier that Scions do with the following exceptions:
same deed. This does not count as spending those
Saints do not gain An Ear for Prayer or Ichor for successes on a stunt. Characters Fatebound to you
Blood (see Scion: Demigod, p. 130) and continue to have and trivial targets do not count against that limit.
no Omens. They can gain Realm Fatebindings, Knacks
and Birthrights, though they cannot learn Purviews from • The Divine Eye (Prerequisite: If I Can Do It, So Can
them normally. They are able to gain specific Marvels or You): You always know the Virtues that most influ-
Boons, however. ence anyone you meet, even if they do not actually
have a Virtue track. You get Enhancement equal
Fated Champion: Saints may now have additional to your Virtue rating on all Social rolls that align
Fatebindings on top of the ones they were allowed via with or encourage these Virtues when dealing with
Fated Exemplar. Double the Saint’s Saint Calling when them. If you have the same Virtues as they do, this
using its value in place of Legend per Fated Exemplar. Enhancement applies before rolling.
World-Shaking Virtue: Saints have access to • It Is Not in Heaven: You act with Virtue, and you
Divinity Dice (see Demigod, p. 154) but may only use demand that the powerful live up to their Virtue
them while Virtuous. as well. Once per session, when you are arguing
or fighting with someone and they spend Tension
KNACKS or Legend, you may clearly stand against them.
Some Knacks have prerequisite Knacks listed. While They get Complication 3 to their next attempt to
a character must possess all prerequisites to learn a Knack argue with or fight with you. If this is not bought
that requires it, they do not need to have the prerequisite off, every Storyguide Character nearby not directly
Knacks active to use their new Knack. It should also be involved in the conflict believes they are in the
noted that Saints will get no use out of any Knack that wrong, no matter what, and cannot be convinced
requires or allows them to imbue Legend, which they do otherwise for the rest of the scene.
not have.
• Voice of the Mob (Prerequisite: It Is Not in
It is impossible for any Scion to ever have a Saint Heaven): While you have the Virtuous Condition,
Knack by any means, including Followers Birthrights. any action that would stop you from being able to
These Knacks simply do not function for Scions, whose speak suffers Complication 3 which, if not bought
ichor flows too strongly. Their divine power prevents off, causes all human Storyguide Characters pres-
them from accessing the mortal nature of Sainthood. ent to become angry at whoever silenced you.
HEROIC SAINT KNACKS While you do not have the Virtuous Condition,
any action trying to track you or your whereabouts
• From Hell’s Heart: When you become Taken Out, suffers Complication 3 which, if not bought off,
you may perform a single action before it takes gets the tracker into trouble with a local human
effect. You gain Enhancement to this action equal organization.
to your Virtue rating or the Enhancement of the
attack that made you get Taken Out, whichever is • Miracle: Once per session, a Saint can perform a
greater. Once per session, you may choose to end Twist of Fate that’s not tied to their Path. This can
the Virtuous Condition and return to the center be anything from healing the sick masses to bring-
of the Virtue track to use this when you gain any ing a newly-dead person back to life from being
Injury Condition rather than Taken Out. mostly-dead. This may border on the supernatural,
though it’s rarely anything explicit; the dead man’s
• Blood of the Valiant (Prerequisite: From Hell’s heart starts beating again, while the sufferers of
Heart): When someone would suffer an Injury plague feel their coughs recede over the course of
Condition and is within Close range of you, you a scene.
may take the Injury Condition instead. If you or
they have the Virtuous Condition, their next action • Stainless: While you have the Virtuous Condition,
gains Enhancement equal to your Virtue rating. If it is impossible for anything to make you act against
this causes a Maimed or worse Injury Condition your Virtues, even divine powers seizing control of
and you were not already Virtuous, you become your body directly. When someone attempts to do
Virtuous in the Virtue of your choice. so, you may choose to pass your Virtuous Condition
to them. If you do, you return to the center of the
• If I Can Do It, So Can You: You show humanity Virtue track and lose the Condition yourself. Even
what they are capable of by your very existence. if they have different Virtues than you, their new
Once per session, when you succeed at an effort Condition is identical to the one you had.
to overcome an obstacle, such as climbing a cliff,

Saints 15
• My Cause Sustains Me (Prerequisite: Stainless): Virtuous Condition and return to the center of the
While you have the Virtuous Condition, you do not Virtue track to cause a Clash of Wills against the
need to eat, drink, or sleep. You may choose to end effect’s source. If you succeed, the effect does noth-
the Virtuous Condition immediately and return to ing to you. If you fail, the roll generates Momentum
the center of the Virtue track to ignore the effects like a normal failed roll.
of a single Injury Condition for the rest of the IMMORTAL SAINT KNACKS
scene. If you do, once the scene ends, you must rest
for a full day. • Beyond the Ninth Wave (Prerequisite: My
Cause Sustains Me): While you have the Virtuous
• Virtuous Might: Once per session, a Saint may Condition, you ignore the Scale of anything that
cancel out Scale equal to their position on the would physically harm you. A tank shell is like a rifle
Virtue track (maximum 3, minimum 1) for the bullet, a divinely charged fist like a normal punch
scene on a single target. This can be anything from from a master fighter. You can still be harmed,
stopping a speeding truck from killing them (Scale but Scale does not provide extra successes. Once
2 to 0) to slapping a God like they would any oth- per session, you may end the Virtuous Condition
er mortal (cancelling the God’s defensive Scale). immediately and return to the center of the Virtue
Despite the name, this applies to any expression of track to negate a single attack entirely — it doesn’t
Scale, including social and mental. affect you or anyone else in any way.
• Castigate (Prerequisite: Virtuous Might): When
• The Deserved Gift (Prerequisite: Renunciation):
you witness someone acting against one of your
Once per session, you may call on your Virtues for
Virtues, you get Enhancement on your next ac-
a greater miracle. Select another character. They
tion that would harm them this scene, physically
gain the Blessed Virtue Condition toward one of
or otherwise. This Enhancement is equal to your
your Virtues of your choice.
Virtue rating.
• Heaven’s Will (Prerequisite: Castigate): While
• Renunciation (Prerequisite: Miracle): Your you are Virtuous, you ignore the defensive Scale
strength of will ensures that even the divine hesi- of anything you attack. You can cut through tank
tates in the force of your Virtue. When you are tar- armor like it was Kevlar, fistfight a God or wrestle a
geted by a divine Marvel or other effect that costs giant. Once per session, you may end the Virtuous
Legend or Tension, you may choose to end the Condition immediately and return to the center of

16 CHAPTER ONE: HEROIC COMPENDIUM


CAN THIS HAPPEN?
It is entirely possible that a Saint will place the Virtuous Condition, whether via Fatebinding or knacks such
as Stainless, on someone who has Virtues of their own. They’re still stuck serving the Saint’s Virtue until they
can reaffirm one of their own Virtues or otherwise end the Condition normally.

BLESSED VIRTUE
You are charged with the power of Virtue, granting you power while you act in accord with the blessing
and weakening you when you act against it. This is always aligned toward a specific Virtue, which should be
noted when the Condition is gained.
Effect: Whenever you act against the Virtue this Condition is aligned with, you suffer Complication 2,
as Fate turns against you. When you act in accord with the Virtue this condition is aligned with, you get +1
Enhancement.
Momentum: Whenever you act against the Virtue this Condition is aligned with or when acting in accord
with that Virtue gets you into trouble, gain 1 Momentum.
Resolution: You may choose to resolve this Condition at any time. When you do, you may invoke it for
a Twist of Fate as if it were one of your Paths. This Twist of Fate must be related to the Virtue this Condition is
aligned with. Alternatively, this Condition ends at the end of the session.

the Virtue track to ignore all immunities to damage the basic truth of their actions, reducing the total
for a single attack. Complication they suffer on the action by 3.
• Martyr (Prerequisite: Blood of the Valiant): Your • We Are Greater (Prerequisite: Voice of the Mob):
Virtue shines brightest at your worst moments. While you are Virtuous, anyone that follows you
While you are Virtuous, when you are Taken Out, who would normally be considered a trivial target
you may choose: any trivial targets or foes of lesser does not count as one for any effect that might
Tier than you immediately stop fighting and stare harm them. In addition, they are entirely fearless.
in awe for the rest of the scene or until attacked, Once per session, you may immediately end the
whichever comes first, or all of your allies gain Virtuous Condition and return to the center of the
Enhancement equal to your Virtue rating to any Virtue track to temporarily turn a crowd of normal
attack against the foe that caused you to become mortals into a temporary Followers birthright
Taken Out for the rest of the scene. Once per for the rest of the scene. They have dots equal to
session, you may immediately end the Virtuous your Saint Calling rating, but must have one of the
Condition and return to the center of the Virtue Group or Mob tags.
track to gain this benefit when you take any Injury
condition rather than when you are Taken Out. BIRTHRIGHTS
• Passion Play: The strength of your dedication and Followers and Creatures function as normal.
passion is contagious. Everyone in your presence Guides cannot grant Purview access. However, in-
who has a Virtue track moves twice as far on the stead, a Saint may gain access to a single type of Marvel
Virtue track as they normally would whenever or a single Boon from a single Purview via their Guide,
they move along the Virtue Track. Whenever usable through the pantheon Motif most suitable to the
someone in your presence becomes Virtuous, gain Guide.
Momentum. Relics cannot grant Purview access. However, in-
• Svabhava (Prerequisite: The Divine Eye): While stead, a Saint may gain access to a single type of Marvel
you are Virtuous, anything you say which is true or a single Boon through a single Purview via their Relic.
is obviously true to everyone hearing it - no one This costs one dot, and may be taken up to twice on a
can doubt you when you say something that is Relic. If this option is taken, the Saint also gains a Relic
true. Whenever you witness someone take an ac- Motif through the Relic. At Demigod tier, each dot may
tion resonating with one of your Virtues, you may provide two types of Marvel, but still only a single Boon.
immediately end your Virtuous Condition and Saints cannot gain the Cult Birthright (see Scion:
return to the center of the Virtue track to reinforce Mysteries of the World, p. 23) or the Sanctum Birthright
(see Demigod, p. 138).

Saints 17
SAINTHOOD AND IMMORTALITY
It is an open question how some Saints, such as Amergin mac Mil, have become apparently ageless. There
is no single, generalized answer to this, and in Amergin’s case, it is likely tied to a potent Realm Birthright
seized from the Tuatha De Danaan. Other Saints of old may also have access to such methods, if your game
would be improved by their presence. Still, most Saints live out entirely human lifespans, when they manage
to survive to old age in the first place. Unfortunately, many Saints do not. It is all too common for Saints to die
in pursuit of their causes, their Virtues refusing to allow them to take a slower and safer path.

Saints may gain Realm Birthrights (see Demigod, p. Tags: Lethal, Melee, Versatile
141) at Demigod tier as normal. Knack: While you hold the sword, you gain the ben-
While Saints do not have a Legend score, they are still efits of the Lighthouse of Society Knack (Hero, p. 230).
able to have a single Legendary Birthright at Demigod Knack: Whoever possesses the sword may use the
tier. However, their lack of Legend score means that they Divine Right Boon, even if they do not possess it, but only
will not be able to use all the benefits of every Legendary targeting themselves. If they already have this Boon or
Birthright; for example, they cannot use the Calling All are a Saint, the Attitude boost increases to 2, or 3 while
Creatures benefit of a Legendary Creature (see Demigod, Virtuous.
p. 132) because they have no Legend to use to invoke for
Scale. Flaws: Remove one point of Enhancement or one
Knack cumulatively at the end of any scene in which the
RELICS Relic is used but a Virtue is not fulfilled. Full functionality
is restored as soon as the user fulfills a Virtue while using
BLESSED DASTAAR (RELIC •) the blade.
These blue turbans are not easily told from the nor-
mal dastaars worn by Sikhs. They are believed to have STORYGUIDING SAINTS
been worn into battle by mighty heroes of the Sikhs. Saints are the absolute embodiment of the virtues
Certainly, they seem to have been imbued with the cour- their communities hold sacred. They are not chosen by
age and faith of these mighty defenders of the weak. They gods or titans or anything else, but have become them-
will not function at all for Scions, but when worn by a selves the conduits for the highest values of the society
Saint, their true power is unlocked. they affiliate with. Saints are not just the haloed figures
Enhancement: +2 to Defense rolls when protecting of righteous living that most of us are familiar with —
others. they can be great and powerful warriors like Rostam, the
renowned paladin of Iranian legend who embodied the
Knack: While you are Virtuous, your foes cannot
Yazata’s virtues of Honesty and Free Will in his own bra-
target any trivial targets within Close range of you.
zen way. Their accomplishments and deeds ring through
Flaws: All Difficulties on your Defense rolls increase history much like a Scion’s would, but they are distinctly
by 1 for the scene if you harm an innocent. mortal and are driven because they believe, with a full to-
THU N THI N (RELIC ••••) tality, what many of their fellows proclaim half-heartedly.
The legendary blade Thuận Thiên, or Heaven’s Will, WHAT TYPE OF GAME IS
was wielded by the Vietnamese king Lê Lợi during the A SAINT MOST SUITED FOR?
liberation of Vietnam from the Ming. Its power earned Saints are a great fit for any game — their Virtue grants
him the right to be king of the nation, and when he wield- them the ability to, at least for a short while, go toe-to-toe
ed it he was said to have the strength of ten thousand with threat that ought to utterly outclass a mortal. They
men. It was granted to him by the god Long Vương, the also bring a dynamism and drive to a group, because their
Dragon King, but he had to construct the weapon himself Virtues naturally impel them toward action. Saints don’t
from blade and hilt. After ascending the throne, Lê Lợi re- stand by when action must be taken, according to their
turned the sword to its master by giving it to a giant turtle internal sense of ethics. They do what must be done and
with a golden shell. Now, the blade sometimes finds its damn the consequences, so enraptured by their Virtues
way into the hands of those who would protect the people that they’re unlikely to let a silly thing like caution get in
of Vietnam from oppression or those who earn the favor the way.
of Long Vương — though many of those, like Lê Lợi, have
While Prophets are drawn to Scions and others
turned out to be Saints rather than Scions.
whose Fate fascinates them, there is no similar mecha-
Enhancement: +2 when leading followers, +1 when nism for Saints. Unless their Virtues demand it of them
Virtuous or they happen to be tugged gently together by Fate,

18 CHAPTER ONE: HEROIC COMPENDIUM


there’s nothing drawing Scions and Saints together. The SAINTS AS VILLAINS AND ALLIES
most common reasons for a Saint to pursue a Scion are
For players, running across a Saint in the story should
probably to chastise or challenge them for not living up
be an exciting moment, and Storyguides should make
to a divine standard of Virtue — after all, if a mortal can
good use of these virtuous champions. Saints with oppos-
do it, what excuse do the children of the Gods themselves
ing Virtues to those of the Band can be a great obstacle to
have? If a Scion of the Teotl (quote understandably) fears
whatever they’re trying to accomplish. Whether a clash
to undertake a likely suicide mission, a Saint sharing
of wits or striking of swords, Saints aren’t going to let the
the Virtues of Hunger and Sacrifice will have no qualms
Band off easily and will provide a challenge to those who
about marching right in, slapping the Scion around, and
stand against their truths — it doesn’t matter to the Saint
telling them that the possibility of sacrifice in the name
charged with protecting a sacred grove that the Band
of their friends, loved ones, and community is something
needs the wood to build a barge for an Underworld voy-
to look forward to, not fear. Hunger for victory, and know
age. A Saint with their virtues behind them can stand up
that your duty is to Sacrifice if you must!
against anything and anyone in the right circumstances,
With abilities that allow them to challenge anything and just because they’re virtuous doesn’t mean they can’t
that comes their way, Saints are powerhouses of inspi- be villainous. Combine the Æsir virtues of Audacity and
ration, driving their comrades to attempt ever-greater Fatalism with a Wall Street fuck-you-got-mine mentality,
feats. If they end up tagging along with a Scion, the Saint and you’ve a recipe for a capitalist Saint who will think
wouldn’t view the Scion as superior in any sort of way nothing of ruining thousands of lives in pursuit of the
unless their Virtues demanded it. A Hindu Saint would proverbial wealth of Croesus. Just because the Saint’s
acknowledge their Duty to a Scion of Shiva and accord Virtues reflect a community they exemplify doesn’t mean
proper devotion, but such a Scion on the wrong path the community is nice, healthy, or likely to be friendly to
would cause the Saint to acknowledge that part of their the Band’s aims or needs.
Duty is to follow their Conscience and therefore get the
If values align, however, Saints can be a Scion’s most
Scion back on the right track.
stalwart ally or the moral glue that holds a Band togeth-
A Band of multiple Saints can be a chaotic experi- er. Apart from being able to go toe-to-toe with virtually
ence, particularly if their Virtues are at cross-purposes, anything and have a reasonable expectation of walking
since unlike Scions Saints rely upon and are driven by away alive, they provide a moral anchor for the Band that
their Virtues to a far greater extent. For a Saint, there is will not waver or lose focus. This can aid the Storyguide
no middle ground on the road to the Virtuous Condition if players are easily distracted or lose themselves down
— the minute they’re inspired, they become enraptured, wrong turns — the Saint is there to remind them precisely
and frequently drag others along for the ride. If there’s what they’re meant to be doing. Don’t take that as license
multiple Saints in a single Band, and especially if the to dictate to the players, but sometimes it’s handy to have
entire Band is made up of Saints, it’s important for there an in-character circuit-breaker.
to be a unifying factor, something that keeps the group
There are many other dimensions in which Saints
focused and tight-knit. A common enemy is the simplest
could support a Band. They can be guides, mentors, heal-
choice, but a common patron with great enough import
ers, savvy operators, political heavyweights, community
to (or sufficient leverage over) the Band could serve just
leaders, and more. Whether their battle is against devel-
as well, provided they don’t manage to get on the Saints
opment of wilderness areas or a fight against racism, if
wrong side — they’re not great at backing down, after all.
the Band’s aims align with their own they’ll have a friend
Be prepared for things to go in strange directions, but to
for life, braver and more stalwart than they could ever ask
be perfectly honest, if your players all made Saints, you
for. If there’s a role that needs to be filled, a Saint is always
probably have the sort of group that likes bombastic
a fine choice.
in-character arguments anyway.
Dropping a Saint into your story as neither villain
Inspiration for Saints can be found virtually any-
or ally can also be an excellent way to hook the players
where one finds larger-than-life heroes, whether in myth,
— Saints are not known, on the whole, for their subtlety,
fiction, or even real-world history. Look no further than
and will almost certainly get their attention. If the Band
the tales of Hua Mulan, Cécile Fatiman, or Kaveh the
encounter the Saint on the road, he might know the way
Blacksmith. Journey to the West is tailor-made inspira-
through confusing terrain and be able to help them get
tion — imagine a road movie starring a Saint and their
there faster, or perhaps he can tell them of the foes that
less-than-virtuous companions. Porthos, Athos, Aramis,
await them that the Saint was unable to vanquish them-
and d’Artagnan exemplify the virtues of the Musketeers.
selves. Perhaps the Scions need someone to advise them
The possibilities are endless for a Saints game, so don’t be
of protocol when entering a God’s chosen temple-complex
restrained with what source materials you seek to derive
or someone to make introductions to the border guards of
inspiration from as both Storyguide and Player.
a difficult to reach Terra Incognita. A Saint is a versatile
element in any story, and for Scions wanting to prove their

Saints 19
worth and trustworthiness to any community, nothing gets intoxicated by Fate itself. Some Prophets are blinded or
the job done like having a Saint vouch for them. driven insensate by glimpsing the inner workings of destiny.
Though they’re not properly Legendary figures, they leave
PLOT HOOKS FOR SAINTS indelible marks regardless of whether they’re believed
Not every Saint is above board, but then, metaphys- or not, and sometimes they even end up worshipped
ics notwithstanding, “saint” isn’t exactly a word people themselves. Whether advising great kings and generals who
tend to use regarding Mr. Donovan, unless they work for make pilgrimages to hear their utterances or summoning
him. He’s turned a crew of grifters, thieves, and assorted sudden miracles while glorifying one who is to come, these
ne’er-do-wells into a burgeoning criminal family cum cult are all signs of unwise it is to ignore Prophets.
of personality, bound by choice and affiliation rather than
Scion: Hero (p. 316) provided players with a base-
blood kinship — but Mr. Donovan insists that the blood of
line Path for Prophets unsure of their destiny yet able
the covenant is thicker than the water of the womb. Their
to glimpse into Fate. This chapter will provide four
racket specializes in the mythic underside of the World,
new Prophetic Destinies in addition to Cassandras
and they traffic in everything from curses to prophecy.
(found in Scion: Hero): Heralds, Oracles, Architects,
The Band has just come onto Mr. Donovan’s radar, and
and Miracleworkers. Prophetic Destinies also provide
he’s already set his sights on “liberating” some of their
Prophets access to Legend, though in restricted and dan-
more valuable possessions — and if they have to fight for
gerous ways. Prophets can now be Fatebound into three
it, so be it.
Prophetic Purposes, giving them blessings unique to their
When Freygunnr received Odin’s blessing and the sa- circumstances: Prophet of a Purview/Patron/Pantheon,
cred charge of caring for a cutting of Yggdrasil, the World Prophet of the People/Land/Culture, and Prophet of
Ash, it gave her life purpose in a way that nothing else the Chosen/Cursed/Exiled. A player may combine any
had before. She planted the little sapling, and it quickly Prophetic Destiny (including the baseline Prophet path)
took root and began to grow…and grow… and grow. It’s with any Prophetic Purpose. As mentioned in Scion:
cracking into electrical lines, strangling water mains, and Hero, Prophets tend to have physical Omens that reveal
tearing up concrete with its roots, all right in the Band’s their unique status. Players can choose one physical Omen
backyard. Freygunnr, not a small or timid woman, will and those who notice it must roll Culture and Occult
defend that tree with her life and all of her considerable to recognize it as a prophetic mark. Prophets are also
strength, for (so she’s been told) it’s the tree from which recognizable through Scent the Divine, which Prophets
Hoddmímis holt, the woods that will shelter Líf and have access to innately. Also, Prophets have a Legendary
Lífthrasir through Ragnarök, will spring. Title which is usually a combination of their Destiny and
Being a Saint means always being on call — even if Purpose. The Player may then end up the Oracle of Taipei
you don’t consciously live your life that way, Fate and or Miracleworker of The Dagda and can use this title just
your Virtues will intervene. Case in point: when the Band like any other Legendary Title mechanically.
hears tidings of titanic activity that threatens the com-
munity they hold dear, there’s no question about whether PROPHETIC DESTINIES
they’re going to act. The trouble is, said titanic activity While many Prophets don’t push beyond what
seems to emanate from the local apparatus of government they can’t understand, some discover that they have a
— something wicked squatting in the heart of the bureau- Prophetic Destiny and embrace it for better or for worse.
cracy and manipulating things according to its design, yet All a Player needs to create a baseline Prophet is in Scion:
still all perfectly above board and on-paper legal. When Hero (p. 316) where another Prophetic Destiny, the
Virtue demands action but the situation demands caution, Cassandra, is detailed. The Path Effect listed for Prophets
is there a middle path to be found, or is the Band going in in Scion: Hero applies to the following Destinies, and
all guns figuratively (or perhaps literally) blazing? Knacks listed there can be used for any Prophet.

PROPHETS ARCHITECTS
Many have lamented tragedies that foreknowledge
might have prevented, but only a few among those bless-
T hroughout history, there’ve been those that could see
the paths beyond time itself and were driven to explore
those possibilities. Prophets don’t just exist within the
ed (or cursed) to know Fate’s workings have the will to
turn aside what otherwise will be. By laying the ground-
zeitgeist; they embody and accelerate it toward eventual work for designs of their own, they throw a wrench in
fulfillment through Fate’s machinations. They peer directly the machinery of destiny. They’re master manipulators
behind Fate’s veils at differing levels and, with the many and astute planners who see the denizens of the World,
interconnected and invisible strings visible to them, they mortal and divine alike, as pawns in an all-stakes chess
pluck them until the desired harmonies ring forth. Though game against Fate itself. Whether this requires arranging
they can see Fate’s workings, Prophets are incapable certain romances to blossom at the right time or leading
of understanding its totality, driving some to become mystery cults whose initiates enact the Architect’s will
behind the scenes, Architects will do anything to manifest

20 CHAPTER ONE: HEROIC COMPENDIUM


their utopic visions. Others often see them as cold and and can’t imagine existence without the focus of that des-
calculating, without a care for trivialities like collateral tiny. Heralds become priests, advisers, the right-hands of
damage, however behind Architect’s drive lies deep com- their charges, sometimes well before those charges know
passion and an astounding bravado against supposed in- what’s coming. They buttress and reinforce the Legend
evitability. Fate is not so easily turned aside, though, and of those they’ve chosen, guiding their destiny toward
sooner or later the price for one’s design must be paid: ever-greater ends, as cults and shrines spring up in their
no Architect has ever lived to see the world they create, wake. Often a welcome addition to Bands of Heroes for
but nevertheless trade their lives gladly knowing that the their prophetic services, they can just as easily create
future will be of their own making. problems for them by steering them into danger, knowing
Path Effect: Architects gain a fourth Deed, a Design they’re up to the task to surviving and besting whatev-
Deed focused on the ultimate goal of their designs er the Herald has (intentionally or otherwise) set them
(Prevent Zeus’ overthrow, avert a war between panthe- against.
ons, ensure the Mariners finally win a World Series, etc.) Path Effect: Heralds are obsessed with the destiny of
and a Legend Trait, which begins at 1. When they make a given person or small group of people, such as a Band of
progress toward fulfilling their goal, they gain Legend, Scions. Heralds do not have a Legend score, but can gain
which can only be used with Birthrights or for Prophet Legend. Once per session, when the focus of a Herald’s
Knacks. Upon reaching Demigod Tier, the Architect’s obsession rolls more than five successes on a single roll
design enters its endgame; upon achieving Legend 9, (Enhancement counts!) gain Legend. Once per session, if
the Architect seals both their newly-forged destiny and the Herald’s focus accomplishes a Deed, gain Legend.
their own doom, and perishes, having changed the World Heralds cannot use Legend to fuel Knacks, Boons,
forever. or Birthrights (unless they received those through a
HERALDS Prophetic Destiny). Instead, Heralds can spend Legend
to immediately create Twists of Fate without invoking a
Fate is a glorious tapestry with myriad fascinating
Path, counting one Legend as one success. These chang-
designs, so it’s perhaps unsurprising that some Prophets
es cannot be overtly supernatural, but can rely on the
become enraptured by them. These Heralds immerse
Herald’s foresight.
themselves in the current of destiny, for they are ensnared

Prophets 21
SWORD OF DAMOCLES
You have meddled with Fate, and Fate now demands atonement. Tread carefully, Miracleworker, for you
may meet your doom at any moment.
Effect: Every time you imbue Legend, you incur a cumulative +1 Complication that persists even if bought
off, until this Condition is resolved. If you don’t buy off the Complication, Fate turns your works back upon
you in increasingly nasty ways. If you spend Legend while you have this Condition, immediately raise the
Complication to 5.
Momentum: Every time a marvel would solve a complex problem immediately but you refrain from
doing so, add 1 Momentum to the pool.
Resolution: Going an entire session without imbuing or spending Legend ends the Condition. You may
also balance Fate’s designs as penance, a task that usually takes at least a scene of effort —  treat this
(Scion: Origin,
as an obligation, like with a Path (Scion: Origin, p.100). Completing the obligation ends the Condition
immediately.

Add the Herald’s current Legend to the default the Storyguide will answer in the form of keywords, one
Tension Pool (the amount of Tension the Storyguide per dot of the Oracle’s Legend, that accurately answer the
begins a session with). Whenever the herald expends question — it’s up to the Oracle to interpret the sign he’s
Legend, add that amount of Tension to the Tension Pool been given. If the Storyguide actively uses the Oracle’s
immediately. foresight as a plot hook (which she is encouraged to do!)
this does not constitute a use of this power.
MIRACLEWORKERS
Oracles must choose a Permanent Condition (Scion:
Some Prophets learn to use Fate itself as a tool, re-
Origin, p. 66).
working its strands and thereby allowing them to pro-
duce wonders. These Miracleworkers do the impossible,
turning existence itself into a weapon against their ene-
PROPHETIC PURPOSES
mies and a wonder to awe and terrify their fellow mor- As Prophets can embrace Prophetic Destinies grant-
tals. However, such raw power is not without its dangers ing them blessings in exchange for riding the waves of
— those who succumb to hubris or unleash ever-greater Fate, they can also fulfill Prophetic Purposes. Prophets
marvels tend to find themselves subject of Fate’s ire for may attach themselves to people, places, or even
disrupting its machinations. Miracleworkers who push Purviews, gaining access to special benefits. This section
things too far encounter lethal situations and dangerous will provide three Prophetic Purposes: Prophet of the
circumstances until they either learn their place in the Purview/Patron/Pantheon, Prophet of the People/Land/
scheme of things or suffer the consequences. Culture, and Prophet of the Chosen/Cursed/Exiled.

Path Effect: Miracleworkers have a Legend Trait, Prophetic Purposes function like a special Path, in
which begins at 1. They have no native access to Purviews, that they provide access or connections and can incur
but can gain such access through Relics, Guides, or obligations (indeed, they’re highly likely to do so on a
Prophetic Destinies. Miracleworkers may imbue Legend regular basis).
without risk, but spending Legend incurs the Sword of PROPHET OF THE
Damocles Condition. PATRON/PANTHEON/PURVIEW
ORACLES Prophecy and divinity go hand in hand in the com-
All Prophets can see the inherent workings of Fate, mon imagination, and there’s a reason for it — a Prophet
but some go beyond even such miraculous heights. is an excellent conduit for divine powers to influence the
Oracles peer deep into Fate without obstruction, in- World. Whether the Prophet serves a particular God, an
terpreting the swirls of information that Fate provides. entire Pantheon, or simply the numinous powers of the
This constant forbidden knowledge profoundly alters an World itself, she is blessed and empowered even beyond
Oracle; they end up forever intoxicated by their experi- normal Prophetic limits. Such Prophets are often well-
ences like the Delphian Oracles or blinded like the Itakos known, if not as a Prophet then as a public figure outspo-
of Japan, among other possibilities. Still, their incredible ken on a given issue or set of issues, and can frequently be
insight surpasses all others, and Oracles are often highly seen strolling the corridors of power — but then, they’re
respected. just as comfortable on a street corner, if it serves their
patron’s commands.
Path Effect: Oracles have a Legend Trait, which
starts at 1, but cannot gain or spend Legend. Once per ses- Blessings: Prophets of Patrons or Pantheons gain
sion, the Oracle may ask any question of the Storyguide; five dots to spend on Birthrights related to the Patron or

22 CHAPTER ONE: HEROIC COMPENDIUM


Pantheon. A Purview’s Prophet gains access to its Boons Fatebindings on behalf of their companion. They may en-
innately — if her Prophetic Destiny doesn’t allow her to gineer up to their highest Finesse Trait in Fatebindings,
accrue Legend, she gains the ability to do so through ap- even if their companion could not ordinarily form a
propriate ritual sacrifice. Fatebinding to begin with. The Prophet may also compel
or invoke these Fatebinding after they’re formed.
PROPHET OF THE
PEOPLE/LAND/CULTURE PROPHETIC KNACKS
Sometimes, to find your purpose, you don’t need In addition to three new Knacks available to all
the stars or great figures or the gods, but the mountains Prophets, Knacks for Architects, Heralds, Miracleworkers,
that surround your city, your neighborhood’s monthly and Oracles may be found below.
potluck, or your favorite science fiction convention. This
Purpose binds the Prophet through a sacred pact which NEW PROPHET KNACKS
benefits both the Purpose and Prophet in intricate ways. • This is Not the Way: Sometimes, a person loses
Prophets will find themselves welcomed by their Purpose their way, but you’re particularly adept at finding
not just socially but also in ways not usually experienced. their path again. When you advise another charac-
The Black Forest’s tree stumps will be comfortable seats ter, you may grant Enhancement and Complication
for its Prophet, Prophets of the Goths will always hear equal to that character’s Attitude toward you (pos-
their favorite songs when they strut into the clubs, and itive or negative!). The Enhancement applies to
a Prophet of Miami will see billboards celebrating their any action in keeping with your advice, while the
birthday and sandcastles built in their honor. They’re Complication applies to actions that would work
intricately tied to their Purpose in unseen ways and work against it. If not bought off, despite the character’s
hard to help and protect them however they can. success, Fate arranges for reminders in the form of
Blessings: Prophets of a People never suffer strange happenstance, odd encounters, and others
Complication on rolls for communicating or influencing repeating your advice to the character unprompt-
those people or those closely associated with them. She ed. This effect lasts until the end of the session, and
may purchase the Covenant Birthright (Mysteries of the may only be used on a given character once per arc.
World, p. 69) with them as the Birthright’s focus.
• You’re Going to Regret This: Without realizing
Prophets of a Land may always perfectly orient them- it, one wrong choice can lead to catastrophic con-
selves with respect to their land and cannot become lost sequences. When you declare that an action taken
while within it. They have an innate sense for the health by a character will have terrible and unforeseeable
and stability of the land and are always aware of anything results, you may spend Momentum. At any time
that disturbs the status quo. Gain +2 Enhancement for later in the session or even in future sessions, you
actions taken to navigate, find someone or something, or may impose Complications on the character equal
establish stealth within the Prophet’s land. to Momentum points spent to power the cursed
Prophets of a Culture may purchase the Covenant prophecy.
Birthright with respect to that culture. In addition, she • Let Me Get That for You: Prophets can be shields
may create a Legendary Title for herself describing her against catastrophes and beacons of love and care,
relationship to that culture. Once per session, she may warning against Fate’s obstacles and hazards. Once
invoke that Title to gain +1 Scale for a single action. per session, you can remove all Complications from
PROPHET OF THE a roll for yourself or another character. In addition,
CHOSEN/CURSED/EXILED you gain the following Defensive Stunt:

There are Prophets who look upon those closest to • Come Prepared (varies): You may expend
them and find Fate’s plans for them unacceptable. Like successes on your Full Defense Roll to negate
Merlin guiding Arthur, the Prophet steers their compan- Complications suffered by yourself or other
ion onto new paths, taking an unremarkable or unde- characters on a one-for-one basis, represent-
sirable Fate and transforming it into something grand. ing your foreknowledge of such dangers.
Whether their companion is destined to be a savior, ARCHITECT KNACKS
cursed in grotesque ways, or exiled from their communi-
ty for myriad reasons, this Purpose drives the Prophet to • Ever Dream This Man?: It is more advantageous
protect their companion, to right all wrongs done against at times to be a friendly mystery than a loathed
them, and to see their glories and vengeance amplified. known. Once per session, the Architect can im-
bue a point of Legend to cause people to see the
Blessings: This Purpose grants the Boon Companion Architect in their dreams, on posters they’ve
Fatebinding from Scion: Hero (p. 198) permanently. walked past, in the background of TV shows, and
Prophets with this Purpose, thanks to their obsession more. This affects an area with Scale equal to the
over a single individual’s destiny, gain the ability to work Architect’s Presence. Anyone within this area gains

Prophets 23
+2 Enhancement to recognize the Architect, and action by another person by talking to them, while
cannot have their Attitude toward the Architect at Legend 3, you could have that person interact
lowered save by magical effects. The Architect with someone who interacts with your actual tar-
gains a +2 Enhancement to any Intrigue rolls get. This is not mind control, but mere engineering
against targets in this area. of happenstance and happy (or unhappy) accidents
on the part of mortals. The Storyguide is the ulti-
• This Must Be the Place: During their travels,
mate arbiter of what is possible with this Knack,
Architects come across places they know play an
and how long the “setup” will take, but generally
important role in their design. Once per session,
speaking each step removed from the Architect
the Architect can spend 1 Momentum to declare an
should require a minimum of 1 hour.
area (no larger than a single mid-size building) to
be sacred ground. For the duration of the session, HERALD KNACKS
the Architect and those with a positive Attitude
• His Master’s Voice: Once per session, add your
toward them suffer no Complications while in the
Presence score and your focus’ Legend score to a
sanctified area, and anyone opposing the Architect’s
limited Enhancement pool. This pool can be ap-
design suffers a +3 Complication. If not bought off,
plied to any roll made on behalf of the focus for the
their efforts are stymied as little things go wrong,
remainder of the session.
all artfully arranged by the Architect ahead of time.
By spending a point of Legend, the site becomes a • Marked with Myrrh: Once per session, you can
shrine and has the effect permanently. spend a Momentum point to anoint your focus as
• Machines of Loving Grace: When it comes to is appropriate to your context (oils, ghee, ashes,
their grand design, no detail is too small for an etc.) through a ritual that should take a scene to ac-
Architect’s notice, no action too far removed from complish. Once the ritual is complete, the marked
them to be altered. By imbuing Legend when you character is granted spiritual armor with the Soft 1
interact with an individual, you can ensure that a and Innocuous tags for the rest of the session.
single action or event takes place at a specified time • Private Caller: Despite all the speeches and ser-
and location, such as a certain switch being flipped mons, there’s always at least one person that, if
at a particular time. You may operate a number of convinced, can bring their entire community into
individuals away from your desired effect equal to line. Spend 1 Momentum to gain perfect knowledge
your Legend Trait; at Legend 1, you could ensure of how to bypass any security or other obstacles

24 CHAPTER ONE: HEROIC COMPENDIUM


between yourself and your target, and gain +2 Momentum to “scrub” around in time looking for
Enhancement on any rolls to do so. This Knack’s critical moments; each Momentum spent allows
effects end once you’re in your target’s presence. you to identify a moment and search for it. For
example, you might say, “show me when the fight
MIRACLEWORKER KNACKS starts.” If no moment in the scene matches your
• Greatest Show on Earth: You have a particular query, no Momentum is spent.
flair for showy miracles, which tends to get you lots
of attention. When attempting to influence anyone STORYGUIDING PROPHETS
who has seen one of your marvels at least once, gain Prophets are the luck few who can clearly see Fate’s
+2 Enhancement. If you’ve used a marvel in their usually indiscernible hand at work, and are either its
presence within the scene, gain +3 Enhancement greatest rivals or its right hand in determining the course
instead. of destiny. They can be outsiders who disrupt the status
• The Sincerest Form of Flattery: Miracleworkers quo and change everything in their wake, or they can be
manipulate the stuff of Fate rather than the inner champions and leaders who guide the World through
workings of Purviews themselves, meaning that troubled times. Even when (often) ostracized for their
to them one marvel is much like another. If you strangeness and power, especially by governments who
witness another character create a marvel, for the rarely like what Prophets have to say, they can find sym-
remainder of the session you can create the same pathetic hands — there’s always someone with sufficient
marvel, even if you don’t possess the Purview used. anxiety about the future that they’ll listen to anything,
even if it’s not what they want to hear. Prophets are in-
• When You Believe: Miracles aren’t always a thing valuable to those who know what they’re capable of and
of faith in the World, but faith certainly doesn’t who respect their insight — ancient Prophets were re-
hurt. When you have the Sword of Damocles sponsible for founding societies, nations, religious move-
Condition, all your Integrity and Persuasion rolls ments, philosophies, and more that have lasted the test of
not only don’t suffer from the Complication, but time. Their followers and friends may not always under-
gain half the Complication (round up) as a stand- stand them, but they love them and know that wherever
ing Enhancement to those rolls. When the Sword the road may lead, their Prophet has seen it already.
of Damocles causes your marvels to go awry, they
never do so in a way that would lower the Attitude WHAT TYPE OF GAME IS
of onlookers (which, in the absence of other easy A PROPHET MOST SUITED FOR?
targets, may mean it targets you more directly). If you’re a Storyguide wishing to run a Prophets game
for your players, don’t expect it to behave like a lower-tier
ORACLE KNACKS Scion game. Prophets are less likely to charge in to fight
• Empathy for the Seer: Once per scene, you can, a monster directly, and far more likely to arrange for the
upon achieving physical contact or locking eyes monster to come to misfortune indirectly long before
with another character, wordlessly provide infor- they ever become a threat. Arranging for a desirable fu-
mation that the character was previously not privy ture is a puzzle, a problem to solve, and Prophets have all
to. This often takes the form of visions or sudden, the tools necessary to solve it. Prophets are methodical,
numinous intuitions. If you spend a Momentum prone to planning and working to make sure all the piec-
point when you do so, the character gets access to es are in order, and so games focused on them aren’t the
your skill specialties for the scene. sort where you have to worry about your players figuring
things out — you can lead them along with visions, show
• Show Me: The vision of an Oracle is incomparable,
them the problem, and then ask them how they’re going
sometimes resolving actions moment to moment.
to solve it. Chances are, they’ll surprise you, and that’s the
Once per session, spend Momentum to effectively
best part of Storyguiding.
“rewind” time — what transpired before was mere-
ly a perfectly clear vision of the immediate future. Prophets fit in well with virtually any other charac-
The amount of Momentum required varies accord- ter type in Scion. The ability to perceive Fate is a useful
ing to the amount of time rewound: a single turn complement for anyone, whether they’re Scions trying to
costs 1 Momentum, a full round 2, and an entire do right by their divine parents or sorcerers seeking out
scene might cost anywhere up to 5 Momentum, new sources of power. Regardless of who the Prophet or
which should represent about an hour’s time. Prophets have teamed up with, they’re using the more
direct powers of others to work their will on Fate and the
• Visions of What Went Before: An Oracle’s vision
World, and that’s the lens to consider the relationship
isn’t always locked to the future, for Fate carries a
through.
memory of has come before. You can recall events
from the past, slipping into a trance as history plays Scions and Prophets are natural allies, and the most
out before your eyes in real time. You may spend likely pairing you’ll see. Prophets are drawn to Scions due

Prophets 25
to their resonance in Fate, but even as fast friends the in their way. Such Prophets have their agents, knowing
Scion lives in a different World than the Prophet does. and otherwise, everywhere, so come up with a way to
Perceiving Fate is not the same thing as being caught up identify the Prophet’s handiwork. This calling card might
in its current. Prophets can’t just rush into situations — be anything from a whistled tune to a certain occult sign,
and thanks to their perception of Fate, they often know but whatever shape it takes it will become emblematic
the consequences of doing so. Having Scions around is of the villain for the players. Remember: every Prophet
a great shortcut to solving problems directly. From the wants something. Perhaps they seek to destroy the city
Scions’ perspective, a Prophet is a fantastic addition to a where the Band resides because a prophetic dream told
Band, serving as a support and advisor and helping them them the whole World would perish otherwise — a major
engineer their own destinies with a far greater eye to de- villain then sets up a longer arc with higher stakes!
tail than their own nascent gut feelings. As allies, Prophets can be indispensable, providing
While Scions may be flashier and more likely to draw welcome support in difficult situations and providing
the attention of Fate, they’re far from the only people Storyguides with a ready-made way to slip plot hooks to
with problems that Prophets could become interested in. players whenever she needs to, without disturbing the
Mortals are far more populous than any Denizen (at least, flow or feel of the game. Fate works in strange ways, and
in the World proper), and have built a complex society the players needn’t even seek out such an ally —  they’ll
that seemed designed to create undesirable conditions. come to the Band, knowing how critical they are to things
Games involving Saints, who are emblematic of their peo- going “the right way.” Don’t just let them become a quest
ples’ Virtues, covers much the same territory. dispenser, though: Prophets have their own purposes (and
Denizens are obvious to the eyes of a Prophet, and so Purposes) they’ll want to work toward, and will steer the
it’s no surprise that they might find themselves sharing Band that way subtly or otherwise. Sometimes, of course,
a cause with them as well. Some Denizens are power- the Band will be the Prophet’s purpose —  an Architect
ful, able to hold their own against Scions, but many are who has seen the Band’s rise and eventual apotheosis as
mortal-tier, doing their best to get along in a World that’s a new pantheon working to ensure it, for example — but
different from the usual stories told about them. What be careful with this, because if you push it too hard, it’s a
Denizens offer Prophets are problems that are very much good way to diminish the players’ sense of agency.
out of the ordinary, problems that humans just don’t have, PROPHET PLOT HOOKS
and that the solutions for may involve journeys to strange
Luka Karlsbur, child of Loki, was born as part of one
and new places or even Terra Incognitae.
of their divine parent’s many plots to escape their Fate
Sorcerers and Prophets may seem strange bedfellows at Ragnarök. Luka, naturally, has no interest serving as
at first. Though the strange backlashes and eddies in Fate a decoy for destiny’s purposes, especially not for their
they create as they work with power not their own is li- lousy divine parent who ditched their dad the minute
able to draw a Prophet’s interest, their needs and drives it was practical. Fortunately for them, they’ve inherited
are thoroughly personal, for regardless of their end goals Loki’s cunning, and they have a plan — all they need is
their immediate purpose is “more power.” However, for the willing cooperation of a local VFW, a frost giant, and
the Prophet, who can see the consequences of a sorcerer’s a Prophet willing to act as lookout (and definitely not as a
hubris coming, they’re actually quite an attractive option patsy). After all, it was a seer who prophesied the twilight
if only for the sake of leveraging their power for the of the Gods — surely another seer can help them find a
Prophet’s ends. Of course, once you’re connected with loophole. Neither Loki nor Luka are keen on having their
someone, it’s rarely a simple thing to disentangle yourself plans disrupted, so how will the players thread the needle
— especially when the other party has magic at their beck between divine vengeance and semi-divine leverage?
and call.
When he was young, Ankit beheld a vision of a
Finally, consider the possibility of a solo game, with tranquil and peaceful World in the summer sky, and that
a Storyguide and a Prophet. This is an excellent way to vision led him to become an Architect. Over the course
change things up, introduce someone to Scion, or get of his life, he has gathered followers, who now number
around a lack of available players. A solo game ramps up in the thousands. Together, they labor not only to aid
the sense of isolation a Prophet feels and gives them the others and generally make the World a better place, but
chance to play into the classic fantasy of knowing the fu- as Ankit’s instruments in achieving a glorious destiny.
ture and being the only one who can change it. Unfortunately, either Ankit has a rather large blind spot
in his vision of the future or has an odd definition of
PROPHETS AS ANTAGONISTS AND ALLIES
peaceful, because part of his magnum opus involves an
Prophets can be many things, from mysterious villain attempt to manifest the Brahmashirsha astra, a weapon
to enigmatic ally, but a Storyguide shouldn’t just treat powerful enough to obliterate all of creation, from a Relic
a Prophet as an easily dismissible character. They have he’s obtained. While the Deva don’t believe he’s likely to
plans, Destinies, Purposes, powers, the ability to perceive succeed in such an ambitious goal, they’d rather not take
and manipulate Fate, and the drive to not let anyone stand

26 CHAPTER ONE: HEROIC COMPENDIUM


chances —  thus, Ankit and his commune of extremely
nice people who might destroy the World are now the David chooses three Deeds for Juan Carlos,
players’ problem.
one short-term (“Get Elmhurst the city services
it deserves”), one long-term (“Prevent the gen-
Joshua Shelby, a skinny and slightly awkward Herald, trification of Queens”), and a Band Deed that
approaches the group and introduces himself — he’s fore- binds the Band and Juan Carlos’ story’s together
seen a grand and glorious destiny for the Band and is only (“Bring the Community into the Future”)
too happy to expound upon it at length. Regardless of
whether the Band accepts his assistance or not, though,
things rapidly get weird. The Band is pulled into vendet- Character Creation Example: Prophets
tas with people they’ve never met, given quests by people Sarah has the idea for her Prophet, Hannah
they have no connection with (but have every expectation Grace, as a Miracleworker of the Netjer who
of satisfaction), and generally have their lives turned up- believes that only through law and order can
side-down. They’ll likely intuit that something is behind justice be achieved and Ma’at upheld. To ac-
complish this, she followed in the footsteps of her
this, and maybe blame the enthusiastic Joshua, but can
law enforcement family and became a member
a Herald really cause so much disturbance in Fate, or is of the FBI.
Joshua merely another symptom of something larger?
Sarah chooses three Deeds for Hannah, one

CHARACTER short-term (“Bust someone taking advantage of the


powerless”) a long-term one, (“Discover a Titanic
plot”) and her Band Deed (“Establish connections
CREATION with the NYPD Supernatural Crimes Unit”).

C haracter creation has seven steps: Concept, Paths,


Skills, Attributes, Callings and Knacks, Birthrights,
and finishing touches.
STEP TWO: PATHS
Define three Paths (Scion: Origin, p. 95) for your
character. The first Path corresponds to your character’s
STEP ONE: CONCEPT Origin, who they were before the story started. The sec-
The first and most basic element of your character is ond corresponds to their Role, who they are now (your
their concept. Think of this as a short phrase encapsulating character’s concept is usually a good fit here). The third
the basic essence of the character — the sort of thing you relates to their Gifted Type; Saint or Prophet. For Saints,
might see in a movie synopsis or on the back cover of a that involves their Virtues, the two themes that shape
novel. Maybe they’re the “Defender of Dublin” or a “Sister them and how they relate to their convictions, and the
of Delphi.” If you are having trouble encapsulating a good juxtaposition between the two concepts. For Prophets,
concept, try considering which values you wish to embody it involves their Destinies and Purposes, the former being
and what sort of community would foster such thoughts. how they see the waves and eddies of Fate, the latter what
Part of a Saint’s concept are their virtues (Scion: they do with what they see and who or what they serve.
Origin, p. 162). Even if they aren’t called out in your con- Each Path consists of the following elements:
cept, you should decide this now. Likewise, for Prophets,
you’ll need to decide what kind of Prophetic Destiny they • A short description of the Path (e.g. “Michelin
have (p. XX) and what their Purpose (p. XX) may be. This Starred Chef” or “WHO Viral Researcher”)
concept doesn’t have any direct mechanical effects, but • Three Skills associated with the Path. Which
any time you find yourself stuck further in the process, three Skills you choose are up to you, but you
returning to your concept can help you figure out the best should be prepared to justify non-obvious choices
choice for your character. like Medicine for “Platinum Recording Artist.”
For Saints, two of the Skills you choose for your
Character Creation Example: Saints character’s Gifted Path must be the Skills from
David wants to create his Saint, Juan Carlos the Patheon associated with your Virtues. For
de la Cruz. He wants him to be a paragon of Prophets, two of the Skills you choose for your
the Òrìshà Virtues of Tradition vs Innovation, character’s Gifted Path must be aligned with your
believing in moving his community in Elmhurst, sight, the ways your visions manifest or informs
New York forward, but not at the cost of your abilities. Any given Skill can be associated
forgetting their rich Latin heritage. As the forces with at most two of your Paths.
of the city move ever forward, he doesn’t want
his people to fall behind and get mowed down • A Path Condition that triggers when you invoke the
by the engines of progress, but neither does he Path too often. You can choose one of the example
want them to lose what makes them unique in the Conditions or use them as a template to create your
whitewashing of gentrification. own.

Character Creation 27
Character Creation Example: Saints her Role Path. Hannah is well trained both by
David knows Juan Carlos’ history, but the future her schooling at Quantico and her police family,
is more difficult to ascertain. Juan Carlos has and her insights into Fate allows her to know the
protested against expensive high-rise develop- inner workings of the World around her.
ments and house flippers making the community
more expensive than those who already live
there can afford, and fought to make sure that STEP THREE: SKILLS
they and other communities get the same city Prioritize your characters’ Paths as primary, second-
services as the ritzy parts of Manhattan. He’s ary, and tertiary. Your character receives three dots in
worked to keep health centers open for low each Skill associated with their primary Path, two dots
income and marginalized people. Marching in
cultural parades, he worked hard to ensure that for each Skill associated with their secondary Path, and
the next generation remembered the history that one dot in each Skill associated with their tertiary Path.
came before them. These dots are cumulative for Skills associated with two
His first Path is “Bogota Born, New York Raised,” Paths.
to describe his origins as an immigrant who For every Skill that ends up with three or more dots,
came to New York City with his family looking choose a Specialty (Scion: Origin, p. 59).
for that American Dream. “Shield against
Gentrification” explains his connection to the
Òrìshà Virtues he upholds. Finally, while you Character Creation Example: Saints
want to discuss what the Role your character will David makes Juan Carlos’ Gifted Path primary,
have within the Band, David is pretty sure that Role secondary, and Origin tertiary. This results
Juan Carlos’ Role will have something to do with with Juan Carlos having Culture 1, Empathy
being a leader of people. 1, Integrity 2, Leadership 5, Medicine 3,
He takes the Òrìshà skills for his Gifted Path, as Persuasion 3, Subterfuge 3. He’s well spoken
well as Leadership, and chooses skills for his oth- with a steadfast will and a good head on
er two Paths. Culture, Empathy, and Persuasion his shoulders to lead people. As Leadership,
for his Origin Path; and Leadership, Integrity, Medicine, Persuasion, and Subterfuge are all
and Persuasion for what he believes his Role will at or above 3, David chooses four specialties:
be. Juan Carlos understands people, what they “Rousing Speeches,” “Triage,” “Political
need, and how to lead them, but doesn’t have a Debates,” “Hiding Secrets,” respectively.
leg to stand on when it comes to fisticuffs.

Character Creation Example: Prophets


Character Creation Example: Prophets Sarah chooses Hannah’s primary Path to be her
Working on Hannah’s history, Sarah makes Gifted Path, her Origin secondary, and her Role
some choices. She comes from a family of cops, tertiary. This makes Hannah’s Skills as follows:
third generation, through the first were in the Culture 3, Empathy 3, Firearms 3, Integrity 5,
NYPD. In her band, she uses her connections in Occult 3, Subterfuge 1. Because five of her skills
law enforcement and investigative skills as an are at 3 or above, she takes the following spe-
FBI Special Agent to ferret out whatever they cialties: Culture (Religions), Empathy (Motives),
are tackling. As a Prophet of the Netjer, it is her Firearms (Pistols), Integrity (Conviction), Occult
duty to ensure that the ebb and flow of Fate, and (Titanomachy).
Ma’at, are maintained.
Hannah’s Origin Path would be “NYPD Blue
Blood,” to denote her heritage in law enforce-
STEP FOUR: ATTRIBUTES
ment. “Truth, Justice, and the Netjer way” Your character begins with a single dot in all
describes her Gifted Path, as a Miracleworker Attributes for free.
for the Netjer with a focus on defending Ma’at.
Prioritize the three Arenas (Scion: Origin, p. 97)
For her Role Path, “Dogged Crime Fighter” rep-
resents her passion to bring offenders to justice as primary, secondary, and tertiary. Assign six dots to
and the truth to light. Attributes in the primary category, four the secondary,
and two to the tertiary. Divide these dots however you
For her Origin Path, she takes Empathy,
Firearms, and Integrity. For her Gifted Path, like, but no Attribute can be higher than five.
Sarah decides that her uses Occult and Culture Next, choose one of the three Approaches (Scion:
as the skills through which her visions come to Origin, p. 97). Add two dots to each attribute in that
her, as she has dreams of the various gods of Approach; any Attribute dots beyond 5 may be reassigned
Egypt coming to her to show her what she must
do. Integrity is her third skill for that path. Finally, elsewhere in the high Attribute’s Arena.
she takes Empathy, Subterfuge, and Firearms for

28 CHAPTER ONE: HEROIC COMPENDIUM


Character Creation Example: Saints Finishing with Physical, she puts a dot each into
Jumping off from his Skill choices and Juan Dexterity and Stamina, leaving Might at one.
Carlos’ interpersonal skills, David believes that Believing that one has to be as shy as a criminal
the best way to build him is to prioritize Social to be able to stop one, Sarah makes Hannah’s
as his primary Arena, then Mental, and finally Favored Approach Finesse. This would take
Physical. Each Attribute starts with one dot, her Cunning over 5, so she puts the extra dot
and David places three dots into Presence, two into her Resolve. Hannah’s final Attributes are
into Manipulation, and one into Composure. as follows: Intellect 3, Might 1, Presence 2;
Next, for Mental, he puts two dots into Resolve, Cunning 5, Dexterity 4, Manipulation 5; Resolve
then one each in Intellect and Cunning. Finally, 3, Stamina 2, Composure 2.
for Physical, he puts one into Dexterity and
one into Stamina, leaving Might at one. As a
community organizer, having to move between STEP FIVE:
spheres of power with grace, David believes
that Juan Carlos’ Favored Approach should
CALLINGS AND KNACKS
be Finesse. His final Attributes are: Intellect Choose three Callings (Scion: Hero, p. 190) inspired
2, Might 1, Presence 4; Cunning 4, Dexterity by your Paths. At Origin level, your character chooses one
4, Manipulation 5; Resolve 3, Stamina 2, Calling, related to their Gifted type, and a single knack
Composure 2. with one dot. At Hero level, your character receives five
dots to be split between their Callings, but each must
have at least one dot. One of your callings must be that of
Character Creation Example: Prophets your Gifted type, Saint or Prophet, respectively.
Sarah, thinking about how a cop would go For each Calling, choose a number of Heroic Knacks
about doing things, makes Hannah’s Mental equal to the Calling’s rating; while a character can
Arena her primary, then her Social secondary, learn more, they may only have as many active as they
and finally Physical. All Attributes start at one
have Calling dots. Alternately, you may choose a single
dot, and Sarah addresses Hannah’s Mental
first. She puts three dots into Cunning, two into Immortal Knack instead of two Heroic Knacks for any
Intellect, and one into Resolve. With Social up Calling with two dots or higher. As Saints and some
next, Sarah puts two dots into Manipulation and Prophets don’t have Legend, they have no way of using
one dot each into Presence and Composure. any Knack that interacts with Legend, and thus it is not
advised that they take them.

Character Creation 29
Character Creation Example: Saints he can use it to channel the Divine Providence
As an immigrant and accustomed to watching Prosperity Boon. David spends he last two dots
over others, Juan Carlos fits the Guardian on an Ifá Diviner, an iyálawo named Clarissa
Calling pretty well. “Community Organizer” Duwalo, who shares her counsel with him.
sounds like a Leader to David, and he takes
Saint as he must. He puts one dot into Guardian,
and two each into Leader and Saint. Character Creation Example: Prophets
Juan Carlos’ Knacks reveal him to be the Given that Hannah is a Prophet of a Pantheon,
defender of the community and someone who she gains 5 additional dots for pantheon-related
will come to the aid of others: A Purpose, Good Birthrights on top of the seven she would usually
Listener, Inspirational Aura, It is Not in Heaven, get, as well as the Netjer’s Motiff. She spends
and Virtuous Might. those extra dots, as well as some of her normal
ones on gaining a Scarab Beetle and a Ghost
of Duat, named Henry Buchard, as a guide, as
Character Creation Example: Prophets well as a jar of the Tears of Re and a Quill of
Ma’at as the gifts given to her from the Netjer
Sarah chooses Judge for her Origin Path “NYPD to fight for justice and truth. She also has an Elf-
Blue Blood,” and Hunter for “Dogged Crime Shot Pistol that she confiscated from a Loki Scion
Fighter,” as two sides of the same coin, her life without a valid permit.
coming from an old New York City Police family
and her job as an FBI Special Agent. Hannah’s
Gifted Path, “Truth, Justice, and the Netjer Way”
gives her the Prophet Calling, of course. She puts
STEP SEVEN:
two dots into Judge and Prophet, and one in FINISHING TOUCHES
Hunter. To finish out your character, Fill in the following:
For Hannah’s law enforcement background and
the mission given to her by the Gods of Egypt to • For Saints, you should have already decided on
deliver justice, Sarah picks the following Knacks: your Virtues and have your character begin at the
Glimpses Forward, Keen-Eyed Predator, On the center of the track. Prophets do not have Virtues
Case, The Truth Arises, and When you Believe. and thus skip this step.
• For some Prophets (see p. XX), you gain Legend 1.
STEP SIX: BIRTHRIGHTS For other Prophets and all Saints, skip this.
Your character receives seven dots to allocate to • Health: One slot each Bruised, Injured, Maimed,
Birthrights (Scion: Hero, p. 201). You may choose from and Taken Out; add an additional Bruised slot if
the example Birthrights in that book, this one (p. XX), or your character’s Stamina is 3–4, or two additional
design your own. Bruised slots if their Stamina is 5.
For Saints, Birthrights don’t give Purview access the • Defense: Based on a character’s Physical Resilience
way they do for Scions, instead giving a single type of Attribute (Stamina, Resolve, and Composure). Just
Marvel or a single Boon through a single Purview (p. XX note the Defensive pool the character will roll when
for more information). they take a Defensive action; generally, this is based
on Stamina, but determined or calm and collected
For Prophets, your Prophetic Purpose (p. XX) defines
characters may avoid attacks with equal alacrity.
some of the Birthrights you have access to. Furthermore,
some Prophetic Destines (p. XX) provide additional ac- Each player character receives 5 extra Skill dots, and
cess to Motifs, Purviews, or Boons. extra Attribute dot, and either two additional Knacks
or four points of Birthrights at this point in character
Character Creation Example: Saints creation.

As it is very important that Juan Carlos be


available wherever he may be, it makes sense Character Creation Example: Saints
that he was, perhaps through a past interaction David jots down all of the above on Juan
with a Scion of Heimdall, gifted with an iGjallar, Carlos. He spends two dots each on Culture
taking two of his seven dots. He also, from a and Empathy, and one on Integrity, leaving all
drunken contest on one of his many travels with three Skills at three. David adds the following re-
an Incarnation of Lugh that neither of them can spective Specialties: “Well Traveled,” “Calming
(or wants to) remember, has a Silver Shilling Emotions,” and “Resisting Influence.” He then
worth two dots. It has the Motif of “Never with- adds a dot to Juan Carlos’ Composure, bringing
out my lucky coin,” a 1 enhancement to games it to 3, then take two additional Knacks: Voice of
of chance, and he spends another dot so that the Mob and Perfect Poise.

30 CHAPTER ONE: HEROIC COMPENDIUM


OBJECT CHANGE COST
Attribute Add one dot to a single Attribute 10 Experience
Birthright Add one dot in a new or existing Birthright 5 Experience
Favored Approach Change a character’s Favored Approach 15 Experience
Skill Add one dot in a new or existing Skill 5 Experience
Knack Purchase a new Knack 10 Experience
Specialty Add a Specialty to a Skill 3 Experience

EXPERIENCE
EVENT XP COST RECIPIENT
The character’s player attends the game 1 Solo
A player achieves their short-term Deed for their character 1 Solo
All players achieve their short-term Deed for their character in the same session 1 Group
A player achieves their long-term Deed for their character (all players must achieve 3 Solo
their long-term Deeds before a player can earn this experience again)
The players spend half the Momentum pool in a single scene (the amount spent must 1 Group
be greater than 1)
The characters reach a story milestone 1 Group
The characters complete a group Story 5 Group

on a sheet. What do they look like? How do they dress?


Character Creation Example: Prophets Who are their family and friends? Do they have any ri-
Sarah completes Hannah’s character sheet. She vals? What’s their name?
increases her Occult by one, her Subterfuge by You may spend experience to purchase dots in Skills
two, gaining the Specialization “Shadowing
Perps” for it, and puts the final two dots into and Attributes. If your character has access to supernat-
Survival. Sarah adds the dot to Hannah’s ural powers via his Path, you may spend Experience to
Resolve, making it 4. Finally, she takes the Terror purchase Knacks.
of the Guilty Knack. The below table lists the costs for each change. The
table does not include prerequisites, such as having ac-
That finishes the mechanical aspects of your charac- cess to Knacks from a Path before purchasing. Players
ter, but now is a good time to think about the things that may spend their Experience at the end of an Arc.
makes your character a character, not just a bunch of dots

Character Creation 31
“It’s not that they’re small, the fair folk.
Especially not the queen of them all, Mab of the flashing eyes and the slow
smile with lips that can conjure your heart under the hills for a hundred years.
It’s not that they’re small. It’s that we’re so far away.”
— Neil Gaiman

T here’s no such thing as an average Denizen — they are


exceptionally diverse, and range from nearly human
creatures like strange folk, to Denizens who appear to be
ANIMAL HEADED CREATURES
Examples: Anzû, cynocephalus, horse-head and ox
intelligent but otherwise ordinary looking animals like Cú face
Sith, to bizarre hybrid creatures like motorcycle centaurs or Example Calling Keywords: Beast, [animal]-head-
the horrific nuckelavee. There’s nothing like a single Path, ed, ferocious, hermit, vigorous, wild
Knack, Purview, Condition, or other trait that can define all
Path Asset Skills: Athletics, Survival
Denizens so the only way to represent the vast diversity of
Denizens is with a wealth of different Conditions, Knacks, Path Contacts: Couriers, call centers, delivery firms,
and Purviews. veterinary dentists
The basic physicality of any specific type of Denizen, PERSISTENT CONDITION: ANIMAL HEADED
like a centaur or a giant is defined by a one, or occasion- You have the head of an animal. Your body appears
ally two Conditions. A Denizens’ special abilities linked human or mostly human, although it might be covered in
to its physical form are represented by Knacks. In con- fur, feathers, or scales that match your head. Depending
trast, Purviews represent special types of magic that upon what sort of head you possess, your bite likely has
some Denizens possess, which are connected with their the Lethal, Melee, and Natural tags. Also, because reading
particular physical abilities and mythological resonances. your facial expressions is considerably more difficult,
In addition, Denizens’ physical capabilities are not static. you gain +1 Enhancement to all Subterfuge rolls to lie or
While a motorcycle centaur will always be half person conceal your thoughts and feelings. In addition, you have
and half motorcycle, she can learn to push herself to drive at least one sense that is superior to an ordinary human’s,
faster than she ever could have managed before, gaining like a hawk’s keen vision, a dog or snake’s excellent sense
new Knacks. of smell, a cat’s night vision, etc. You gain +1 Enhancement

HUMANOID for rolls where this sense is useful. However, you cannot
pass as human, and because people cannot read your

DENIZENS expressions, you have more difficulty in some social


situations and increase the Difficulty of Leadership and
Persuasion rolls by +1 with ordinary humans. This pen-
S ome Denizens look like animals, and others can change
their shape, either to a single other form, or a multitude
of other possible forms. However, many Denizens appear
alty does not apply to other Denizens or to anyone with
divine blood.
more or less human. They may have the legs and hooves of KNACKS
a goat, or stand ten feet tall, but they have two arms, two
• Armored Skin: You may have dense fur, pre-
legs, and the rough proportions of a person — even if they
ternaturally hard feathers or scales, or perhaps
appear sufficiently different that they could only pass as an
ordinary-looking skin that is as tough as shoe
ordinary person by wearing bulky clothing while standing
leather. Even when you are naked, you are always
in dim light.
considered to have the Armored (Soft) Tag. This
The following are nine of the most common benefit stacks with the increased difficulty of the
Conditions, and their associated Knacks and Purviews, inflict damage Stunt granted by any other armor
possessed by humanoid Denizens. While most Denizens you wear.
possess only a single Denizen Condition, some possess
• Deadly Bite: Your bite automatically possesses
two Denizen conditions. For example, a Scandinavian
both the Brutal and the Piercing Tags.
Knocker possesses both the Little People and the
Underfolk Conditions, while some an Assyrian Anzû has • Venomous: Your bite is poisonous and inflicts the
both the Animal Headed and the Winged Conditions. Poisoned Condition on those you successfully bite.
In general, characters should have a maximum of two You normally need to have the head of a venomous
Denizen Conditions. animal, like a serpent, to possess this Knack.

Humanoid Denizens 33
such as sunlight or the color blue, will lean more into
FAIR FOLK the additional Difficulty rules. While all banes associat-
Examples: Sidhe, djinn ed with this Condition should be reasonably common,
Example Calling Keywords: Clever, hidden, keeper, sources difficult to weaponize should present themselves
mercurial, noble, strange more often than their more prosaic kin.
Path Asset Skills: Culture, Occult HEROIC KNACKS
Path Contacts: Academics, local weirdos, noble • Impossible Beauty: You’re attractive even by the
courts, socialites, occultists standards of the Fair Folk, which makes you in-
humanly and stunningly beautiful by mere mortal
PERSISTENT CONDITION: FAIR FOLK
standards. Injuries and other misfortune cannot
You are highly resistant to all sources of damage that make you look bad — a roll down a muddy hill
are caused by anything not made a particular substance. will leave you artfully disheveled, like you spent
Regardless of whether the damage is caused by a punch, a an hour in front of a mirror perfecting the look.
wooden quarterstaff, a fire, poison, electricity, or even an In action scenes, if you haven’t yet acted this turn,
explosion, you instantly recover from your most severe in- you can spend Momentum to stun a target, moving
jury condition caused by any source that is of that source your initiative slot to just before theirs.
at the end of combat or the scene, whichever comes first.
You cannot be killed by this damage; if Taken Out, you • Overlook: Spend Momentum to become invisible.
return to consciousness at the end of combat or the scene. You instantly become visible if you do anything
that attracts attention, like yelling or attacking
However, all damage from that source gains the
someone, but are otherwise impossible to see, even
Aggravated tag (Scion: Origin, p. 122) when used against
if someone was looking right at you when you used
you. In addition, you increase the Difficulty of all rolls to
this ability. This Knack doesn’t affect electronic
use weapons or tools made primarily of that source by +1,
media, like security cameras, but it does affect the
and also suffer a similar increase in the difficulty of all
people watching it until the Knack’s effects are
rolls when surrounded by it in a confined space. You gain
negated.
Momentum when you are forced to do so.
• Perfect Charm: You have a preternatural way
Some sources are fairly straightforward, such as
with words and are extremely good at getting peo-
weapons made of iron or silver. Some potential sources,
ple to do what you want. Treat a target’s Attitude as

34 CHAPTER TWO: DENIZENS


if it were two higher than it is for the purposes of
influence actions. Once per session, perfectly read
FAIR FOLK VARIANT:
a character and learn exactly what they want from LITTLE FOLK
you or someone else present. Example: Dwarf, nuno, sprite, spriggan
IMMORTAL KNACKS PERSISTENT CONDITION: LITTLE FOLK
• Binding Vow: You may bind others in a vow, which You are exceedingly small. Your build may vary, but
you need not be a party to. This vow weaves itself you are no more than four feet tall, and may be as short
into Fate, acting as a kind of sub-Fatebinding, as two feet tall. Regardless of your actual stature, the
which punishes oathbreakers. Whenever a party to Difficulty of all rolls to move or use any object, weapon,
the vow violates it, they suffer a Complication equal or tool that ordinary people must use two hands increases
to the Fair Folk’s Legend that lasts either for one by +1, and you must use both hands to manipulate objects
scene or until bought off. This Complication caus- that most people can use with one. Because of your size,
es endless small misfortunes to befall the target, cities and other places built by and for humans are not
which may prove dangerous in certain situations. built for you. You gain Momentum when hindered by
environments made for humans, but you also gain +1
• Here and Not: Distance is a meaningless thing to
Enhancement on all Subterfuge rolls involving hiding or
you. So long as the appropriate object or terrain is
avoiding been noticed. Little Folk may purchase appro-
available to you (a hillock, a silver mirror, etc.), you
priate Fair Folk Knacks.
may return to your native realm or travel to any
other such location or object with a single scene of HEROIC KNACKS
travel. • Minute Passage: Spend Momentum to pass
• Wild Hunt: You are party to the Wild Hunt, and through any barrier, like a door or window that
so may invoke it. Once per arc, name a target. Fae has an opening large enough to see light through
steeds and hunters arrive almost instantly — treat or feel a breeze through. Cracks underneath doors
this as a temporary Heavy Followers Birthright, and old-style keyholes are examples of this sort of
with the Group and Terrible (Speed) tags (Scion: opening, as are any sort of bars on windows.
Hero, p. 203). These riders aid you in tracking
• Shrink: Spend Momentum to become even small-
down the target, granting +2 Enhancement for any
er, anywhere from one foot to a few inches tall. You
relevant actions. Once the target is apprehended,
are far too small to use most tools and weapons
the riders either slay the target or drag them back
made for ordinary people, but you are also small
to the Wild Hunt’s native realm (your choice). For
enough that someone normal sized who attempts
the remainder of the arc, you may be called upon
to strike you in combat increases the Difficulty of
by others in the Wild Hunt to aid them in hunting
their roll by +1. In addition, gain +2 Enhancement
their quarries.
on Subterfuge rolls involving hiding or avoiding
FAIR FOLK VARIANT: notice.

HIDDEN FOLK GIANT


Examples: Brownies, elves, hulder, mazikeen Examples: Daitya, giant, ogre, troll
PERSISTENT CONDITION: HIDDEN FOLK Example Calling Keywords: Brute, Cunning, gigan-
tic, mighty, monstrous, wild
You are inherently difficult to notice. Ordinary
people increase the Difficulty of all rolls to remember Path Asset Skills: Athletics, Integrity
or describe you by +2, and you gain +1 Enhancement to Path Contacts: Construction and demolition firms,
all Subterfuge rolls to avoid being noticed or to seem geologists, park rangers
unremarkable and easily overlooked. However, you also
cannot lie. You can refuse to tell the truth, lie by omission, PERSISTENT CONDITION: GIANT
or imply a falsehood, but you can never speak or write an You are exceptionally large — you are at least nine
outright lie — you simply cannot force yourself to speak feet tall and may be as much as 12 feet tall. Your size is
or write anything you know to be false. Hidden Folks may Scale 1, allowing you to lift objects with ease that an ordi-
purchase appropriate Fair Folk Knacks. nary human could barely move at all. However, cities and
other places built by and for humans are not built for you.
You gain Momentum when hindered by environments
made for humans.

Humanoid Denizens 35
HEROIC KNACKS UNDERFOLK
• Inhuman Strength: In addition to being excep- Examples: Dwarf, gnome, goblin, knocker, troll
tionally large, when you exert yourself you can
Example Calling Keywords: Artisan, craft, delver,
become even more powerful. Spend Momentum
earth, shadow, wise
to treat your Size scale as 1 point higher than nor-
mal for purposes of lifting, carrying, or throwing Path Asset Skills: Science, Technology
objects. This increased strength lasts for a single Path Contacts: Geologists, metallurgists, miners,
action that takes no more than a minute or two, safety inspectors
and only applies to wielding weapons to do damage
if you use a weapon of appropriate Size scale, like PERSISTENT CONDITION: UNDERFOLK
using a telephone poll as a club or throwing a car You are at home underground. You can see in the
at someone. dark, and you have a natural sense of direction, including
how far above or underground you are. In addition, you
• Perspective Tricks: Spend Momentum to either
can sense the existence of hidden chambers by careful-
enlarge yourself even further or to “shrink” your-
ly exploring a wall. However, you are uncomfortable
self down to Scale size 0. Anything you are wearing
outdoors, and find sunlight to be somewhat blinding.
or holding changes with you — this does not in-
You increase the Difficulty of all rolls involving sight or
clude other characters. When you grow, you reach
using ranged weapons by +1 in bright sunlight. You also
Size Scale 2, standing between 15 and 20 feet tall,
gain Momentum when bright lights or large open spaces
and can easily damage objects (or even floors) that
hinder you.
aren’t solidly built just by standing on them. Stay
enlarged until the end of the scene. You may only HEROIC KNACKS
grow once per session.
• Digger: Without tools, you can dig through earth,
When you shrink, you’re still very large, but within stone, and even worked versions of both, like con-
the normal human range — typically no more than crete and brick, as rapidly as several strong people
six and a half feet tall. While you aren’t comfort- with high quality tools. If you have access to a good
able in an economy airline seat or the back seat of a pick and shovel, you can dig as rapidly as a backhoe.
compact car, you fit. Stay shrunken until the end of You instinctively know how to dig safely, so your
the scene. excavations will not cave in unless there’s an earth-
• Thunder Strike: Spend one Momentum and strike quake or some powerful entity uses some form of
the ground with a club or other large weapon or magic to collapse your chambers and tunnels.
even your foot. Everyone standing on the ground • Crafter’s Touch: Without tools, you’re able to
within Short range must make an Athletics + craft as well as a mortal crafter could with the
Dexterity roll or fall down due to the shockwave finest tools available. With tools, you create crafts
you generate. Anyone within Close range increases without peer, granting +2 Enhancement to their
the Difficulty of this roll by +2. use or to any rolls made while offering such crafts
IMMORTAL KNACKS as a gift or bribe.
Gigas Form (Prerequisite: Perspective Tricks): When • Unflagging: You’re able to work tirelessly, getting
you purchase this Knack, permanently increase your Size more done in less time. Add Intervals equal to your
Scale to 2. If you use Perspective Tricks, you can grow to Legend to any complex actions involving physical
Size Scale 3 or shrink to Size Scale 1. labor you participate in.
Immutable: You are incredibly difficult to harm. IMMORTAL KNACKS
Gain Soft Armor 1. Once per session, when you would take
• Crafter’s Guile (Prerequisite: Crafter’s Touch): You
damage, don’t — instead, grant a consolation success to
are able to craft objects one Tier higher than you
the attacker’s roll to purchase other, non-damage stunts.
normally could. You still must put in the requisite
Quake Step: Where you walk, the World shakes; labor and have the appropriate materials.
where you stomp, buildings sometimes tumble. Spend
Momentum to create an Earthquake Field Condition, • The Nose Knows: Your sense of smell is particu-
extending over an area roughly equal to your Size Scale. larly acute. Apart from providing +2 Enhancement
Everyone in the Field must succeed at a reflexive Athletics on any Survival rolls to track a quarry and allowing
roll each turn or be knocked prone. If you are using the you to track by scent alone, you can also inerrantly
Collateral Pool, add a die each turn. sniff out metals, metal-bearing ores, and precious
stones, even through obstructions that would
otherwise block scent (such as the stone walls of a

36 CHAPTER TWO: DENIZENS


DROWNING IN AIR
Effect: You suffer an Injury Condition once per hour until you immerse yourself in water. Armor does
nothing to resist the Injuries that this Condition causes. As long as you are still alive, spending half an hour
immersed in water cures all damage caused by this Condition, and allows you to safely spend another 24
hours out of water.
Deserts and other hot, dry environments reduce the time before you are Drowning in Air to 12-16 hours,
humid environments like a rainforest or during a monsoon can increase the time you can safely spend out of
water to 36-48 hours.
Momentum: Every time you take damage.
Resolution: Immerse yourself in a body of water large enough to completely submerge yourself for at
least half an hour.

mineshaft). You are able to clearly distinguish any- who cannot breathe water. Doing so is always a val-
thing by scent, even if they look identical or even id opportunity to form or reinforce a Bond.
if they’re composed of extremely similar materials.
• False Face: While underwater, you have absolute
• Gremlin Syndrome: The workings of craft, mortal control over how you appear to those above the
or otherwise, are utterly transparent to you. When surface. You may use this as a disguise (a dolphin,
looking at a machine or piece of infrastructure, you for example), but you may also use this to mimic
may ask the Storyguide the most efficient way to a particular person who you have seen before. In
break it — they’ll answer truthfully. Once per arc, you both cases, this imposes a Complication equal to
may declare that a complex machine is on the verge your successes on a Knack Skill roll. If not bought
of breakdown and describe precisely how it will fail. off, observers who succeed will know that some-
This prediction will come true within the scene. thing uncanny or strange is happening, but they’ll
still believe that you’re whatever you appear to be.
WATER SPIRIT • Swift: You increase your Scale speed by 1 when
Examples: Nixie, Rusalka, Vodanyo swimming. You can breach the surface in acrobatic
Example Calling Keywords: Current, deep, flowing, displays — treat this as a vertical jump from a solid
quick, tide, wave surface and apply Scale. Underwater, gain access
Path Asset Skills: Athletics, Empathy to the following stunt, which may be purchased on
Athletics rolls:
Path Contacts: Dockworkers, fishers, lifeguards,
marine biologists, sailors • Slipstream (variable): By swimming past a
target at high speed, you catch them in your
PERSISTENT CONDITION: WATER SPIRIT slipstream and drag them with you, forcing
While water spirits from different parts of the World them to move along with you for the turn. To
look different, all are roughly humanoid. Some look per- resist, they must succeed on an Athletics roll,
fectly human except for a persistent dampness in their difficulty equal to successes spent.
touch or on the clothes, while others may be covered in
fish scales, or have features from various aquatic animals IMMORTAL KNACKS
like frogs or turtles. Regardless of their appearance, all of • Ride the Flow: You are one with the water, and
them can breathe water as easily as they can breathe air, so have learned to travel through it in novel ways.
ignore underwater obstacles, and swim as fast as they can Spend 1 Momentum to immediately travel from
run. However, all water spirits are also tied to water. At one body of water to another body of water that
least once a day, a water spirit must immerse herself in a you could not otherwise reach, so long as they’re
sufficient amount of relatively clean and pure water and connected in some way. For example, you could
remain in it for at least half an hour. A very large bathtub swim from one sink to another in the same build-
(think the big claw-footed kind) or hot-tub-sized body ing, or up the channels of a dam. You may also use
of water will do, but most ordinary tubs are too small. Ride the Flow to instantly relocate yourself in the
Failing to do so results in the Drowning in Air Condition. same body of water, up to medium range.
HEROIC KNACKS • Undertow: When you are in or close to the water,
your grip becomes stronger. Add Enhancement
• Breathe With Me: While underwater, you may
equal to the Size Scale of the body of water in ques-
provide air to up to your Legend in other characters
tion — a stream you could wade across grants Scale

Humanoid Denizens 37
1, while the Pacific Ocean would grant Scale 5. The IMMORTAL KNACKS
water in question need not be natural.
• Lover’s Cloak: Love conquers all, even shape.
• Whisper From the Deep: Your hearing is inhu- Once per session, when a character you have ro-
manly sharp. You never suffer penalties due to mantic feelings toward is present, you may assume
darkness (though you can’t do tasks that require a mortal shape for the duration of the scene. If you
vision, such as identifying wires by color, through forge a romantic Bond with that character, you
hearing). You can focus on conversations up to may retain your human shape indefinitely. If the
long range; underwater, you can pinpoint sounds Bond is fully expended, Lover’s Cloak immediately
at extreme range. You can also transmit sounds fails. If the character is mortal and knows you’re a
underwater, up to long range, even making them Denizen, Lover’s Cloak won’t work with them.
audible above the surface.
• Mesmerizing Song: Your song has mystical
WINGED qualities that draw others in and, if you so desire,
Examples: Anzû, harpy, peri, tengu entrance them. When you perform, either with
your voice or with an instrument, you may make
Example Calling Keywords: Aloof, messenger, per- a Knack Skill roll; successes on this roll become a
egrine, sky, unfettered, wind Complication applied to everyone who can hear
Path Asset Skills: Athletics, Survival the music, which if not bought off causes them to
lose interest in anything besides listening enrapt.
Path Contacts: Extreme athletes, mountaineers,
Higher Tier beings may make a Clash of Wills to
pilots, wilderness enthusiasts
resist the effect entirely.
PERSISTENT CONDITION: WINGED • Pathfinder: Winged peoples are often messengers
You appear basically humanoid, except that you have of the gods, and if not the gods, then of others who
a pair of wings, which may emerge from your back, take dwell in strange realms, for birds know no borders.
the place of your arms, or express themselves in some You automatically recognize any passages to other
other way. These wings can have any appearance – bat- realms, such as gates or Axes Mundi, including any
like, bird-like, or even moth, butterfly, or dragonfly wings. requirements necessary to make use of them. Your
You can fold your wings so that you can walk through ability to travel throughout the World’s realms does
doors, but you have difficulty with cramped spaces be- not protect you from the consequences of doing so
cause the wings still take up space when folded. You gain — a god who wishes not to be bothered will find it
Momentum when hindered by environments made for much more convenient to smite you up close than
humans. You will also need to cut holes or otherwise alter personal than he otherwise would.
your shirts can jackets to accommodate your wings. You
cannot fit them under an overcoat or suit jacket. You can
conceal your wings with a poncho or a cloak, but you look PARTIALLY
like you have a small backpack or some other object on
your back. You must have space to fully spread and flap
HUMANOID
your wings in order to fly, but when you fly you move at
Scale 1 speed. If you have almost enough space to spread
DENIZENS
your wings, you can partially spread them to slow your
fall, but cannot fly. S ome of the strangest Denizens are those that possess
some human-looking body parts but are not shaped
like any human who has ever existed. The most common of
HEROIC KNACKS these are the type of Denizen loosely called centaurs. While
• Grasping Sky: Gain Scale 1 for the purposes of classic centaurs consist of the upper body of a person and
lifting objects (or people!) into the air. the lower body of a horse, complete with four legs, some
centaur-like creatures have the lower body of a serpent
• Razor Pinions: Your feathers have a razor-sharp
or even a motorcycle, and others are strange and terrible
edge, granting them the Brutal, Messy, and Worn
amalgams of disparate parts like the monstrous nuckelavee.
tags (Scion: Origin, p. 122).
• Swift: You increase your Scale speed to 2 while CENTAUR
flying. You can only travel at this speed when Example Calling Keywords: Endurance, far-roam-
moving in a straight line, not when attempting ing, herd, hooligan, reveler, sure-footed
to maneuver, and can only use it in combat when
either charging or attempting to flee from a battle. Path Asset Skills: Athletics, Survival
You can purchase this Knack twice, allowing you to Path Contacts: Bacchanalians, brewers, farriers,
have a Scale speed of 3. large animal veterinarians, wedding planners

38 CHAPTER TWO: DENIZENS


PERSISTENT CONDITION: HORSE BODY or open air, if it stands between you and where you
mean to be.
Classic centaurs have the upper body of a human and
the lower body of a horse. Gain Momentum when hin-
dered by environments made for humans: travel by car,
CENTAUR VARIANT: LAMIA
narrow hallways, revolving doors, and so on. You cannot Example Calling Keywords: avenger, hunter, night,
pass as human, which makes you memorable to any mor- seducer, skulker, vampiric
tals whose paths you cross. Finally, you have Scale 1 speed Path Asset Skills: Close Combat, Subterfuge
when running on relatively level ground. Path Contacts: Herpetologists, night security, small
CENTAUR KNACKS animal breeders, tanning salons

Iron Liver: You’re particularly inured to toxins, and PERSISTENT CONDITION: SNAKE BODY
especially to liquor. When inebriated, gain +2 You have the upper body of a human and the lower
Enhancement for all Stamina actions, but suffer a body of an enormous snake, which is typically at least
+2 Complication to all Composure actions. If not three meters long, and is often longer. You have Scale
bought off, you must do something untoward, in- speed 1 when swimming and gain +1 Enhancement for
advisable, or otherwise likely to cause offense and Athletics rolls involving climbing. Gain Momentum when
future problems. hindered by environments made for humans: travel by
• Hooves of Steel: When you kick, treat your hooves car, narrow hallways, revolving doors, and so on. You
(or relevant other extremities, if you’re not a tra- cannot pass as human.
ditional centaur) as having the Pushing and Reach HEROIC KNACKS
tags (Scion: Origin, p. 122).
• Constrictor: You gain +2 Enhancement to use
Swift: You increase your speed Scale to 2 on relatively the establish grapple or knockdown stunts when in
level ground. Motorcycle Centaurs who take this close combat, and you also gain +2 Enhancement to
Knack may increase their speed Scale to 3 on road- resist attempts to break you grapple.
ways, but double damage from any crashes when
they do so. • Paralyzing Gaze: You can spend Momentum to
paralyze a single target by staring in their eyes.
IMMORTAL KNACKS You must be within short range and able to see the
• Mentor Figure: The spirit of Chiron lives within target’s eyes. Trivial opponents cannot resist and
you. When teaching or mentoring others, forge a remain paralyzed until you cease gazing at them.
Bond. You may spend the successes from this Bond Anyone of your Tier or higher gains a Clash of
for the following effects: Wills, with you rolling Persuasion + Presence, and
they can roll once a round to break free of your
• Ensure the student’s presence during a scene, control.
even if otherwise impossible. If your student is
a player character, they may also spend a suc- • Venomous: As the Animal-Headed Creatures
cess from this Bond to ensure your presence. Knack (p. xx).

• Grant +2 Enhancement to any action the stu- IMMORTAL KNACKS


dent undertakes. • Enduring Sight: Zeus’ gift, granted to cure a curse
of insomnia, lets you painlessly and bloodlessly re-
• Negate a Complication the student suffers for
move your eyes. Normally, this blinds you; however,
a single turn.
if you spend a point of Momentum, you may con-
• The Parthian Shot: You have an advantage over tinue to see through your eyes even while they’re
mortal horse archers, as you’re both horse and disconnected. This lasts until the eye is reinserted,
archer. When using ranged weapons, you may take and prevents the eye from suffering any injuries or
two reflexive Move actions per round, which need damage due to the environment it’s placed in.
not be taken during your turn. You never suffer • Serpent Prophet: Your prophetic sense, com-
Complications to ranged attacks due to environ- mon to all lamia, is finely honed and able to truly
mental conditions. glimpse the future. Once per scene, you may ask
• Sky Runner: Helios’ chariot crosses the sky in a the Storyguide one of the following questions:
day, and while you are no beast of burden (even • What secrets are hidden here?
for a god!), you can perform like feats. When you
name a destination and run at your full speed, you • Who or what here poses the greatest threat to me?
suffer no fatigue and no penalty for your footing —
• What can I do to achieve my wishes here?
indeed, you can cross any surface, including water

Humanoid Denizens 39
• Vitality Drain: While not all lamia indulge in
vampiric practices, some do — and some refine it NONHUMANOID
to an art. You may bite a restrained, unconscious,
or willing target and draw forth their life essence.
Each Injury Condition you inflict, one per turn,
DENIZENS
heals one of yours; if you’re uninjured, each Injury
Condition instead adds +1 Enhancement to a pool
E ven for Denizens and Legendary Creatures who live
more or less comfortably alongside modern humanity,
it can be difficult to make headway in a World defined by
with a maximum equal to your Legend, which you
human logistics and norms. For those who are obviously
may spend on any action.
“nonhuman persons,” remaining in the World can be an act
CENTAUR VARIANT: of defiance against both Fate and an oblivious society, or
MOTORCYCLE CENTAUR simply another day navigating the bipeds’ world.

Example Calling Keywords: Courier, enforcer, out- SPHINX


law, raucous, racer, roughneck
The image repeats itself repeatedly: a human head
Path Asset Skills: Pilot, Technology and face atop a powerful animal body. Travelers to the
Path Contacts: Biker gangs, fences, mechanics, Middle East will occasionally remark upon the isolated
truck stops populations surviving off what predation they can man-
age in rural surroundings and inaccessible wildernesses.
PERSISTENT CONDITION: Followers of Netjer remember them fondly, loyal temple
MOTORCYCLE BODY guardians protecting the places of the Gods and their
You have the upper body of a human and the lower chosen, now long gone. The Theoi and their Heroes recall
body of a motorcycle. Gain Momentum when hindered by the famous victory of Oedipus’s wit over the Theban ter-
environments made for humans: travel by car, revolving ror, even if they can rarely agree on who dispatched the
doors, and so on. You cannot pass as human, which makes beast to threaten the city-state. For most modern sphinx,
you memorable to any mortals whose paths you cross. hearing any of these stories for yet another time leads to
Finally, you have Scale 1 speed when running on relatively cursing, or at least some pointed eye-rolling.
level ground, and Scale 2 speed on roads and other solid, Modern sphinx tradition varies by region and family,
artificially smooth surfaces. You can survive on either but many tell some variation of the same story: In the ancient
food or gasoline, but you’re happiest and most comfort- World and still in distant Otherworlds, the sphinx were cre-
able when you can ingest both. Motorcycle Centaurs may ated in the image of god, mortal, and animal together. The
take appropriate Centaur Knacks. sphinx served the Gods and were powerful and blessed, or
CENTAUR VARIANT: ranged about the world as they pleased, rubbing shoulders
with great Heroes and incarnate Gods. They fought for and
NUCKELAVEE against the Netjer and their regional rivals, stalwart guard-
Example Calling Keywords: Disaster, horror, night- ians, and terrifying harriers. But the World turned onward,
mare, sickness, stalker, tempest many of the greatest sphinx passing to Otherworlds to be
Path Asset Skills: Athletics, Integrity with the Gods they served faithfully, or eventually finding
their doom at the hands of a human Hero or Demigod, who
Path Contacts: Coastal workers, doctors, fishers, Fate seemed to favor. Those who remained in the World had
sailors to choose: leave for the remote places, away from human-
PERSISTENT CONDITION: ity, and pretend to live on as God-blessed masters of their
NUCKELAVEE BODY increasingly marginal realms; or find a different way to live.
You superficially resemble a centaur — upper body Modern sphinx who don’t live as dangerous ambush
of a human, lower body of a horse — but also have trans- predators in steadily shrinking wilderness areas in the
lucent skin and fins atop your hooves. Like centaurs, you Middle East come from those latter lineages. They’ve
gain Momentum when hindered by environments made consciously tried to fit into the edges of human society
for humans. You cannot pass as human, and your appear- across generations, often the strangest of immigrants and
ance makes you both monstrous and memorable to any new citizens. Many search out communities that already
mortals whose paths you cross. Unlike centaurs, you do accept nonhuman members, or who are clearly in need of
not have increased speed on land, but you can breathe a strong, wise protector and need all the help they can get.
underwater, ignore underwater obstacles, and swim as Those who have adapted to society the best have turned
fast as you can run — however, you cannot tolerate fresh their natural protective and perspicacious inclinations to
water. Nuckelavee characters may choose Knacks belong- modern pursuits; at least one isolated Michigan commune
ing both to Centaurs and to Water Spirits. has its finances managed by an accountant whose staff
leaves the windows open so she can fly into her office.

40 CHAPTER TWO: DENIZENS


Few modern sphinx like discussing it, but there’s still HEROIC KNACKS
something that calls to them from their deep past, urging
them to stand in guardianship over something precious • A Face Without Hatred or Mercy: All attempts
and stop anything that would assail or steal it. It’s pos- to ascertain your secrets, hidden motives, or other
sible for a sphinx to follow these urges and gain Legend information you actively conceal suffers two ad-
once more, building themselves into the divine terrors ditional Difficulty, as do attempts to sneak into a
they once were. Many sphinx approach such a path only building or other structure you guard.
with trepidation, for it represents leaving behind the lives • Strangler of Kings: Your kind has gone for the
they have built amongst humanity. throat and snapped the spines of their foes since
Example Calling Keywords: guardian, sentinel, before humanity had words for what you are. When
searcher, librarian, patient, unshakeable you are in control of a Grapple, your grappled ene-
mies do not benefit from Light Armor, and you may
Path Asset Skills: Academics, Survival
apply the pin or takedown Stunts for 0s every time
Path Contacts: antiquarian, community organizer, you succeed at the Inflict Damage.
mobility assistant
• Skybound: You have cultivated abilities of flight
PERSISTENT CONDITION: so fine as to challenge the Mediterranean-crossing
IN TRIPARTITE IMAGE ancestors of old. When you use your natural flight
Your face and mind are that of a human; your body, in Chase scenes, whenever you successfully gain
the mighty trunk of a lion, bull, or other great animal, a lap, you immediately gain another lap. In other
pulled aloft by divinely crafted wings. While your might Action Scenes, you may move an additional range
is unquestionable, the modern World is not made for band when making the Move or Disengage action.
your convenience, and the lack of ready thumbs is often IMMORTAL KNACKS
a problem. Gain Momentum when your lack of hands or
impressive size causes you or your Band problems, or • Behold the Plain Without Shelter: Your reach
when your inhuman nature elicits a hostile response. You is long and your grip firm. Characters of lower
are Scale 1 for purpose of unarmed combat and natural tier automatically fail Disengage actions against
speed. you and Chase attempts to escape. Other charac-
ters suffer your legend in Complication: Hunted.
For each point of the Complication targets fail to

Nonhumanoid Denizens 41
overcome, you gain +1 Enhancement for all rolls legal matters. Gain Momentum when your lack of hands
related to hunting or grappling them for the rest or size causes you or your Band problems, or when your
of the scene. inhuman nature elicits a hostile response; problems will
somehow never occur. You are Scale 1 for purpose of
• Behold the Icon of Stone: Time is not a weapon
unarmed combat and gain +2 Enhancement for all inter-
that may be wielded against you. You can stay
actions with members of government, the justice system,
perfectly attentive and alert indefinitely, and you
or related services.
require no sleep or sustenance as long as you re-
main stationary. Nonmagical attempts to surprise HEROIC KNACKS
or ambush you always fail, and magical attempts
• The Pillar at the Entrance: Attempts to injure
must succeed in a Clash of Wills against you.
people under your care or protection within your
• Behold the Sandstorm and Weep: Ancient size range band suffer 2 Complication: Warded. For
and might have begun to return to you. You gain every point of Warded not resolved on an attack
+1 Scale for all purposes, explicitly stacking with or other potentially harmful action, the difficulty
In Tripartite Image. However, you are now large of Inflict Damage and Critical stunts for that action
enough that many human buildings are difficult to increase by one. Characters in a zone indicating a
fit into, and impossible to enter if you want to avoid building or other structure you have sworn to pro-
discomfort or property damage; gain Momentum tect may also benefit from your protection.
when this causes you a serious problem.
• Tireless Justice: Take a Guardian or Judge Heroic
SPHINX VARIANT: LAMASSU Knack.
From their earliest days dispatched by the Gods, • Unblinking Eyes: During Information Gathering
the Lamassu guarded mortal humanity upon the World. play, you automatically benefit from the extra
At first tasked with protecting home, hearth, and civic clue Stunt if it would reveal a crime or deliberate
building against demons and other unwholesome things deception has taken place. Other attempts to delib-
from the darkness beyond, modern Lamassu believe it erate deceive you in person suffer two additional
was their involvement in protecting the interests of kings Difficulty.
and entire cities that saw them settle into the forms that IMMORTAL KNACKS
have marked them ever since: powerful bull-like bodies,
majestic human faces, and divine wings upon their back. • Eternal Justice: Take a Guardian or Judge
So reformed, they promoted justice, order, and prosperity Immortal Knack.
across many nations, bowing to serve the Annuna, the • Behold the Icon of Stone: As Sphinx Knack.
Yazata, and more distant pantheons as mortal populations
shifted and spread. Tyrants and peasants, priests and beg- • Bearing the Weight of Nations: When you pro-
gars — they supported all upon their broad backs. Even tect the safety and well-being of characters of
after centuries of their numbers and influence declining, a lower Tier than you in your presence or in an
Lamassu will still approach civilization on occasion to edifice you guard, they may ignore the first injury,
support justice, protect the innocent, and see to its flour- other Condition, or Intrigue roll that would affect
ishing. Their unusual appearance occasionally sees them them in a scene. Characters of your tier or higher
mistaken for monsters, but a Lamassu set on becoming benefit from +2 Enhancement to opposed rolls or
part of a human community will often find work protect- +2 Defense as applicable, instead.
ing it from supernatural threats, or even as a part of its
systems of law and order if given the opportunity.
SPHINX VARIANT:
Example Calling Keywords: abjurer, councilor, ex-
KOMAINU, SH S , SHISHI
orcist, law, protector, wise Strong as stone, guarding shrine, monastery, and
Imperial abode, the lions have long served. Originally
Path Asset Skills: Culture, Integrity
arriving along with Buddhism as properly dispatched
Path Contacts: lawyer, judge, politician emissaries from Heaven, it’s unclear when they began
to awaken from statues and carvings of human artisans
PERSISTENT CONDITION:
FORM OF SHINING SERVICE as well, but the Shén quickly put the loyal guardians to
work. They spread through ancient China loyally pro-
Your face is that of a human; your body, the mighty tecting emperors and sages as shishi, found cousins with
trunk of a bull, a strangely ambulatory leviathan, or some the body of dogs but no less devotion in Japan’s komainu
other great animal; divine wings adorn your back. The and shīsā, and continue as devoted servants and reliable
modern World is not made for your convenience, and the retainers by Shén and Kami alike Often assigned in pairs,
lack of ready thumbs is often a problem, but somehow, shishi, komainu, and their rarer cousins devote them-
this never causes issues for your involvement in civic or selves to long watches and dangerous duties with similar

42 CHAPTER TWO: DENIZENS


determination, as willing to spend decades guarding a
quiet temple as facing down monsters storming out of an
MAGICAL ANIMALS WHO
axis mundi. REALLY SHOULDN’T BE
Guardian lions who lose their partners or places they Other Examples: Any sort of trouble causing magi-
guard to the machinations of Fate or tides of change in cal animal with special commendation to the tanuki and
the mortal World often find themselves at loose ends. bake-danuki.
The divine bureaucracy of the Shén often fails to reassign Despite all the Shén’s efforts, it keeps happening. An
them quickly enough before a bereft shishi wanders away, ox ingests a piece of a fallen star and decides to become a
and the Kami are unlikely to demand a bereaved komainu scholar. A hummingbird drinks ichor from a fallen mon-
take up a new duty after losing its partners to mischance ster and suddenly wants to conquer the neighborhood.
or foul play. Such wandering guardian beasts often search A cat smuggles delicious food out of heaven, eats it, and
for new purposes in the World, often at the side of Scions proceeds to commit feline crimes. Bad enough that when
or in communities who welcome their reliable presence mundane animals get ahold of paranormal power, some-
and refusal to suffer evil. times they become awful monsters — sometimes they
Example Calling Keywords: bodyguard, champion, become sapient individuals driven by desire and will, and
friendly, vigilant, watchdog that makes the divine bureaucracy cross. Animals should
not try to trick humans or divine beings. Animals do not
Path Asset Skills: Athletics, Integrity
belong on their hind feet, hatching schemes in popular
Path Contacts: architect, monk, sculptor urban hangouts. Animals should not pursue magical pow-
er and attempt to topple the order of the World.
PERSISTENT CONDITION:
STEADFAST BODY OF STONE And yet animals keep doing all these things and more.
You have a dense and compact body, the might of Perhaps the legacy of Journey to the West imprinted itself
a great beast condensed into the size of a large dog. upon Fate and the World, luring common beasts to super-
However, you have the weight to match, and occasionally natural excess. Perhaps animals are simply using Journey
crack floor tiles, break stairs, and cause damage to mortal as a how-to guide in this modern age. Or perhaps there
interiors despite your best efforts. Gain Momentum when have always been some beings bridling against the laws of
your lack of hands or unusual density causes you or your the World, Fate, and Heaven. The Shén are left to do their
band problems. You have Scale 1 for purposes of unarmed best to police illicitly magical beasts when they encounter
combat, durability, and toughness. them, often assigning Scions, priests, or other minders to
try and reform errant creatures into respectable Animal
HEROIC KNACKS Officers. Sometimes, it even works.
• Behold the Icon of Stone: You may take this as a Example Calling Keywords: bandit, defiant, en-
Heroic Knack. lightened(?), hungry, rebel
• Loyal Guardian: You may take a Heroic Guardian Path Asset Skills: Athletics, Subterfuge
Knack. Path Contacts: exhausted monk, former owner, park
• Still a Partner: Whenever you make a Bond with ranger
another character, you contribute an extra point to
PERSISTENT CONDITION:
it. Whenever you benefit from a Bond, you gain +1 INHUMAN PERSON OF INTEREST
Enhancement to the affected roll.
The supernatural power that transformed you allows
IMMORTAL KNACKS you to make your way in the mortal World: Despite your
• Endlessly Loyal Guardian: You may take an animal form, you can walk on two feet, interact with
Immortal Guardian Knack. technology, and generally function without issue in the
human world! However, you’re still a cat, pig, snake, or
• Still a Lion: Your natural weapons gain your other animal. You can do anything your animal form
Legend as Enhancement, and they gain one of the could reasonably do (a bird can fly, a pig can easily devour
following tags on each attack: Brutal, Grappling, a field of turnips), but this occasionally draws unwanted
Piercing, or Shockwave (Close). attention or ire from society, and your native form and
• Voice of Warning: You let out a terrifying roar or vices can be used against you with intentional effort.
bark that stuns your enemies. Spend Momentum to Characters attempting to use your animal traits against
make a Knack skill roll as a shockwave (medium) you gain +2 Enhancement to the roll, whether physical
effect; enemies that fail an opposed Integrity (or (such as a bonus to toss a rooster out a window due to
applicable antagonist action pool roll) lose their their small size and hollow bones) or mental (such as at-
next action. tempting to entice a pig with food). You gain Momentum

Nonhumanoid Denizens 43
whenever this is done to your determent, or your animal and ungainly, formed in a hundred different ways, but al-
nature causes you material trouble in society. most always sport impressive fangs. Many rakshasa who
regularly interact with mortals cloak their appearances in
HEROIC KNACKS illusions to better fit into the mundane World, but mem-
• Rebel and Revolutionary: Take a Heroic bers of the rising rakshasa rights movement often wear
Adversary or Trickster Knack. their natural forms with pride.
• Standing Tall: Your form has shifted more toward Rakshasa can comfortably consume raw meat with-
that of a human, while you still possess animal fea- out issue and find drinking warm blood pleasant. Modern
tures. You gain +2 Enhancement to any attempts to rakshasa thought firmly rejects consuming sentient
disguise yourself as a human, and +2 Enhancement creatures, and most rakshasa find the very idea abhorrent
when you take actions directly benefitting from outside of a Legendary context, historical incidents re-
your animal features. maining a touchy subject.
• Transformation Tricks: You may transform Example Calling Keywords: ambition, activist,
inanimate objects into useful equipment or other businessperson, sage, warrior
inanimate objects. This takes an action and may af- Path Asset Skills: Athletics, Occult
fect any mundane object you can hold. Equipment
Path Contacts: inhuman rights supporter, regular
created this way grants +1 Enhancement for appro-
rival, supernatural business contact,
priate uses (such as turning a shoe into a pot for a
Survival roll related to cooking), or it may be more PERSISTENT CONDITION:
easily held and hidden (such as turning a cooler full FANGED HUNGER
of fish into a matchbook). Characters who suspect You’re not quite an obligate carnivore, but you’re an
an item may be transformed may take an unrolled obviously inhuman creature who naturally craves raw
action if they have the item firmly in their posses- meat and warm blood. Going without them for more
sion to simply shake, stretch, or poke the item back than a meal or two may make you irritable, frustrated,
to its original form. and prone to hasty action. Gain Momentum when hun-
IMMORTAL KNACKS ger driven behavior causes you material disadvantage or
when indulging in raw meat an inopportune time causes
• Defy Heaven: Take an Immortal Adversary or serious social issues.
Trickster Knack
HEROIC KNACKS
• Animal Officer: You’re reformed, or at least do a
good impression of it. You have a theoretical rank Everyday Devil: Gain a Heroic Monster Knack (p.
and office in the Heavenly Bureaucracy, and you XX).
can call upon its resources and members even in Everyday Illusion: You have cultivated an illusion-
the most unlikely of situations. Spend Momentum ary human form to navigate the world with. Your disguise
to benefit from an appropriate one dot Creature, is impervious to mundane scrutiny and detection by any-
Follower, or Guide Birthright for a Scene. one with less Legend than you have; those with equal or
more much succeed at Clash of Wills roll to successfully
RAKSHASA pierce it. While so concealed, you gain +2 Enhancement
The demonic inhabitants and erstwhile rulers of for any action to convince others that you are human,
Lanka, the rakshasa struggle. Not merely in contests for mundane, or harmless. You can turn your cultivated dis-
power, across a thousand different battlefields and inside guise on or off reflexively. If you wish to abandon your old
countless palaces. Not merely in prestige and position, disguise and assume a new one, you may after a session of
through martial contests and scholarly debates. The mod- cultivating the new form.
ern rakshasa struggle for definition. as a people they seek Everyday Might: You can push your form past hu-
recognition and standing in the face of their traditional man limits. Spend Momentum to gain +1 Scale for size
struggle with the Devá, while as individuals they must and force for a Scene.
choose whether to embrace traditions of shape-changing,
illusion, and sorcery or try to find meaning and purpose IMMORTAL KNACKS
in modern life. Supreme Devil: Gain an Immortal Monster Knack
Rakshasa vary greatly in physical form. Larger on (p. XX).
average than adult humans, their forms may be hairy, Supreme Might: You cannot help but be mighty. You
scaled, twisted with muscle, lean and predatory, hulking have +1 Scale for Size and force.

44 CHAPTER TWO: DENIZENS


DENIZEN Creatures you create using this Boon can walk, run,
climb, or burrow, but cannot fly or even jump and
they also cannot swim because they are too heavy.
MECHANICS: You can give the creature simple, obvious directions,
like telling it to attack someone you indicate. If you
PURVIEWS do this, you can also act normally, but you must
take an action to tell the creature to change what it

A s Denizens and legendary creatures grow in Legend,


old mastery and kinship with ancient forces rises to
the fore. These powers tend not to apply the same scale
is doing. Alternately, you can effectively possess this
creature, using its senses and controlling its body as
if it were your own. In this case, you can use your
of energies as do the Purviews of Gods and their Scions. Knacks and Purviews through it. However, you can-
Instead, Denizen Purviews focus on a particular slice of not act yourself unless you either perform a mixed
those creatures’ existences, offering a powerful innate action or spend one or more actions not controlling
ability. Wielders of these Purviews develop Boons only
the creature, which will stand motionless unless given
simple instructions.
through considerable effort or personal growth, rather
than as a natural outgrowth of their powers. Not all If you instead spend 1 Legend, you can create a
Denizens choose to pursue such powers, even if they do number of animate earth creatures equal to your
grow in Legend, but those that do can use these Purviews maximum Legend. However, all of these creatures
to command Marvels just as Scions do. must act together, you cannot direct them separately.
Regardless of how many such creatures you animate
Denizens and other natural users of Denizen or how you use them, all creatures made using this
Purviews do not need to access their purview through Boon are obviously made of dirt, rock, concrete, or
a Birthright or other external source. Denizens do not metal, and cannot disguise themselves as any sort of
automatically receive a Boon when they gain access to a living being.
Denizen Purview, but they may purchase them with ex- COMMANDING THE SOLID EARTH
perience points as they progress.
Cost: Imbue 1 Legend
It’s possible for Scions or other beings to gain access
to these Purviews through Relics or related Birthrights, Subject: Earth within Long range
but they will often be narrowly specialized compared to You can alter the earth, metal, and stone around you
divine powers. in complex ways. You can either cause a building
or other structure that’s within Long range to topple
DENIZEN PURVIEW: in whatever direction you desire, or turn the local
EARTH FRIEND earth, metal, and stone into walls, ramps, ditches,
or even simple buildings or statues. Using this boon
Innate Power: You can see through solid earth or requires a Persuasion + Presence roll. Destroying
stone (including brick and concrete) out to short range. a structure has a Difficulty equal to the Size scale
As a result, you can both see what is on the other side of of the structure. When creating structures, you can
a brick wall, and you can also look at the ground and see spend successes to cause the result to appear more
whatever is buried in it, as long as it’s no more than short finished, even, and precise. A single success results
range from you. You can see ore seams, buried bodies (or in a crude but workable effort, while five or more
treasure), and you can also see caverns and faults in the successes allows you to give the result the appear-
rock. You do not require any light to use this ability, so you ance you desire. You can use this Boon multiple times
can clearly see the interior of a cave or hollow space even
to create vast cave complexes suitable for dozens or
even hundreds of humans or Denizens to live in.
if it has never seen the light of day.
ANIMATE EARTH DENIZEN PURVIEW:
Cost: Imbue or spend 1 Legend ILLUSIONS
Subject: Earth within Medium range You can pierce deceptions and craft clever illusions
that can fool almost any observer.
By imbuing 1 point of Legend, you can animate the
earth itself, causing dirt, stone, metal, or mixtures of Innate Power: You gain the ability to see through
all three to become a human shaped creature that is all illusions and disguises. In addition, you automatically
utterly mindless and entirely under your control. This know when a trivial opponent speaks a lie in your pres-
creature counts as a professional (Scion: Origin, p. ence, although you only know you have heard a lie, not the
145), and it excels at lifting, moving, and throwing nature of the truth. In addition, you gain +2 Enhancement
heavy objects. Animated constructs all possess the for detecting deliberate and knowing lies in either the
Heavily Armored and Natural Weapon Qualities, speech of non-trivial opponents or in print.
and they gain the Subterranean Movement and
Sure-footed Quality when they are walking on the
ground.
Denizen Mechanics: Purviews 45
DISGUISE essence wherever they might be, and to infuse their lairs
Cost: Imbue 1 Legend with their own power.

Duration: One Day Innate Power: You have a Lair, whether it be a natu-
ral structure you’ve traditionally made your home, a hu-
You can’t change the actual shape of people or ob- man construction you’ve protected or occupied, or some
jects, but you can disguise them with an illusion. This other distinct place. You are always aware when someone
illusion can disguise a group of twice your Legend, a enters, materially affects, or supernaturally interferes
single object of up to Scale size 2, or a location no
with your Lair, and have perfect awareness of any chang-
larger than a medium-sized house.
es made in your absence. No matter where you are in or
Disguised people and objects appear lifelike and beyond the World, you can magically access your Lair if
seem completely authentic — a person’s hair ripples you’re not restrained. This allows you to store or fetch an
in the breeze, a car’s engine throbs, a fire gives off item you can comfortably carry as a simple action once
heat. This illusory disguise even feels real to brief, per scene, or travel between your current location, your
non-forceful touch, but it has no physical substance
lair, and back as the work of an hour if you need to head
and cannot exert force or cause harm. These dis-
guises remain even after you leave their presence. A there bodily. Accessing your Lair from an Otherworld re-
non-trivial character who wins a Clash of Wills can quires you to spend a Legend unless your Lair is strongly
see through the disguise. Also, attempts to physically associated with that Otherworld.
interact with a disguise may reveal it to be fake. You Example Marvels: A Lamassu causes the temple
cannot make people or objects invisible, but you can they protect to turn aside gunfire from those worshippers
make them look like anyone or anything you want. huddled inside (Blessing); a magical crocodile pulls a boat
IMPERSONATION down into the depths of their swamp (Attack); a dwarf
Prerequisite: Disguise magics up weapons from their distant forge (Equipment).

Cost: Spend 1 Legend LAIR BOONS


Duration: Indefinite HOMEWARD SHORTCUT
Subject: Self or touch Cost: Spend 1 Legend
You can disguise the target as a specific individual. Duration: One Scene
You must have either touched the individual or seen Subject: One location
them in person and heard them speak for at least
several minutes. This disguise is perfect, and includes Action: Complex
appearance, accent, body language, and even You miraculously bridge the connection to your lair,
scent, so that it fools someone’s dog as well as their allowing instant access for your allies and yourself.
allies. Also, your fingerprints and other physical When you activate this power, select a liminal space
details appear to match perfectly. Although this such as a doorway, tunnel entrance, or the banks of
Boon does not provide the subject with any special a stream. For the duration, you and characters you
knowledge of the person they are impersonating, it choose to allow can step between that location and
helps convince people of the subject’s identity. As your Lair freely. If you have not left your Lair since
a result, all trivial targets are firmly convinced that the last time you’ve invoked this power, you may use
you are who you appear to be. Also, if you win a it to return to the most recent place you traveled to
Clash of Wills with characters of your Tier or higher, your lair from.
you gain +3 Enhancement to all rolls to dispel their
doubts about your identity. This Boon ends when you ENCROACHING DEN
decide to end it. Cost: Imbue 1 Legend
DENIZEN PURVIEW: LAIR Duration: Scene
Some entities occupy places for so long or so com- Range: Short
pletely that their nature begins to merge with the very Subject: One Field
substance of the place. Some are elusive caverns which
Action: Simple
have been home to serpents for as long as there has been
memory, others, places of worship marked by the tower- You pull elements from your lair into another area, its
ing creatures which protect them. In the modern world, influence temporarily spreading throughout the land-
there are heritage sites under the watchful eyes of some scape: High cave walls and subterranean shadows
inhuman observer unwilling to allow the past to be paved suddenly cover an urban intersection, a coffee shop
over. Lair is the purview of creatures who have mingled
fills with marble pillars and the scent of incense. In
Intrigue play, this allows you to adjust or create an
their Legend with that of place and location, allowing atmosphere appropriate to your lair, such as “quiet
them to access both its physical presence and inherent introspection” or “creeping dread.” In Action play,

46 CHAPTER TWO: DENIZENS


you create a Field that provides Heavy Cover that a lamassu’s presence forces demons to leave local mortals
you may move to reflexively, and which counts as ei- alone or burn in righteous indignation (Complication);
ther a Barrier, Dangerous Terrain, or Difficult Terrain a shi’s bark brings the walls together to smash those at-
(with Complications or Difficulty values equal to your tempting to rob its monastery (Attack).
Legend) as you choose against hostile characters.
OBDURANCE BOONS
SANCTUM AND REFUGE
BAR THE WAY
Cost: Imbue 1 Legend
Cost: Imbue One Legend
Duration: Indefinite
Duration: One scene
Subject: One Lair
Subject: One ward
Action: Simple
Action: Reflexive
Your home becomes a place of healing and refuge
for any who enjoy your hospitality. Characters who Despoilers and defilers must grind you to dust before
rest or recover there resolve a Damage Condition approaching what you protect. Select one target
every night in addition to regular healing, and any which you have sworn an oath to defend: As long as
attempts to treat wounds or similar conditions gain you are present and able to fight, enemies attempt-
your Legend in Enhancement. ing to harm or otherwise target the subject of your
Oath increase the difficulty of their actions by your
DENIZEN PURVIEW: Legend, to a maximum of 5. Individuals attacked or
directly interfered with by the subject of your oath
OBDURANCE are immune to the effects of this Boon for the rest of
To stand guard in utmost devotion! To be as endless the scene.
sky and engulfing desert against those who would come BOOMING VOICE OF CONVICTION
against you, drowning them in your opposition! To con-
sume yourself in the crucible of your own oaths, destroy- Cost: Spend One Legend
ing your body rather than being untrue to your essence! Duration: Instant
Obdurance is the purview of creatures and inhuman peo-
Subject: One character
ple who bind themselves to principals and guardianships
so tightly their upholding those responsibilities becomes Action: Reflexive
as definitional as any physical law of the World. The she- Speak the truth of your dedication to your oath and
du who stares down a curse, the sphinx who swats an ar- ignite the flame of passion in others’ hearts. Spend
tillery shell away from their temple, the shi who crumbles one Legend to create a positive Attitude toward the
to dust rather than be seduced by demons do not merely subject of one of your oaths with a value equal to
wield the purview, they embody it. Marvels employing your Legend, to a maximum of 5. At the end of the
Obdurance often involve pushing the already impressive scene, this artificial fervor settles in and cools some-
bodies of its users to extremes of effort, or manipulating what; halve this Attitude (round up). This does not
the environment and edifices they’re sworn to defend. require an Intrigue action, and you may not target
a character who already has a negative attitude
Innate Power: You may swear oaths backed by toward the subject of your oath.
the whole of your being, whether to a particular task,
guardianship, or moral stance. Any attempts to convince,
ICON OF RESOLVE
coerce, or trick you into betraying such oaths suffer three Cost: Imbue One Legend
additional difficulty. If such an attempt succeeds, you Duration: One scene
immediately take the first Wound condition available,
and the attempt instead fails. Similarly, if a physical or Subject: Multiple characters
mystical condition would prevent you from attending to Action: Simple
an oath (such as being trapped under a landslide while a Those who fight by your side to defend what is pre-
ward you had sworn to protect is being kidnapped), you cious find their wills bolstered and their spirit carrying
may take the first Wound condition available and bypass the day. Friendly characters in the scene (including
the obstruction. The wounds tend to reflect the envi- yourself) who fight to defend, uphold, or otherwise
ronments the oath-bearer has sworn in, sphinx bleeding support the target of one of your Oaths may ignore
sand and heat or shi crumbling into mountain stone. You the effect of Bruised and Injured Conditions; those
may swear a number of such oaths equal to your Legend. who possess a positive attitude to the Oathed subject
Oaths with indefinite or unclear limits may be honorably may also ignore Maimed Conditions. After the Scene
set aside at the end of a Season. ends, the effects of such Conditions immediately
assert themselves.
Example Marvels: A sphinx’s utter conviction rallies
their allies in battle to defend a Netjer temple (Blessing);

Denizen Mechanics: Purviews 47


Example Marvels: A rakshasa rapidly shifts forms to
DENIZEN PURVIEW: escape the grasp of an angered Devá (Resolve Condition);
TRANSFORMATION Brother Toad transforms himself to stone in order to
Flow between forms. Reshape your appearance to break the blades of his attackers (Create Complication); a
please or terrify. Move from biped’s form to crawling bake-danuki turns herself into a bottle of particularly bad
beast to stranger things. Change. Transformation is the wine to ruin the night of targets who try to drink from her
Purview of entities who refuse to be bound into a single (Inflict Condition).
shape, and who can change both the façade they present TRANSFORMATION BOONS
to the world as well as what lies beneath. The rakshasa
who turns into a dozen different people to do a dozen dif- COUNTERFEIT VISAGE
ferent jobs in a day, the bakemono who turns into fright- Cost: Imbue 1 Legend
ening forms to vex humans who have bothered it, the Duration: Scene
unruly animal whose stolen power allows them to shed
their skin and cause mischief live through the Purview. Subject: Self
Transformation’s Marvels alter the user’s appearance to Action: Simple
deceive, shock, or please, materially shift its wielder’s
forms to enhance their own actions or hinder their foes,
You transform into the shape of an existing person,
creature, or object you know of. Your disguise is
or other acts of personal transformation. flawless; attempts by lower Tier or trivial characters
Innate Power: You may change between forms simply fail. Characters of your Tier or higher who
freely. During Action Adventure play, this takes a simple don’t possess an Attitude toward the character or
action. Whenever you transform, trivial characters and otherwise know them intimately are unable to realize
those with lower Legend are unable to determine your the deception without supernatural aid and a Clash
true nature unless you do something particularly out of of Wills, and you gain your Legend in Enhancement
character for your assumed form (a bluebird placing an
to fool even those who know the character well.
order for pizza, a Wall Street executive hurling another PARADE OF SKINS
through the penthouse window of a skyscraper). When Cost: Imbue 1 Legend
you transform, pick one of the benefits for your new form;
you may imbue Legend to pick additional options, one for Duration: Scene
one: Subject: Self
• You become an anonymous or fictive individual. Action: Reflexive
Your identity passes any causal examination or You twist your body repeatedly, rapidly taking
routine inspection flawlessly. and discarding forms, your identity existing in the
• You become an inanimate object. As long as you procession of changes rather than any one shape.
don’t interact with the world around you, only a You may change shape Reflexively, and you gain
+2 Enhancement on a single roll with which your
Clash of Wills will allow others to realize you’re
newest form would potentially aid you every time
anything but a persimmon, watering can, or leaf. you change.
• You assume a form with alternative forms of move-
SHAPES OF MIGHT
ment, such as a bird’s flight, a dolphin’s ability to
swim, or a dandelion tuft’s ability to float on the Cost: Spend 1 Legend
breeze. You gain those movement abilities while in Duration: 1 Scene
that form.
Subject: Self
• You assume a particularly tough form, such as a
Action: Simple
hulking monster or elephant. You gain two levels
of Light armor or one level of Heavy armor, as You stretch your shape past the boundaries Fate nor-
appropriate. mally imposes onto fluid forms, becoming a thing of
shattering power and might for a moment. You gain
• You assume a form with dangerous natural weap- +1 Scale in Force or Speed as appropriate, and you
ons, such as a crocodile’s jaws or a cassowary’s may also gain +1 Scale for Size purposes if you so
spurs. You gain +2 Enhancement and the Lethal tag choose.
for unarmed combat.
Characters who aware of your powers may attempt
DENIZEN PURVIEW:
to force you back into your true form through a Clash WATER FRIEND
of Wills accompanying physical duress or an applicable You are not merely at home in lakes, rivers, and
Marvel. oceans, you can command water to do your bidding.

48 CHAPTER TWO: DENIZENS


Innate Power: You move at Scale speed 1 in the winds automatically slow your fall so that you take no
water, and can move and fight effortlessly underwater, al- damage.
lowing you to make attacks and use weapons like bows or
GALE FORCE
firearms, that normally do not function well underwater.
Also, you automatically increase the Attitude of all aquat- Cost: Imbue 1 Legend
ic, non-Legendary animals toward you by 1. This bonus Subject: A single Range Band
stacks with ones provided by other powers.
You can buffet an area with wind. Select a Range
WATERY HOSPITALITY Band no further than Medium range away. That
Cost: 0 or Imbue 1 Legend Range Band becomes difficult terrain with a +2
Complication to movement due to buffeting winds. If
Duration: Indefinite not bought off, the character is subject to the Shove
Subject: Multiple people, or a single structure or Knock Down Stunts, your choice. The force of the
wind you create blows leaves, sand, ash, and similar
Even without imbuing Legend, your clothes are im- light materials around and can obscure visibility
pervious to moisture, and anything you carry or hold in the right location. However, this wind can also
is similarly shielded as long as these items can fit improve visibility by blowing away smoke or fog, but
into your pockets or hands. You can also extend this it causes any fire in the area to spread rapidly.
benefit to a number of targets equal to your Legend
times 2. Conversely, you can use this Boon to protect WIND BLAST
the contents of a single structure (or vehicle) no Cost: Imbue 1 Legend
larger than a small house. The inside of the structure
remains cool and dry, with an infinite supply of fresh You shape an ephemeral weapon out of pure air.
air. When you reclaim your Legend, the effects end The weapon has the Ranged (Short), Pushing, and
immediately. Shockwave tags. The weapon’s Shockwave effect
applies to uses of the Shove and Knockdown Stunts,
WATER MASTERY and it applies to the knockdown effect of the Pushing
Cost: Imbue 1 Legend Tag. You cannot use this ability against targets with
greater size Scale than you.
Subject: Water that you can touch
Also, you can use these wind attacks for narrative
You can shape water to your will and can also cause effects like ripping cloth, blowing shingles off a roof,
it to briefly become as solid as steel. This water can tipping over furniture, or turning an orderly desk into
take exceedingly precise shapes that conform to a scattered mass of shredded paper.
its environment. As a result, you can command a
small amount of water to enter a lock and become a
key that fits and can open it. Alternately, you could A WORLD
transform a larger amount of water into a crowbar
to pry a door open, or a sturdy lock that prevents OF PEOPLES:
anyone from opening a door for the duration. You
cannot make water into any sort of complex mech- STORYTELLING
anism, but in addition to a watery key being able to
open the lock it is in, tools made of water provide +3
Enhancement to the use you make them for. Finally,
DENIZENS
you can pour water on the ground and transform
it into an area of difficult or dangerous terrain. In
an emergency, you can also transform water into a
I n many scenarios within roleplaying games, inhuman
creatures merely appear within the narrative: they jump
out of an alley or stand in a glade into which characters
Close Combat weapon. wander. Mythological creatures presented in this fashion
exist solely within their function relating to the PCs. Scion
DENIZEN PURVIEW: offers the opportunity to create a richer, more complex view
WIND FRIEND of the world’s non-human residents, from individuals to
the communities in which they live. Whether or not these
Mighty winds are yours to command. You can cause
Denizens are offered within a given chronicle as player
winds to blow or to cease blowing and can even summon
options, developing them as though they might be player
powerful highly focused winds capable of moving people
options creates a richer tapestry for players to interact with
and relatively large objects.
over the course of a story arc. Likewise, the development
Innate Power: You can normally breathe in any of a full Denizen community in your chronicle’s home base
circumstances, regardless of the presence of safe air. You city allows for a far more “open world” take, permitting
are immune to all damage or Conditions caused by smoke, players to reach out to a greater number of resources and
bad air, or toxic gases that are not part of a supernatural story hooks within your chronicle.
attack. In addition, smoke, fog, and other airborne sub-
stances do nothing to block your vision and if you fall,

Denizen Mechanics: Purviews 49


WHO ARE YOU REALLY?
Each town or city’s population of Denizens consists SESSION ZERO
of not just individuals but numerous subgroups over-
Many tables find it useful to preface a new
lapping and intermingling with one another. A popular
chronicle with a gaming session known as
method of designing a location’s populace for the pur- Session Zero. During Session Zero, either no
poses of Storyguiding consists of building a few notable gameplay occurs, or only backstory gameplay
Storyguide Characters and allowing them to stand in for occurs; the purpose of Session Zero, rather than
the entire city. As an alternative, consider creating a brief gameplay, revolves around establishing the
sketch of the population itself as if writing up a character shared world and the expectations of players
background, treating each group of Denizens within that and Storyguide alike. During Session Zero, the
population as a background section. Figurehead SGCs or
table reviews character sheets, knits backstory
ties together, and reviews safety mechanics.
SGCs who will serve important roles in your chronicle Taking the time for a Session Zero rather than
are still important, but by understanding the underlying just diving in—though many people do want to
societal pressures coming to weigh on these characters, dive right in with a new chronicle, because we’re
you can create a deeper, richer pool for players to swim always excited for the new game—helps to “set
in. the stage” and discuss everyone’s shared desires
and concerns as well as setting ground rules for
Take for example the fictional city of Nirvana, PA, both the game world and the playgroup’s out of
created by Evelyn for her Scion chronicle. Rather than character conduct.
creating a concise list of individuals necessary for the im-
mediate story, Evelyn decides to create the population of
Nirvana in order to make it possible for players to interact of the 18th century. The Nuno Sa Punso arrived in the
with the city in a more organic fashion. In the likely event Nirvana along with the Filipino nurses whose arrival was
that players act in an unexpected fashion and interact facilitated by the Pesionado Act of 1903, making them the
with the city in a way that Evelyn didn’t plan for, she’ll most recent group.
be able to more easily pull an appropriate SGC out for her When Evelyn decides on her three groups, she may
players and improvise their interactions with her city’s then expand upon the history of the groups, adding more
population. detail to Nirvana’s build. For example, she decides that
Evelyn begins by considering the history of Nirvana Nirvana’s local hospital system experienced the nursing
and sketching out the main Denizen communities likely to shortage that many American hospitals experienced
be represented within the city. How many different groups during the 1970s, leading to a second wave of Nuna Sa
live in your city is entirely up to you as a Storyguide: you Punso arriving alongside the Filipino nurses immigrat-
may feel that it makes more sense to present a more ho- ing to the United States. This not only provides a richer
mogenous city with a few large groups, or a more diverse and less static worldview as one would get with ‘we have
city made up of several smaller populations. Nirvana is a these three groups and they have always been here,’ but
small city about the size of Bethlehem, PA – a little more also builds in some of the essential mundane conflict of
than 75,000 people – and Evelyn decides to give the town Evelyn’s town: for a town in a section of Pennsylvania
three main populations and assorted individuals of less which is overwhelmingly white, Nirvana has an excep-
numerous Denizen types. tionally large immigrant population. Not only does this
Looking at the history of the general region and introduce organic stresses into the town’s populace but
the stories she wants to run, Evelyn decides that her also offers opportunities to players to establish ties to or
three main groups will be Gwragedd Annwn, Dwarves, draw their character from one of the family groups that
and Nuno Sa Punso: the Gwragedd Annwn arrived with Evelyn has established. Essentially, the Storyguide builds
the Welsh settlers who introduced names such as Bala the basic history of the city’s Denizen population not too
Cynwdd and North Wales to Pennsylvania. John Roberts differently from establishing the core backstory of a char-
and his Welsh-speaking Quakers arrived alongside acter: how did we get to now?
the first wave of English colonialists during the time of From that point on, Evelyn decides that the Gwragedd
William Penn. Their presence and settlements were cen- Annwn have the greatest amount of influence in the hu-
tral to pushing out the native Denizens already resident man-adjacent community, while the Nuna Sa Punso’s
in central Pennsylvania when the Welsh settlements relatively recent arrival has been accompanied by a pop-
spread west. Also present during the westward push of ulation boom. The long history of the Gwragedd Annwn
colonial settlers, the Dwarf community accompanied the long in the area means they’ve got money, connections,
arrival of the Mennonites not long after the arrival of the and an established community, and this puts them into
water spirits, though they did not arrive in substantial direct conflict with the Nuna Sa Punso’s sudden influx
numbers until the early 1800s, as Mennonites fled to the of numbers. (She makes a note to discuss the explicit
North American colonies during the Swiss persecution immigrants vs. white supremacy establishment with her

50 CHAPTER TWO: DENIZENS


on working with the ADA for seeking accommodations
for various Denizens make the most immediate sense,
COLONIAL HISTORY and other SGC ideas flow more easily, making the con-
When building the Denizen population struction of her city’s populace much easier.
for American cities, give special weight to
indigenous populations vs those populations THE MONSTROUS
brought in by colonial forces. How does the
colonial history of America impact the Denizens
AND THE BEAUTIFUL
within its borders to this day? Outside of normal While she’s writing up her community, Evelyn makes
migration patterns as individuals move from one a note to discuss with her players the fact that many of
place to another in the present day, the history of these issues are issues which players face in their daily
the extermination of the original residents of Turtle lives, and to bring to the table the concepts of accessi-
Island undoubtedly weighs heavily on today’s bility for disability vs accessibility for Denizens, as well
Denizen populations in your city. Sometimes it’s as issues of queerness or race, and how these items can
easier to talk about the difficult realities of the impact player enjoyment and engagement. Since she has
impact that genocide and displacement have on
chosen multiple Denizen types which will undoubtedly
indigenous populations when framing it through
myths and human-adjacent groups. But striving rely upon mundane accessibility options, she underlines
to tell those conversations intentionally makes for the concept of accessibility; since she has created an in-
much more powerful stories—and those stories herently racialized conflict between the Nuna Sa Punso
deserve consideration and intentional weight. and the Gwragedd Annwn community, she underlines the
As with all other difficult and potentially concept of race, making sure to discuss both in depth.
triggering topics, the topics of genocide and Storyguides should take the time to open this dis-
forced displacement require thoughtful discussion
cussion during Session Zero and have an ongoing con-
at your table before game begins; make these
discussions part of your Session Zero and give versation with those at your table about how these topics
players the opportunity to communicate with impact their emotions. The concept of a roleplaying game
you as Storyguide about the topic. Fostering as a cooperative storytelling endeavor isn’t a new one,
a healthy table means the opportunity to tell and stories make people feel things. Discussing this openly
stronger, more vibrant stories. at the beginning of your chronicle doesn’t detract from
the verisimilitude of your game—rather, it enables your
players to engage with difficult topics more intensely and
players during Session Zero, as per The Monstrous and
with greater confidence, knowing that at any time, they
Beautiful, below.) Stuck in the middle, the Dwarves must
can pull the metaphorical ripcord on a difficult theme if a
contend with the greater power of Gwragedd Annwn and
scene or storyline gets to be too much emotionally.
the resentment that the general Gwragedd Annwn com-
munity feels toward the sudden influx of Nuna Sa Punso. Many Denizens in mythology arise from, or have
ties to, the concepts of disability, queerness, race, along
Keep in mind while creating Denizen communities
with further concepts of the Other. Black and Indigenous
that most of them live alongside rather than openly with-
players, queer players, disabled players, and players from
in human communities, which presents its own issues.
other marginalized communities may find themselves
Therefore, Evelyn sketches out a couple of organizations
face to face with Denizens whose original mythological
created within Nirvana for the express purpose of creating
forms were created to discuss their marginalization
community and assisting with getting along in a modern
within a mythological framework, and that’s not always
World created for humans, not human-adjacent popula-
comfortable at a gaming table.
tions. She creates an association which helps Denizens
in attaining the necessary paperwork to be able to work, On the other hand, when handled cooperatively as
get loans, and build homes, and another which provides a gaming table, Denizens may provide a framework for
mental health assistance to Denizens. Lastly, she sketches players to explore topics of race, gender, disability, and
out an association which works with Denizens to alter or neurodiversity in a sensitive and thoughtful manner.
create accommodations for them in their living and work Scion: Demigod covers this in detail starting on p. 42
situations – how does a centaur fit into a one-bedroom where it pertains to Scions themselves, but a thoughtful
apartment, other than “with some difficulty?” How does conversation with players on the topic during Session
a Gwragedd Annwn comfortably spend hours away from Zero sets good ground rules for the handling of where
water, driving rideshare for a living? Denizens impact the discussion of marginalized identi-
ties with mythological frameworks. A player may not feel
After she has set up these disparate groups, Evelyn
comfortable with the way that the conceptualization of
has a much easier time creating her figurehead SGC, with
a changeling or fae overlaps with the concept of autism,
whom the players will be interacting during her chron-
for example, and that’s a perfectly acceptable boundary
icle. A centaur who works in helping Denizens acquire
to draw.
paperwork and work on home loans and a nereid focused

Denizen Mechanics: Purviews 51


In attempting to draw those boundaries firmly, sev- current reality where many game sessions happen via on-
eral tools can be brought to the table. The venerable and line means. These documents should remain accessible to
well-tested techniques of Lines and Veils, as well as Player players at all times, no matter what form they take.
Profiles/Questionnaires, the Stoplight System, and the X The Storyguide reiterates with players once the lists
Card, foster effective communication between Storyguides have been completed that both are living documents for
and players when dealing with the complicated feelings the game which may be updated at any time. Veils and
which storylines centered around Denizens can engender. Lines may move from one list to another – the group
LINES AND VEILS may decide that they’re more comfortable handling the
As a safety technique, Lines and Veils permit players topic of humanity rejecting certain Denizens due to
to choose which sensitive topics they wish to address physical appearance or “ugliness” and how that impacts
and which they wish to have firmly excluded at the table depictions of disability and feelings around disability
and in their chronicle. Before the game’s Session Zero, as “monstrous.” After moving it from Lines to Veils, the
the Storyguide prepares two collaborative documents group may decide a week later, after a session in which
such as shared computer documents or sheets of paper, that occurs off-camera, to move that topic back to Lines.
one labeled “Lines” and the other labeled “Veils.” During Lines and Veils should ideally be approached on
Session Zero, the group lists in the “Lines” document a consensus basis with the entire table participating
those story elements or topics which the group’s coop- in the discussion, but the concept of table consensus
erative storytelling will never engage in any way, shape, should never be leveraged to railroad a single player into
or form. In the “Veils” document, the group lists the approaching a topic which makes them uncomfortable.
story elements or topics which will never be roleplayed Furthermore, Lines and Veils should not be used to ex-
out during a game or storytelling session or discussed in clude whole classes of antagonist or character types (i.e.
depth. Even if the initial documents are created on paper, “I don’t want Titanspawn to appear at all in this chron-
many groups find shared online documents which any- icle, not even mentioned in passing”) but could restrict
one can access at any time to be useful, especially in our how they interact with the storylines within the chronicle

52 CHAPTER TWO: DENIZENS


(i.e. “I don’t want cyclops to be used as stand-ins for the
Blind community or to have to deal with bias or discrim- JEN’S PLAYER PROFILE
ination from the binocular people in our game world”). One of Evelyn’s players spends some time think-
Given the highly discriminatory symbolism which many ing about her answers, and brings this player
Denizens embody, it is reasonable for a player to place a profile to Session Zero to share with Evelyn and
specific subset of Denizen on the Lines list — for example, the other players:
a Jewish player uncomfortable with dealing with goblins Player Name/Nickname and Player
due to the antisemitic implications thereof doesn’t mean Pronouns: Jen, they/them
that Dwarves are off-limits. Debating a player’s comfort Character name and pronouns: Lux, they/them
level or getting into extended discussions about who is Content warnings required or triggers to
“right” about what a particular Denizen represents is avoid in RP: Warn: medical abuse or experi-
counterproductive. Engage with your fellow players in mentation; homophobia or transphobia; forcible
good faith, and if someone of a marginalized identity restraint. Avoid: Harm to dogs; centipedes;
expresses that a particular topic is upsetting or harmful, religious homophobia or transphobia; even the
rather than debating the correctness of their interpreta-
merest hint of anything like incest, including with
people who aren’t technically related.
tion of myth, consider asking: what can we do instead that
will be more interesting and fun for everyone? Experiences or topics I want to engage:
Puzzles, awesome queer storylines; class strug-
Common Lines: Sexual violence; explicit depictions gles; helping other people feel awesome (both
of torture; food-related triggers including intentional characters and players!)
withholding of food, forced feeding, or someone being in- Experiences or topics I want to avoid:
tentionally fed allergens or non-kosher food; mutilation; Cheating or unfaithfulness in romantic relation-
use of slurs including homophobic, transphobic, racist, ships; trans 101 for cis people
ableist or gender-specific slurs; spiders; centipedes; try- You can make me feel included as a
pophobia-inducing imagery; needles; bestiality; explicit player by... allowing me to support your
depictions of bodily functions; medical abuse including awesome! I love to give people their moment
experimentation and medical kidnapping or restraint to shine. Please tell me how I can make your
character look cool, because doing that makes
Common Veils: Explicit depictions of consensual me feel included.
sexual activity; torture; emotional abuse; physical abuse;
body horror; consensual human experimentation, such
Depending on whether or not Evelyn’s style of Session
as a person experimenting on themselves or consenting
Zero has people drafting their sheets before Session Zero
subjects; dream or nightmare sequences; childhood
or making them entirely during Session Zero, she may
memories; prophetic visions; memory loss
ask players to complete their Questionnaire after Session
PLAYER PROFILES & Zero, since many of the questions on it cannot be properly
answered until the character is finished.
QUESTIONNAIRES
Player Profiles serve as a useful auxiliary tool to Lines Eliot’s Player Questionnaire
& Veils, allowing for even better communication of player
Evelyn sends out an online form to her players
expectations and feelings. Building on the Player Profiles, after Session Zero, and Eliot answers:
Player Questionnaires are intended as a Storyguide-
facing tool. Utilizing both tools allows a Storyguide to
What stats on your sheet would you like
to be sure that I see and utilize? My Relic!
foster open communication between players at the table, I really love my character’s Epic Dexterity com-
while also encouraging players to entrust more sensitive bat wheelchair and I want it to get a spotlight at
or specific information to the Storyguide. some point.
In preparing for her Session Zero, Evelyn sends an How can I facilitate your Crowning
email to her players with the Player Profile information, Moment of Awesome in this game? The
so they can have time to think about what they’d like to fact that my character, Jack, has family ties to
put into their profiles. She also sends them the informa- both the Nuna Sa Punso and Gwragedd Annwn
Denizen communities is really important to me
tion she’s requesting they put in their questionnaires and as a character from an interfaith family, I would
asks them to email her back privately with their answers. really like for Jack’s family ties to matter.
Alternately, she might use a Google Form or other tool,
What would you consider to be Good
to make things easier for her to compile the information Trouble for your character to get into?
into a spreadsheet for ease of her use. See above! I would really enjoy Jack’s loyalties
pulling him in multiple directions, or the compli-
cated nature of family ties making his life difficult.

Denizen Mechanics: Purviews 53


There are pros and cons to all systems, so choose
Is there anything not covered by our the one that works best for your group. Encourage your
discussions in Session Zero that you’d playgroup to be proactive with check-ins — if another
like for me to be aware of? I have memory
player looks uncomfortable, or if you feel uncomfortable,
issues, and while I take extensive notes, please
help me out or give me the ability to roll to engaging the Stoplight System can help with making cer-
remember important pieces of information, be- tain that you’re not misinterpreting your friend’s facial
cause Jack’s memory is way better than Eliot’s. I expression. Maybe he’s really in-character, or maybe he’s
find my memory issues frustrating so please don’t uncomfortable with some of the things the SGC you’re
call attention to it at the table. running in this scene just said to his character. By tap-
ping the green card, showing a quick thumbs-up with a
With this trifecta of tools, players and Storyguides set questioning expression across the table, or asking for
themselves up for creating stories together with a mini- an out-of-character Stoplight Check-in, you reinforce as
mum of friction and a maximum of awesome and commu- Storyguide that player comfort remains the first consid-
nication. Of course, even with incredible communication, eration of everyone at the table. While these tools may
unforeseen events can and will occur — that’s just the feel clunky or disruptive to the flow of play when a group
nature of game play. Therefore, other safety tools assist is getting used to using them, once they become habit,
with the unforeseen, such as the X Card and Stoplight utilizing them disappears into the flow of play, and not
System mechanics. checking in sticks out more than asking.
Any safety system only exists to facilitate communica-
THE X CARD tion, and it falls on the Storyguide and the group as a whole
The X Card is a simple and powerful technique to foster healthy dialogue at the table. When dealing with
for players to opt out when the action makes them feel Denizens especially, who in many mythological continu-
uncomfortable in a way which interferes with their en- ities stand in for all manner of marginalized identities, it is
joyment – as opposed to being uncomfortable and also important to not further “other” players whose identities
enjoying themselves, as one might be when watching a are mythologically alluded to by these Denizens, and in-
horror movie that’s still enjoyable despite being horrific. A stead to foster a welcoming table where difficult issues may
piece of paper with an X on it is placed in the center of the be meaningfully discussed and approached respectfully.
table, and if at any time players (or Storyguide!) require
a break or stop to the action, they simply tap the X. The EXAMPLE COMMUNITIES
person requesting the time-out should never be required
HELL, ILLINOIS
or pressured to explain what made them uncomfortable,
either in that moment or after a suitable break period The Denizen community of Hell, Illinois has grown
when everyone is reconvening at the table. While check- up from its rather disparate roots into one which some of
ing in with someone who has utilized the X Card to step the residents call “the Island of Misfit Toys.” An almost
away from the table remains a good idea, the difference completely Denizen-populated community, Hell has
between “would you like to talk about it?” and “you need gathered a rather incredible cross-section of lost and
to tell us what happened, if only so we cannot do it again” displaced Denizen populations from across the United
is vast. The former opens the door for someone to express States to itself, and purposefully so. In Hell, Denizens
their feelings should they choose to do so, and the latter walk openly.
places pressure on the player to discuss an upset which Hell’s current mayor, Catherine Zelly, is a brùnaidh
may be too personal or which they simply may not feel or Brownie, and so can appear completely human when
comfortable discussing for any reason or for no reason at necessary, in front of cameras and on regional news.
all. The decision to disclose rests entirely with the upset The community carefully curates its outward-facing
party, and not disclosing should not be read as a reflection representatives so as to protect those who cannot appear
on the table. human on camera. An insular community, they exist to
protect their own.
STOPLIGHT SYSTEM For such a little nowhere town, Hell boasts a surpris-
A fluid and flexible system, the Stoplight System is ingly large, diverse population. Due to the fact that there
intended to foster ongoing communication especially are so many distinct groups, no single group holds deci-
during difficult interactions. Some groups approach the sive control of the town’s politics, and a constant struggle
Stoplight System by placing three cards — red, yellow, and exists for control of Hell’s direction. Old grudges often
green — on the table. Others approach it with a thumbs- resurface within these internecine scuffles, disrupting
up/thumbs-down/flat-hand gesture. Some groups ver- the putative peace of this would-be Denizen paradise.
bally ask, “Stoplight check-in?” if they feel uncertain or
think others might not be enjoying themselves. For many Denizens trapped in even smaller towns or
remote enclaves, Hell represents one of a few possibilities
of living among their own without having to apologize for

54 CHAPTER TWO: DENIZENS


their existence or identity. For all its struggles in dealing functions to mundane eyes primarily as a tourist destina-
with the human world, Hell for many represents the clos- tion. Most of the residents have awareness on some level
est thing to Utopia, a little like the kibbutzim of pre-Israel that not all of the year-round residents are human, though
Palestine, formed entirely of like-minded individuals rath- not everyone really believes the rumors, or openly ac-
er than the happenstance geography of one’s birthplace. knowledges the reality of their hometown. Tourists gen-
erally see only what they want to see. Most of the island’s
DAWSON CITY, YUKON summertime visitors don’t concern themselves over the
A Sphinx named Jabari Hananyah took over leading actual species of the beach’s lifeguards or the people at
the population of Dawson City over a hundred years ago, the roadside seafood shack, frying up hush puppies.
and their children have been carefully looking after the
Aquatic Denizens live more openly on Jekyll Island
city ever since. With a population of only about 1500
than they do just about anywhere else in the United
people, the community finds it easy to protect the small
States. While young motorcycle centaurs fantasize about
sphinxes living within its borders, and the existence of
roaring out I-80 to Hell, Illinois, young nereids whisper
the Denizens of Dawson City remains an open secret.
wistfully about moving to Jekyll Island the same way
Such few newcomers as ever arrive get quickly brought
young theatre kids sigh dreamily about moving to New
into the town’s secret, and those who can’t abide find
York City. The existence of a community of like-minded
themselves not-so-gently scooted out of town.
(and like-bodied) individuals lures marine Denizens to
With the modern age’s technological advancements Jekyll Island as inexorably as a siren’s song.
making it possible to record and disseminate images
of Dawson City’s inhuman residents, the town has ap- PORTLAND, OREGON
proached this problem by instituting strong social barriers As one of the whitest cities in the United States, the
against recording people without their permission as well mundane population of Portland doesn’t appear to contain
as local regulations forbidding the recording of conversa- an awful lot of diversity; behind the dividing line between
tions or people without consent. Privacy advocates praise humanity and Denizens, however, a great deal more vari-
Dawson City for their small-town regulations protecting ety exists. Chinook and Clackamas Denizens never left; a
the privacy of individuals without understanding that the vast number of shapeshifters and animal-headed Denizens
town has done this to protect its sphinx population. make their homes along Portland’s tree-lined streets in one
While the town’s populace tries to protect the form or another. (Sometimes quite literally: Portland also
sphinxes now because they’re part of the community, has one of the highest unhoused populations in the United
there’s a long history of members of the sphinx family States, with disproportionate representation among the
traveling abroad and returning to Dawson City with new unhoused population of Black and Indigenous people.)
tales: the new generation always leaves during adoles- The children of Bluejay, Coyote, Crow and Fox lead the
cence, a little like a sort of feline Rumspringa, for a period Indigenous population’s resurgence in Portland; residents
of five to ten years, before returning home and taking up of the Mount Tabor neighborhood often report spotting
the family’s inherited job of teaching the town’s children. bands of coyotes on their morning walks. This resurgence
Those who do not directly take up a teaching position at does put them at odds with the many Denizens whose
the town school (there’s only two jobs, really, one for art forebears traveled west across the Rockies: the Nyx who
instruction and the other for general instruction) find live in the Willamette River; the trolls who sharpen their
themselves in positions such as running the local library. teeth and paint thin blue lines on their jackets when they
As a result, Dawson City boasts a near-perfect high school fall in with the Titanspawn who go by the same name; the
graduation rate and an astonishingly high literacy rate for Sidhe who have taken up residence in the hills west of the
an isolated town its size. river. The ongoing internecine tension of Portland’s human
residents finds itself written larger than life — sometimes
The most recent generation struggles with the real- literally — in the conflicts between the city’s disparate
ity of more sphinxes than jobs, leading to several young groups of Denizens.
sphinxes staying on their Rumspringa longer than usual,
and another pair discussing the possibility of finding
another town to sponsor, creating the beginning of a net- DENIZEN CHARACTER
work of small towns with sphinxes imbedded in the heart
of their populations, teaching the young and fostering CREATION
knowledge.
Jabari would be so, so proud. C reating your Denizen has seven steps: Concept, Paths,
Skills, Attributes, Condition, Knacks and Purview, and
Finishing Touches.
JEKYLL ISLAND, GEORGIA
A small and insular community just off the Georgia STEP 1: CONCEPT
coastline, Jekyll Island’s population largely consists Take some time to think about your Denizen. A
of natatory Denizens of every variety. The community Denizen can be either a non-human, or — albeit more

Denizen Character Creation 55


rarely — a human touched by myth. Satyrs and nymphs
are non-human Denizens, while Amazons are human
STEP 2: PATH
Denizens. The children of Legendary creatures are also Your character, presumably, has a past. The decisions
Denizens, with Offspring being an alternate term for them. they made, and experiences they had along the way, are
represented by Paths. Paths gives you access to people
Make sure your Denizen fits with the group
and resources. You get to choose three Paths for your
out-of-character, if not in-character. It’s fine if your
Denizen: Origin, Role, and Legacy. Two of these — Origin
plucky Satyr antagonizes the Scions around her, but
and Legacy — hail from your character’s unique existence
you don’t want to be an asshole at the table. Consider
as a Denizen. You can choose to fit their Role into their
both your Denizen’s origins and plans for the future
myth too or choose something focused on the mundane
— which needn’t be your plan for their future. Who is
world to create a bit of tension.
their Legendary progenitor — is it a neglectful God, a
Demi-God, or a mythical creature? Is your Denizen con- Your Origin deals with your character’s legacy and
tent being a Denizen, or are they resentful they’re not upbringing. This may already enhance their mythical
uplifted into a Scion? Once you have the basics, and your nature but might also serve as the opposite.
Storyguide signs off on them, pick three Deeds.
A Deed is something you, the player, would like to see Examples: Apollo chose me as his prophet,
I was raised by sentient wolves, grandpa is a
happen for your character. While you choose them, the faerie and we don’t talk about it.
entire table is responsible for making them happen — and
likewise you should try to help other players with their
character’s Deeds. Pick one short-term, one long-term, Your Role represents what your Denizen does. Keep
and one band Deed. A short-term Deed is something in mind that Denizens are goal-oriented, driven people
your character can accomplish in a single session, like and their role should reflect that. Your character should be
“ask that cute selkie out.” A long-term Deed is exactly happy with their role and jump on any opportunity to ad-
that and should reflect how you want your character’s vance it. An aspiring actor working as a server is an actor.
arc to unfold. It might be “become a Scion,” or “realize
being a Scion isn’t really for you.” Lastly, the Band Deed Examples: World-famous actor (just wait for it),
is something the characters accomplish as a group and envoy to the centaurs of Creek Bay, anti-fascist
fighting the government.
should be shared by all of them. “Defeat the dark child of
Hela” is a good band Deed.
Lastly, your Legacy Path connects your Denizen to
Creating a Denizen, look for ways to make your short-
their mythical legacy. You can choose to link this to a
and long-term deeds uniquely, well, Denizen. Choose
Pantheon. Your character’s feelings about their legacy
another Denizen as their focus — someone a Scion might
needn’t be all peaches and roses. Though even if they do
find beneath their notice, but who is kin to you. Or relate
view their legacy as negative though, or are on the run
them to a struggle only Denizens have to deal with, like
from it, they should still have some legacy friends so you
feeling just a tad unwanted compared to Scions. These
can reap the mechanical benefits.
Deeds should be positive and goal-oriented. Denizens are
heroes too.
Examples: Descendant of Sleipnir (part of
the Aesir pantheon), no I do NOT want to be a
Character Creation Example: divine warrior, mom is a centaur stan and it’s a
Steffie wants to play a Satyr — and that’s all she little weird.
has at first. A little prompting from the Storyguide
has her land on a Satyr who works the bar in Once you have your Paths sorted, design the follow-
Club Paradiso, Amsterdam, with dreams of
ing for each:
someday performing in that fabled music hall. She
spent most her life far away from the mythical, • A brief description
until an as-of-yet unknown assailant used clearly
mythical powers to attack the Paradiso audience. • Three Skills associated with your path. Any given
Her short-term Deed, amid all the hectic, is to Skill can be associated with at most two of your
show up for her shift and earn that next pay- Paths.
check. Her long-term Deed is to keep Paradiso • Group, Contact, and Access connections.
safe. The Storyguide reveals that the assailant is
a villain in all the characters’ stories, so stopping • A Path Condition that triggers when you invoke the
them becomes her band Deed. Path too often. Ideally your Condition should tie
into your Denizen legacy, but you can also choose
one of Scion’s existing Conditions.

56 CHAPTER TWO: DENIZENS


Character Creation Example:
For her Origin, Steffie decides her Satyr hails
STEP 3: SKILLS
from four generations of Satyrs. Her great-great- Sort your character’s three Paths into primary, sec-
grandmother slept with the God Pan, which was ondary, and tertiary based on how important they are to
a bit of a scandal and is Not Talked About in them. You gain three dots in each Skill associated with
the family. Steffie chooses Athletics (everyone your primary Path, two dots in each of your secondary
in the family has a knack for it), and Occult Paths, and one dot in each of your tertiary Paths. These
and Subterfuge to represent a secret pursuit of dots are cumulative.
knowledge on the Greek Pantheon. Her family
constitutes her Origin group. If she invokes this For every Skill dot above three, choose one Specialty.
Path too often, she loses access to her Satyr These are free during character creation — if you raise
heritage as her family disapproves of that. When a Skill above three later, you don’t gain a new Specialty.
that happens, she can’t use her Songbird Knack. This Specialty represents an area of narrow expertise
As to her Role — this Satyr a musician. Or will within the Skill, such as Empathy (Selkies). A Specialty
be soon. Steffie takes Culture, Empathy and grants a +1 Enhancement to other, related Skills — your
Persuasion. Her band members and nascent character might gain it using Leadership on a band of
fan following constitute her Role contacts. For selkies. Failing a roll on the original Skill and Specialty
this Path, Steffie goes with the standard Path
Conditions of Suspended and Revokes. (trying to use Empathy to read a selkie’s body language)
also grants an additional point of Momentum.
Lastly, as her mythical legacy hails from the
god Pan, Steffie chooses Athletics, Culture, and You can use Specialties to create a unique niche for
Persuasion as legacy Skills. She could also have your Denizen. Other Denizens might talk to them and
chosen the Theoi Pantheon skills instead. She shun other characters in the Band. Or they might know
asks the Storyguide to help her create a Legacy something only a Denizen would — not everyone hears
contact, and they settle on a fellow Satyr who the Little Mermaid’s tale right from her lips.
she’ll meet in the first session. Invoking this Path
too often reinforces her Satyr nature, leading to
a -1 Penalty on rolls that requires planning and Character Creation Example:
forethought and a +1 Enhancement on rolls that Steffie chooses Role as her Satyr’s Primary path.
require impulse. Of the two others, she picks Origin as secondary
and Legacy as tertiary. That leaves her with the
following Skill dots: Athletics ••• (2+1), Culture

Denizen Character Creation 57


•••• (3+1), Empathy •••, Occult ••, Persuasion •••, Might •, Dexterity •••••, Stamina •••,
•••• (3+1), Subterfuge ••. Intelligence •, Cunning •••••, Resolve •. She has
That means she gets to pick Specialties for no overflow points from exceeding the Attribute
Culture and Persuasion. Combining her char- cap of Five.
acter’s dreams as a musician, work as a bar
tender, and status as an Offspring of Pan, she
settles on: Culture (music), Persuasion (music). STEP 5: CONDITION
If her Satyr had been more involved with the No one ever said being a Denizen was easy. In fact, it’s
Denizen community, she might have chosen decidedly not. Your Denizen has a permanent Condition
Persuasion (Satyrs) instead. that hinders them — though on the upside it also serves
as steady source of Momentum and may grant some bo-
STEP 4: ATTRIBUTES nuses. Maybe they only gain sustenance by eating bloody
hearts, or the ram horns curling from their head make it
Scion has nine Attributes, divided across three Arenas impossible to pass as human.
(Physical, Social, and Mental) and three Approaches
(Force, Finesse, and Resilience). Attributes represent You can find sample Conditions listened with
what your Denizen is plain good at, though it might not Denizens above, or work with the Storyguide to create a
always be how they like to do things — or even how they new Condition that is fun to play for you (though it may
most often go about it. This gives you an excellent chance frustrate the heck out of your character), and fruitful for
to lean into your Denizen’s mythical origins. A Berserker them to use against you.
might excel in physical confrontations but abhor them If you and the Storyguide both agree, and only then,
and do whatever they can to talk or reason their way out you may choose a second permanent Condition.
of problems.
Rank the Arenas in primary, secondary, and tertiary. Character Creation Example:
Every Attribute starts with a free dot, and then you assign Scion: Hero includes a Condition for satyrs,
six more to your character’s primary Arena, four to their Hooves (p. 311).
secondary, and two to the tertiary. Satyr Body Condition: Your hooves
Next, choose how your Denizen likes to solve prob- are noisy when you walk and mark you as
lems Your character might favor the Force Approach,
distinctly non-human unless you find a pair of
custom-made boots. Gain Momentum when they
whether that’s physical ( just hit it), social ( just wear give you away when you’re trying to be sneaky,
them down), or mental (reason your way through it). when they reveal your true nature at a time you
Meanwhile a quick and clever Satyr is probably good want to keep it hidden, or when they otherwise
at Finesse Approaches. Assign two more dots to each make your life more complicated.
Attribute in your Favored Approach.
No Attribute may have more than five dots at charac-
ter creation. If a Favored Approach bonus would take an
STEP 6: KNACKS AND
Attribute over five dots, you must relocate the excess dots PURVIEWS
to one of the other Attributes in the same Arena. A Knack is a special ability tied into your charac-
ter’s physical form, like running extremely fast if you’re
Character Creation Example: a centaur. Denizens listed above have several example
Knacks, which you can use as inspiration or choose as-is
Steffie decides that an aspiring musician who is
also a Satyr has Social as her Primary Arena. for characters of that type. Denizens, more than any other
She also thinks her character is probably more kind of character in Scion, require a bit of fudging some-
about brawn than brains, making Social her times due to the sheer variety of Denizens in the World.
secondary and Mental her tertiary. If you don’t want to create your own Knacks, you can
Looking at the individual Attributes, she assigns borrow a Knack from one of the Denizens in this book or
them: three to Presence, one to Manipulation, use Knacks from other character types. Be sure to check
two to Resolve, none to Might, two to Dexterity, with the Storyguide and other players when doing so, to
two to Stamina, none to Intelligence, two to make sure everyone agrees that it makes sense and is fair.
Cunning, none to Resolve. She also decides Origin-Tier Denizens may select a single Knack at this
Dexterity is her Satyr’s favored Approach, add- time; Hero-Tier Denizens select three and may optionally
ing two dots each to Manipulation, Dexterity,
and Cunning. choose an Immortal Knack in place of two Heroic Knacks.
With the free starting dot, that brings her Satyr A Purview, meanwhile, represents innate magic
up to Presence ••••, Manipulation ••••, Resolve tied to your Denizen’s myth. They let you shape-shift or
sing lullabies that put people to sleep. Denizen-specific

58 CHAPTER TWO: DENIZENS


Purviews can also grant Boons, but these are earned stubborn), Persuasion (tying into her musical
during play and not taken during character creation. prowess), and Subterfuge (she’s about to em-
Purviews require a Legend score, so Origin-Tier Denizens bark on a journey her family does not approve
don’t receive one; Hero-Tier Denizens may choose a sin- of). That brings those skills to Empathy ••••,
gle Denizen Purview, or if appropriate a normal Purview. Integrity ••, Persuasion •••••, Subterfuge •••.
Her extra Attribute dot goes to Resolve, raising
Both Knacks or Purviews are subject to change, as it to ••.
they grow and evolve alongside your character. You may
revisit them later in the campaign.
She selects two new Knacks: Aura of Greatness
and Scent of the Divine, both taken from Scion:
Origin (p. 105).
Character Creation Example:
Satyr Knacks can be found in Scion: Origin (p. Then calculate and add the following:
165) and Scion: Hero (p. 311). Steffie wants to
lean into the musical side of satyr myth, so she Your character’s Defense is based on a Resilience
writes a new Knack, Songbird. Attribute (Stamina, Resolve, and Composure). Most char-
Songbird acters use Stamina, but Denizens especially have a talent
for avoiding attacks in unconventional ways by being
You gain a +1 Enhancement to calming or
rousing emotions through music. People who unflappable.
hear your music stop to listen unless they’re in Your character also has an Injury Condition track-
immediate danger or highly focused on what er. They start with four levels of Injury at character cre-
they’re doing and increase their Attitude to you ation: Bruised, Injured, Maimed, and Taken Out. Add an
by 1 for the remainder of the scene.
additional Bruised slot if your character’s Stamina is 3 or
4, or two additional Bruised Slots if their Stamina is 5.
STEP 7: FINISHING TOUCHES
You may allocate five additional Skill Points (these
Character Creation Example:
don’t grant Specialties if you go above three now), one Steffie chooses Stamina as her Defense, making
Attribute Point (remember you can’t go above five), her Defense pool 6 total for Athletics + Stamina.
and either two Knacks or an additional Purview. Your Her Stamina also grants her character an addi-
Storyguide may hand out starting Experience Points at tional Bruised slot.
character creation — defer to the table to see what you
can purchase with them. With all dots filled in, take a moment to visualize your
character in your mind. What do they look like, what’s
EXPERIENCE POINT COST their sense of fashion? What does their voice sound like?
OBJECT CHANGE COST Do they have any endearing or annoying quirks? Do they
Attribute Add one dot to a single 10 Experience have any family, friends or enemies not yet represented in
Attribute their Paths — if so, flesh those out and tell the Storyguide
about them now. And lastly, the hardest one: what’s their
Favored Change a character’s 15 Experience name?
Approach Favored Approach
Skill Add one dot in a new or 5 Experience Character Creation Example:
existing Skill
Steffie decides her Satyr is a technogoth punk,
Specialty Add a Specialty to a Skill 3 Experience partially because the big boots help hide her
Knack Purchase a new Knack 10 Experience hooves. She dyes her hair bone white and wears
it in twin buns to hide her horns, with varying de-
Purview Add a new Boon 10 Experience grees of success. She chews too much gum and
blows bubbles when she’s agitated. She makes
Character Creation Example: a mean cocktail. If asked, she says she has only
friends and fans — but the attack on Paradiso
Steffie assigns her extra Skill points to Empathy hints to a hidden enemy. Her name is Nora.
(she’s a bartender), two to Integrity (goats are

Denizen Character Creation 59


“My benefactor said that when a man embarks on the paths of sorcery he
becomes aware, in a gradual manner, that ordinary life has been forever left
behind; that knowledge is indeed a frightening affair; that the means of the
ordinary world are no longer a buffer for him; and that he must adopt a new
way of life if he is going to survive.”
— Carlos Castenada

M ost mortals are content to let miracles remain the


domain of the gods, their Scions, and the occasional
Denizens who share the World with them. But Sorcerers
Rome. However, variations on the technique are common
around the world. Practitioners use the power of words,
writing or carving their desires into amulets or other ob-
are not most mortals. Craving power, these too-clever-by- jects as focuses for their power. These objects are then
half practitioners of hidden ways tamper with Fate and carried or disposed of in ritual manners, enacting the
Legend, weaving spells to remake their lives, their World, Sorcery. The Greco-Roman tradition uses thin sheets of
their reality according to their own design. No few stray lead which are buried or hidden, but other traditions used
too far into spheres of influences jealously guarded by the paper, clay amulets, pot shards or other forms of record-
divine, and no few are struck down for their hubris. ing their will. Talismans are the most frequent Source of
Yet power is not freely offered, not for these self-made Power among these Sorcerers, followed by Prohibitions.
masters of miracles. To be a Sorcerer is to mortgage your life Motif: Inscribing one’s desires on a ritually prepared
upon the altar of magic. Those who start down such a path object, properly hidden or protected, can make them be-
will rarely turn away from it, and the further down it they go, come real.
the less recognizable they become. There is, after all, no such
thing as a free lunch — to do magic is to sacrifice your nature,
BENANDANTI
your future, your identity, your freedom. Few can make such a The Benandanti are merely the most famous of a
choice, but then, to a Sorcerer, it’s no choice at all. Even before number of traditions whose Sorcery is derived from un-
they took the first step, their resolve was unshakeable. binding their own spirits. These traditions are common
across Europe, and many are considered to be innate,

MOTIFS rather than taught. Those born to the task are born with a
caul over them, allowing them to master the techniques.
The Benandanti of Italy use fennel stalks and psychoac-
A s with the miracles of Scions, Sorcerers channel their
power through the use of Motifs. Every spell must
be cast through a Motif, and every Sorcerer has an innate
tive reagents along with their caul to call on their power,
fighting endless wars in the night to protect or harm com-
Motif they use to perform their Sorcery. When a Sorcerer munities. Similar traditions can be found in the Serbian
increases in Tier, they gain an additional innate Motif as zduhac, Livonian Wolves of God, Slovenian kresnik, and
a result of further study or understanding, for a second at Bulgarian dragon men, though the tools wielded often
Hero, a third at Demigod and a fourth at God. change. Blades, sticks, plant stalks, eggshells, and other
implements are all possible. Prohibitions are common
A Sorcerer’s first innate Motif is the one which they
among these Sorcerers, as is Invocation.
learned to perform their magic with. This can be selected
from any Pantheon Motif or from the list below (chosen Motif: By using my caul, my ritual weapons and
to represent other magical traditions). psychoactive herbs, I can send forth my soul to effect
miracles.
Sorcerers may choose to apply multiple Motifs to
a spell they cast to increase its power. Each Motif ap- CHAOS MAGICK
plied grants the player’s choice of +1 Enhancement (to Chaos Magick is a recently developed form of Sorcery,
a maximum of Enhancement 3 from Motifs alone) or -1 dating to around the 1970s. It is different from many oth-
Complication to the spell. However, each Motif added af- er forms of Sorcery in that it rejects most set technique,
ter the first requires an additional action be taken before ritual and systemic belief. Its philosophy focuses on re-
making the Sorcery roll, delaying the use of the spell. placing set dogma and systems with elements of personal
The Magic Purview does not grant the ability to ap- symbolism, collecting symbols from different techniques,
ply multiple Motifs to a spell. religious traditions and pop culture into something that
is personally relevant. These personal symbols are used
TRADITIONAL MOTIFS to create dynamic rituals on the fly, frequently focused by
AMULETS altered states of consciousness, including fatigue, drug
usage and ecstatic meditation. Two chaos magicians are
Defixiones and katadesmoi are the most famous
unlikely to practice their Sorcery in the same way, as
forms of this Sorcery, the lead curse tablets of Greece and
each will find symbols and techniques that have strongest

Motifs 61
personal meaning to them. Invocation is common among Neidan ceases aging and becomes immortal, can identify
these Sorcerers, as is use of Prohibitions. and channel the flow of spiritual power around them, and
Motif: By wielding symbols that have deep personal with ultimate refinement of the true Spirit returns to emp-
meaning to me and engaging in altered states, I am able to tiness and abandons their form, becoming one with the
enforce patterns on reality dynamically. universe. The process is difficult, and many practitioners
end up somewhere along the path, capable of miraculous
GOETIC SORCERY feats but still seeking transcendence. Prohibitions and
Goetic Sorcery is most commonly practiced among Invocations are the most common Sources of Power for
academics, especially in Europe and the Middle East. Neidan, as they rely most on the self.
It does not have the best reputation, thanks to many Motif: Through deep breathing and managing my
Sorcerers who practice it dealing frequently with de- internal landscape, I can alter the nature of my body and
monic spirits as their chief source of power. The most identify key junctures that let me shift the energies of the
famous of these are the Solomonari, graduates of the world around me, aligning them with my intention.
Transylvanian Scholomance, a school said to be run by
the Devil. However, the summoning of demons, while the OBEAH
most famous form of Goetic Sorcery, is not the only one. Defining Obeah is not always easy, as the term has
Practitioners may call on jinn, angelic names or other come to encompass a variety of Afro-Caribbean practices
potent spirits as the channels for their Sorcery, focusing considered evil, illegal or otherwise forbidden by author-
their power through the entities they deal with. Many ity, particularly white colonial authority. Even today, it
Goetic Sorcerers use Patronage as their source of power, remains illegal in much of the Caribbean. Its power is
but Invocation is a close second. strongest when hidden, and its practitioners consider it
Motif: By using sacred names, the seals of powerful a high science that draws on truths from many religions,
demons and spirits, and binding potent spirits into pacts, not a tradition. The power it wields can harm as easily as
I may channel their power. heal, and its use has often been in the hands of those seek-
ing justice for the harms dealt to them by colonial power,
NECROMANCY or those hired by them. Experimentation with methods
Feared by many, necromancers communicate with and adapting the tools of other esoteric practices and reli-
the dead and wield their power. These Sorcerers have a gious rituals into the practitioner’s works is common, and
sinister reputation, but much of it is merely due to fear many spiritual beings may be called on during Obeah rit-
of death and the grisly materials that necromancers work uals, from ghosts to deities, and practitioners know that
with. By wielding the body parts of the dead, they can call experiments can go wrong and rebound on them if they
on dead souls to rise up out of the Underworlds and serve are not careful. Invocation and Talismans are common
them or give them information. Most sell their services Sources of Power, followed by Patronage.
as did the infamous Witch of Endor, communicating Motif: By use of prepared talismans, oils, and chalks
with those who have died to bring solace or advice to the to balance powers in my work, I can create experimental
living. They may be reviled for their practices, but most seals and anointments that will enact my will.
make a decent living anyway. Bones, powdered flesh, un-
guents using body parts and similar pieces of bodies are ONMYODO
the key tools they call on to enact their will. Patronage Onmyodo is a Japanese tradition developed in concert
and Prohibitions are most frequent among necromancers. with Daoist techniques, operating outside the normal bounds
Motif: By wielding pieces of corpses and the remains of Shinto understanding. It teaches practitioners to read the
of those passed on, I can command dead spirits to per- signs of the natural world and correlate them mathematically
form magic. to chart the flow of the elements. Tapping into these and the
forces of Yin and Yang allows onmyoji, as practitioners are
NEIDAN known, to create and empower weak Kami, which are then
Neidan, the practice of Daoist internal alchemy, focus- frequently bound into paper figures or charms. In the past,
es on self-mastery, but this does not mean it is unable to they were even an official part of the Japanese government
influence the world. Breathing exercises, retention of bodi- as diviners, choosing the best times and methods to do near-
ly fluids and visualization of the kingdom that is the body ly anything, and some onmyoji became quite famous. The
allow them to refine their internal workings and learn to greatest of these was the mighty Abe no Seimei, who has now
guide their intention without stray thought. Via secrets been enshrined as a Kami in Kyoto. Onmyoji frequently use
taught only directly from master to student, this leads to Prohibitions or Talismans as their Source of Power.
refinement of the energies that animate the self and com- Motif: By using key elements of the natural world
munion with the spirits that live within them, developing and spirits bound into paper talismans, I can predict and
from physical breath and essence into the true Breath, transform elemental energy or the balance of Yin and
Essence and Spirit that flow from the Dao. A master of Yang.

62 CHAPTER THREE: SORCERERS


their wishes in The World, she has a steady source
CLASH OF WILLS of Legend, but their demands will always expand
Sorcery Clash of Wills are rolls of [Sorcery Skill] + to match the amount of power she desires.
Legend. If no Sorcery Skill applies, substitute Occult.
• Prohibition: By submitting to limits on her actions

SORCERY and how she can use her magic, the Sorcerer draws
on some of the power of Fate itself. If she breaks

MECHANICS her self-imposed rules, she loses her powers until


she can make amends. As she grows more power-
ful, she must accept more prohibitions and become
S orcerers stand apart from Scions in two ways that
significantly change the way that they act in The World.
First, because they lack divine ichor, they cannot naturally
increasingly careful about how she acts.
• Talisman: The Sorcerer uses a Relic as a battery
contain reservoirs of Legend to power their supernatural of Legend. If he loses control of it, he also loses his
abilities. Across cultures and throughout history, Sorcerers magic until it is in his hands again. At higher tiers,
have found several ways around this limitation, all of which a Sorcerer becomes so attuned to his talisman that
come at the cost of either restricting their behavior or damaging it can kill him, and the methods he must
relying on some source outside of themselves to provide employ to sustain its powers grow increasingly
the Legend they need. costly.
The second quality that distinguishes Sorcerers is INVOCATION
the way they work their magic. Instead of having access Sorcerers who gain Legend from Invocation do so by
to Callings and Purviews that represent the archetypal boldly identifying themselves as specific Gods, tapping
boundaries of their powers, a Sorcerer learns simple into that God’s divine power while hoping to keep ahead
magical Workings that focus on outcomes and gradually of whatever retribution they might provoke. Most such
hone them through a set of Techniques that allow them Sorcerers treat divine identities as costumes to put on and
to achieve more impressive results. An inexperienced take off as needed, but some make a full-time career out of
Sorcerer, for example, could use the Shapechanging pretending to be a God. They are the Sorcerers that most
Working to let her spirit leave her body in the insubstan- Scions know about — are warned about, even — as exam-
tial form of a butterfly or mouse. Later, she might learn a ples of arrogant mortals who only want to steal what isn’t
Technique to make her projected spirit more substantial, theirs. It’s no exaggeration to say that they’re singlehand-
another that would allow her to transform her body in- edly responsible for the general reputation of Sorcerers
stead of projecting her spirit, or one that lets her shape- among immortals.
shifted form travel into Underworlds.
System: The Sorcerer begins each session with a
SOURCES OF POWER full pool of Legend. Every time she casts a spell with a
As far as many Gods are concerned, Sorcerers are Legend cost (spent or imbued), she replaces one die in
thieves: they take power that doesn’t rightfully belong to her Sorcery skill pool with a hubris die. If, at any point,
them and use it for ends that don’t further the goals of any she then makes a Sorcery skill roll and any of the accu-
Pantheon. While this impression isn’t exactly accurate — mulated hubris dice come up as successes, she immedi-
some Sorcerers are as devoted to the Gods as any Scion ately suffers consequences based on the number of hubris
or mortal follower — the ways that Sorcerers feed their dice. Hubris dice that are successes on this roll are then
need for Legend can come across as greedy even to their removed from the pool. If the Sorcerer casts a spell that
close allies. does not require a Sorcery skill roll, but while he still has
hubris dice in the pool, roll anyway to see if divine ven-
Every Sorcerer chooses one of four sources of power geance manifests itself.
upon reaching Legend 1. The four sources are:
Once per session, a Sorcerer who uses Invocation for
• Invocation: By temporarily masquerading as a power can make a minor sacrifice to appease the Gods.
God through ritualized re-enactments of myth or Instead of regaining Legend as a Scion would, he instead
bold declarations of authority, the Sorcerer siphons reduces his hubris pool by two.
a fraction of the God’s Legend for his own use. The
Example: Dora’s Sorcerer, Inga, has accumulated
more power he tries to draw on at once, the more
three hubris dice so far by casting spells while wearing a
brazen his claims must be, and the more likely it is
rune-embroidered cloak and declaring herself to be Freyja.
that the God will strike back to punish the theft.
When she then uses Untether to fly, she adds a fourth die and
• Patronage: The Sorcerer strikes a bargain with rolls Culture + Presence as her Sorcery skill: out of her usual
otherworldly powers, whether recognized Gods or 8-die skill pool, four are replaced with hubris dice. Two of
independent spirits. So long as she keeps her pa- them come up successes, she feels the invisible flutter of a
tron satisfied through sacrifices or by carrying out falcon’s wings rush past her, and gains a 2 Complication on

Sorcery Mechanics 63
HUBRIS DICE RESULT
1-2 2 Complication on further spells cast in the same scene. Failing to overcome the Complication
adds an additional hubris die to the pool, accompanied by a warning omen from the offended
God.
3-4 The Storyguide either adds the current hubris dice to the Tension pool or creates a Twist of Fate
that works against the Sorcerer and her allies.
5-6 The Sorcerer gains a Nemesis Fatebinding with a strength equal to half the hubris dice pool
rounded up, taking the form of an agent of divine retribution. If the character is already at his
maximum number of Fatebindings, one of the Sorcerer’s Fatebound SGCs is immediately put in
Peril instead.
7-8 The Sorcerer suffers a harmful supernatural Condition appropriate to the God. It can only be
removed by performing a major sacrifice to that God or by the intervention of another God-tier
being.
9-10 The Sorcerer and the area around her become the targets of a Marvel of the Storyguide’s choos-
ing that falls within the God’s Purviews.

any other spells she casts that scene. Her hubris dice pool is toward accomplishing the Deed, she can neither invoke
reduced from four to two. nor compel the Patron.
PATRONAGE PROHIBITION
A Sorcerer with a patron accepts a permanent By taking on strict limitations on his own behavior, a
Fatebinding with a God or powerful spirit in order to bar- Sorcerer strikes a bargain with Fate: I will become a char-
gain for Legend. Unlike Chosen Scions whose divine gifts acter in your story if you grant me the power to influence
can never be taken away by the God that first bestows it. He loses some of his freedom, entangles himself in a
them, Sorcerers of this kind must constantly placate their web of rules to follow, but can be sure of having access to
patrons in order to have access to power. For some — Legend so long as he obeys.
Sorcerers who learn magic through intense devotion to a Prohibitions are more extensive than the geasa of
God — following the patron’s request is no great sacrifice. the Tuatha De Danann. Instead of describing specific
Others, however, discover that the entities most willing to actions to avoid, they encompass entire codes of conduct
impart their secrets are the ones who intend to exact the that affect a character every day of her life. “Never take
highest prices for them. a lover” is a geis. A comparable prohibition would be
System: The character gains a permanent never to display any affection for anyone through words
Fatebinding, Patron. He cannot take on any other or actions: treat family and friends the same as strangers,
Fatebindings, and can only gain Legend through sacrific- never touch anyone with whom you have any emotional
es or by compelling his Patron. Once per session each, he connection, and never grieve the loss of someone close
can invoke or compel his Patron as follows: to you.
Invoke: The Sorcerer invokes the Patron to gain As a general guideline, the prohibition should have
access to Path resources of the Patron as if they were a a moderate effect on the character’s behavior at all times
Path he possessed himself. This can be used to ask for (e.g., requiring an ascetic lifestyle or the maintenance of
help from the Patron’s followers, gain access to temples ritual purity) or enforce strict limitations about a quarter
or cult sites, or borrow equipment that the Patron could of the time (e.g., cannot use magic during the full moon,
reasonably supply. must sleep in a graveyard).
Compel: The Sorcerer gains a point of Legend but System: The character gains the Persistent Condition,
must replace one of her Short-term Deeds with one that Sorcerous Prohibition, that limits his behavior as de-
the Patron demands. If she does not complete the Deed scribed above. Gain Momentum any time the Condition
by the end of the episode, she loses 1 point of Legend and significantly interferes with his ability to act, but once per
must perform a minor sacrifice before she can invoke or scene, he can choose to spend 1 Momentum and gain a
compel the Patron again. point of Legend instead. If he violates his prohibition, he
Upon reaching Legend 5, a Sorcerer with a Patron immediately loses all Legend points and cannot use one
finds their requests more demanding. Once per arc, the of his Motifs to perform any magic until the next episode.
Patron can demand that the character take on a Long- The Sorcerer acquires a second prohibition at Legend 5
term Deed of their choice. In any session during which and a third at Legend 9.
the character does not make at least minor progress

64 CHAPTER THREE: SORCERERS


STOLEN TALISMANS WORKINGS,
While the main disadvantage of a player TECHNIQUES, AND
choosing a Talisman as his character’s source of
power is that it can be stolen, it should also not be
taken as an invitation for someone to take it away
CHARMS
frequently. Disarming a Sorcerer for a few rounds
is fair, but the risk of losing it for longer shouldn’t T he many magical powers attributed to Sorcerers
in The World fall into five broad categories called
Workings. Every Sorcerer knows at least one of these, and
come up more than once every few arcs.
the vast majority of them that mortals encounter will never
master more than one. Within each Working are several
TALISMAN Techniques that hone the Sorcerer’s abilities and add new
ones. For example, the Wonderment Working at its basic
Talismans are Relics whose fame gradually eclipses
level allows a character to disguise people or change the
that of the Sorcerer who uses them, so that they become
appearance of objects, but Wonderment Techniques give
sources of Legend for the character to tap into rather
him the power to turn invisible, create entire illusory scenes,
than simple tools or foci for power. To rely on a Talisman
or conjure items out of thin air.
means for a Sorcerer to accept that she will be remem-
bered less for who she is and more for the fact that she When a character learns a Working, she also ac-
was one wielder of the Book of Thoth, Gwydion’s magic quires that Working’s inherent Technique. She gains two
wand, or the obsidian mirror of Tezcatlipoca; its name Techniques of that Working at Legend 1, then one more
will be famous long after hers has been forgotten. for every point of Legend after that. Sorcerer characters
know one Working and its inherent Technique at Legend
Unsurprisingly, then, most Sorcerers become in-
0, and gain additional Workings upon reaching Legend 1,
tensely possessive of their Talisman, not only because
5, and 9. Learning a new Technique beyond those gained
they cannot use most of their magic if they lose it, but be-
naturally costs 10 Experience. Additional Workings can-
cause their entire identity becomes bound to the fact that
not be purchased with Experience.
they have it. As they increase in power, this connection
takes on a supernatural quality to the extent that losing Charms are minor magical effects available to any
access to the Talisman can be a life-threatening event. Sorcerer who knows a Working. Most of them can provide
a 1 Enhancement or Complication to mundane actions
System: A Talisman must be purchased as a Relic
associated with the Working, such as using a Divining
Birthright with a minimum level of half the Sorcerer’s
charm to enhance research or a Binding charm to briefly
Legend (rounded up). Although the Sorcerer’s Legend
inconvenience an enemy. Charms cannot be used of any-
increases over time and through Deeds as it does for oth-
one of a higher tier than the Sorcerer.
er characters, it’s effectively the Talisman’s Legend that
grows and it is that pool of Legend that he draws upon for
his spells or rituals. SPELLS AND RITUALS
At the beginning of each session, a Talisman can A Technique used to produce an immediate effect is a
provide Legend equal to the lower of twice its Relic level spell. Casting a spell is a simple action in combat and re-
or its wielder’s Legend so long as it is in her possession. quires the Sorcerer to invoke a Motif to do so. Some spells
These points are the character’s only source of Legend; call for a Sorcery skill roll. As with Knack skills (Origin,
she cannot perform sacrifices or Fatebindings to regain p. 105), the player and Storyguide agree on the appro-
it. If she loses her Talisman, she can only use Sorcery that priate skill. The Storyguide then chooses the Arena and
has no Legend cost, and any spells that rely on imbued the player chooses the Approach. By default, the skill for
Legend end immediately. Sorcery rolls is determined by how the character is casting
the spell, not the desired outcome. It might be Culture for
At Legend 5, a Sorcerer’s bond to his Talisman allows
a prayer or song, Academics to recite an incantation in a
him to use it to preserve his own life, but at a cost. Once
dead language, Science when concocting potions, and so
per session, if the character is Taken Out, he can imbue
on. If the skill roll fails, the spell has no effect, no Legend
a point of Legend to delay the injury that caused it so
cost (if there is one), and can be tried again next round.
that it does not take effect until he either reclaims that
point or loses control of the Talisman. The injury cannot If the spell has a Legend cost, the character pays it
be healed until it is released from the Talisman, but will when it succeeds. Spells that require a Sorcerer to imbue
remain suspended for as long as he keeps that point of Legend keep that Legend invested at least until the end
Legend imbued. of the scene or until he spends a point of Momentum and
makes a Sorcery skill roll to recover it.

Spells and Rituals 65


need: a thatch-roofed hut in the wilderness built around
RITUAL SORCERY a central pole, an animal-skin drum painted with a rough
A Sorcerer can go far beyond his normal limits by map of the Underworld, and a potion for herself and her
turning a Working into a ritual. When people tell stories companions to drink to induce their shared trance. By
of curses that last for generations, armies of spirits rising dividing up the work between herself and her friends, she
from the Underworld, or forests coming to life to defend completes this part in a few days, and the entire group
their inhabitants, they’re describing rituals that can take begins their descent.
Sorcerers weeks or months to perform.
Casting a ritual is like crafting an item: each step in LIFTING SPELLS
the process is a Milestone that the Sorcerer’s player and When mortals go to visit their local Sorcerer, it’s al-
the Storyguide agree to, usually requiring a Short-term most always for the same reason: to break a spell that’s
Deed to accomplish. The more powerful the final effect, been placed on them. Some people might ask for a divina-
the more Milestones the character needs to complete. tion first to make sure that their sickness or streak of bad
The first Milestone always involves researching or cre- luck is, in fact, the work of magic, but if they’re paying for
ating the ritual, which might require the Sorcerer to get a Sorcerer’s time, it’s easier to go straight to asking him to
access to an occult tome, consult with a mentor, or busy lift whatever curse they think they’re under. Fortunately,
herself with experimentation in an alchemical laboratory. lifting supernatural influence is something any Sorcerer
Afterward, add one Milestone for each of the following can do through ritual.
effects: Lifting a supernatural effect requires ritual Sorcery
• Spend Legend instead of imbuing to make an effect that generally takes one scene per Milestone to complete.
last for the duration of the current arc or until dis- The first Milestone is used to determine whether or not
pelled by any ability that can remove supernatural the subject is under magical influence, and will always
Conditions produce a yes or no answer without requiring any skill
rolls. (A Sorcerer with the Divining Working can accom-
• Allow the Sorcerer to cast a spell on a target at any plish this in one round instead of one scene.) Removing
distance so long as he possesses something with the spell then requires the Sorcerer to complete one
a strong sympathetic connection (a lock of hair, Milestone if it was cast by someone of her tier or lower,
some blood, a clear photograph, etc.) to the target or two Milestones if cast by someone of one tier high-
• Allow the Sorcerer to share the effect of a spell that er. Spells cast by beings two more tiers higher than the
would normally only affect herself with her allies Sorcerer cannot be broken through this ritual.
• Spend Legend to apply a Feat of Scale to one fea- A character can reduce the time necessary to lift
ture of the spell. a spell by spending one point of Legend per Milestone
The Milestones after the first one can involve locat- bypassed. At the end of the ritual, he makes a Clash of
ing components for the ritual, undergoing purifications, Wills (Sorcery skill + Legend vs. Integrity + Legend) to
performing sacrifices, waiting for the proper alignment of determine success.
stars, gathering helpers to aid in the final rite, or anything
else that the player and Storyguide agree upon. Because
BINDING
it’s usually not fun for a character to be taken complete- Love spells, curses, and the evil eye are the powers
ly out of play in order to prepare for a ritual, choosing that mortals most associate with Sorcerers, and all of them
Milestones that allow fellow players to help or ones that are forms of Bindings. It’s common for people to assume
drive the Sorcerer to start a subplot that’s still connected that every Sorcerer can work spells of this kind, which
to the main story is better than asking him to meditate in lends to their general reputation around The World for
a cave for a month while his friends are on an adventure. bringing trouble to their communities.

Example of a ritual: Josh’s Sorcerer, Ayta, must Charms: Binding charms produce brief and immedi-
descend into Tamu to speak with her dead mentor by ate effects that hinder their target in some way: they can
using the Secret Paths Technique. Knowing that Erlik’s force a person to look at the Sorcerer, garble her speech
Underworld can be dangerous, she wants to bring her while trying to call for help, mistype a password, and so
companions with her for support, and so must perform the on. If appropriate, the hindrance adds +1 Difficulty to a
spell as a ritual requiring the completion of two Milestones specific roll that the target makes in the next round or
(one to make it a ritual, one to extend the effect) and the minute.
normal cost of 1 Legend. For the first Milestone, Josh tells Inherent Technique: Spite
the Storyguide that Ayta is going to reach out to the local
Tengri community to find shamans and storytellers who Skill Roll: Yes
know the best route to take on the journey. For the second, Cost: 1 Momentum or 1 Legend
her plan is to construct the ritual space and tools she will Duration: Scene

66 CHAPTER THREE: SORCERERS


Subject: One character for one roll of her choosing in the current scene. The
maximum difficulty in either case is 5.
Range: Short
With a few words or an angry gaze, a Sorcerer can BINDING TECHNIQUES
inflict either misfortune or injury on a target. To inflict Curse
damage, the character spends 1 Momentum and
rolls his Sorcery skill to make the initial attack. For the Skill Roll: Yes
rest of the scene, he can use Spite on the same target Cost: Imbue 1 Legend
at no extra cost. He can also apply the following
Stunts: Duration: Scene
Eyebite (0s + opponent’s Defense): Force the target Subject: One character
to maintain eye contact with the Sorcerer, preventing Range: Short
either one from performing mixed actions or any
basic action other than Move. Eyebite can only be The Sorcerer applies a harmful Condition to a target
used on a given target once per scene, but lasts until for the duration of the spell. The player must specify
the Sorcerer breaks eye contact or some obstacle the curse before rolling; the Storyguide assigns a dif-
blocks her line of sight. ficulty to the spell based on how significant an effect
it will cause. In the case of Conditions that don’t have
Under the Skin (2 or 5s): For 2s, inflict an Injury a direct mechanical effect (e.g., causing someone’s
Condition on the opponent. For 5s, inflict an Injury hair to fall out, their socks to always be wet, or for
with the Aggravated tag. them to forget the names of everyone they know),
Staggering Words (0s + opponent’s Stamina): Knock the Storyguide can use the s table (Origin, p.64)
the target prone. as a guide. For Conditions that add difficulty to the
target’s actions, the difficulty penalty is equal to half
Howl (0s): Spend 1 Legend instead of Momentum to the number of successes rolled.
affect every opponent in the same range band as the
target. Draw Out
Alternately, the Sorcerer can either spend 1 Legend Skill Roll: Yes
to apply a difficulty penalty equal to half the number Cost: Imbue 1 Legend
of Sorcery skill successes to all of a target’s rolls for
the remainder of the scene or spend 1 Momentum to Duration: Indefinite
add difficulty equal to the full number of successes Subject: One character

Spells and Rituals 67


POISONED APPLES AND TREACHEROUS RINGS
Sorcerers who know the Curse Technique can, as a ritual, leave a curse in waiting on an object, together
with the conditions that cause it to take effect. The requirement for activation must be a simple one, like
“Whoever touches this,” “Whoever disturbs this grave,” or “Whoever reads these words aloud.” Applying a
curse in this way costs 1 Legend, but the Condition that it applies lasts until it is removed.

Range: Long Similar to the geis, this Technique allows the


Sorcerer to command the target to refrain from a
When mortals talk about love spells, this is the certain activity. If successful, the spell applies the
Technique that they usually mean. It doesn’t inspire Forbidden Condition for the rest of the scene or
love at all, but if successful, compels the target until the Sorcerer chooses to end it. The target of the
to come to the Sorcerer. Until he does, the victim Forbidden Condition is unable to perform the named
gains the Wasting Condition, which prevents him action, so long as it is one that is normally under his
from eating or sleeping and imposes an increasing conscious control. (“Do not move” is valid; “do not
Difficulty penalty to all actions the longer it goes on: breathe” is not.)
+1 in one day, +2 in three days, +4 in one week.
After one week, the target suffers an Injury Condition Spirit-Wrestling
every day until the effect is resolved. Drawing Out
cannot be used on anyone of a higher Tier than the Skill Roll: No
Sorcerer. Targets of the same Tier can roll Resilience Cost: None
+ Resolve each day to break free of the effect, with
a difficulty equal to the number of successes of the Duration: Scene
original spell. Subject: One spirit
Envessel Range: Short
Skill Roll: See below The Sorcerer engages a spirit in a ritualized contest
Cost: Imbue 1 Legend in order to drive it away from his presence for the
remainder of the session. The contest is a complex
Duration: Arc action using a skill of the spirit’s choosing, requiring
Subject: One spirit a base 1 to 4 Milestones to complete. For spirit
Antagonists, the Storyguide should use its Archetype
Range: Short rank as a measure: one for the lowest, four for the
highest. If it is one higher tier than the Sorcerer,
Commonly used by Sorcerers who also know the add 2 Milestones; if one tier lower, subtract 2 to a
Summoning Working, Envessel allows the character minimum of 1.
to trap a defeated spirit in an object. Against a spirit
that has been Taken Out, the Technique requires no The contest, which might be an exchange of riddles,
roll to succeed. Against spirits that are still active, a competitive dance, actual wrestling, or anything
the difficulty of the Sorcery skill roll is equal to its else appropriate to the nature of the spirit, must be
remaining Health levels and costs 1 Momentum per played out to its conclusion to have any effect. If the
attempt. Sorcerer wins, the spirit departs. If he loses, he can-
not use Spirit-Wrestling on it again for the remainder
A spirit can be interrogated by the Sorcerer once of the current arc. If the contest is interrupted, he can
per session while it is trapped, or it can be released cast the spell again, but either loses any progress he
and commanded to perform one service afterward. has made toward victory (if he was ahead or tied in
Spirits given orders in this way tend to become Milestones) or treats it as a defeat (if the spirit was
resentful: if the player wishes, she can take it on as a ahead).
Nemesis Fatebinding immediately after the service
has been completed. Subversion
Forbiddance Skill Roll: Yes
Skill Roll: Yes Cost: 1 Momentum
Cost: 1 Legend Duration: Scene
Duration: Scene Subject: One character
Subject: One character Range: Short
Range: Short The Sorcerer alters the Attitude of a Storyguide
character toward her (only). The player first tells the

68 CHAPTER THREE: SORCERERS


Storyguide what Attitude she wants the target to including being Taken Out, so long as none of them
have (negative or positive, level 0 to 5), then makes are fatal.
a Sorcery skill roll with a difficulty equal to the differ-
ence between their current Attitude and the desired Ecstatic Trance
one. It cannot be used on targets two or more tiers Skill Roll: No
higher than the caster.
Cost: 1 Legend
DIVINING Duration: Scene
The first thing that most Sorcerers learn is how to Subject: Self
interpret the hidden signs of The World and put them to
use. Whether they do it through calendrical calculations, The Sorcerer invites a spirit into his body to offer
observing nature, or speaking to spirits, they gather in-
guidance to others while also protecting him from
harm. The character names the spirit or type of spirit
formation in ways that are inaccessible to other mortals. to call up, after which he can use his Sorcery skill
Charms: Divining charms allow casters to gain in place of a specific skill roll for the duration of the
knowledge in ways that would generally be available spell. For example, by becoming possessed by an
through non-supernatural means, but without having to ancestor who was a great warrior, he can substitute
go through the effort of research. Using a divining charm his Sorcery skill for Close Combat, while the spirit of
during Procedural play gives 1 Enhancement to attempts a wise sage allows him to substitute it for Academics.
to gather information.
In addition, being in the trance allows the Sorcerer
to ignore pain to a limited degree. For the duration
Inherent Technique: Read the Signs of the spell, she gains one extra Bruised Health Level
and is Resistant to one of the following: fire, cold,
Skill Roll: No sharp weapons, poison, or drowning.
Cost: 1 Momentum or imbue 1 Legend The possessing spirit may have its own agenda if it is
Duration: One roll or indefinite summoned without a clear purpose or if it completes
its task before the spell is done: the warrior might
Subject: Self demand a feast when it has defeated its enemies,
During procedural play (Origin, p. 73-75), the the sage might become engrossed in learning about
Sorcerer can spend a point of Momentum to use his the internet, and so on. If the player accepts an
Sorcery skill in place of any other skill roll required to inconvenient distraction as a result of the possession,
gather clues. In addition to the usual Stunts available he gains Momentum. If the character wants to end
when finding clues, he also gains the following: the trance before the scene has finished, she must
succeed at a Sorcery skill roll.
Mythic Traces (1s): If the scene that the Sorcerer
is investigating involves magic or is connected to Necromantic Consultation
supernatural beings, he can identify the Pantheon to
which they are most closely aligned. Skill Roll: Yes
Guilt-finding (2 or 4s): As a 2s Stunt, the player can Cost: Imbue 1 Legend
ask the Storyguide for a general description of the Duration: Scene
cause of a situation that her character is studying.
For four successes, the Sorcerer learns the current Subject: One corpse
location of who- or whatever has caused it and can Range: Close
choose to imbue a point of Legend to continue to
track that cause wherever it goes. The Sorcerer calls up the spirit from a corpse in order
to communicate with it. If she wishes, she can make it
DIVINING TECHNIQUES visible and audible to others, but by default, only she
can see or hear it. The spirit has the same Attitude to
Avert Doom the Sorcerer as it did when it was alive and cannot
Skill Roll: No interact with its surroundings in any way beyond
speaking and gesturing.
Cost: 1 Legend
Pronouncement
Duration: Scene
Subject: One character Skill Roll: Yes
Range: Short Cost: None
The Sorcerer spends 1 Legend and names a specific Duration: Scene
source of damage. For the duration of the scene, the Subject: One character
subject of the spell cannot be killed by that source.
She may suffer all other appropriate Conditions, Range: Short

Spells and Rituals 69


The Sorcerer offers advice to another person on how Whether by binding a minor spirit to his service or
to succeed at a specific task and makes a Sorcery projecting his own will in semi-material form, the
skill roll. The number of successes become a pool of Sorcerer can use this Technique to act on The World
Enhancements that the subject can draw on, up to 3 at a distance. He creates a 1-dot Follower (Hero,
at a time, for any rolls to complete that task for the p. 201) of the Heavy, Entourage, or Consultant
duration. type with no Follower tags for the duration. He can
choose a different type every time he casts this spell.
Sudden Insight
Familiars of the Heavy type can perform basic
Skill Roll: Yes manual labor or engage in close combat. Those of
Cost: None the Entourage type can deliver messages or act as
seductive distractions. Consultant familiars gather
Duration: Scene information and perform research on the summoner’s
Subject: One character behalf. They use the Sorcerer’s Leadership + his
highest Power attribute as their dice pool, and act as
Range: Short Followers in all other ways. If a familiar spirit is Taken
Through her experience in recognizing portents, Out, the Sorcerer cannot summon another for the
the Sorcerer is able to determine the best way to duration of the scene.
navigate obstacles before her. The subject of the Summoning Techniques
spell gains an Enhancement equal to the number of
successes on any one skill roll within the duration. Embody
This Enhancement can only be used to overcome Skill Roll: No
Complications or difficulty penalties on that roll; any
leftover Enhancement has no effect. Cost: 1 Legend
Synchronicity Subject: One character
Skill Roll: Yes Range: Close
Cost: 1 Momentum or 1 Legend The Sorcerer turns a harmful, non-Injury Condition
affecting herself or another person into a physical
Duration: Instant entity with the goal of subduing it. The difficulty to
Subject: One character cast the spell is for the Storyguide to determine,
using the guidelines described above under curses.
Range: Medium or unlimited Persistent Conditions that are part of a character’s
The Sorcerer creates a Twist of Fate (Origin, p. natural being, such as those of many Denizens,
68) for herself or another without having to invoke cannot be embodied.
a Path. The magnitude of the effect is based on the Treat the embodied Condition as a hostile Antagonist
number of successes. If she possesses something be- of the same tier as the person it was drawn from, and
longing to the subject and spends a point of Legend, an archetype commensurate with its severity: a mild
she can do this at any distance. flu drawn from a mortal has the Mook archetype,
while the lethal poison running through the veins of a
SUMMONING Hero is probably a Nemesis or Titanspawn. It has the
The World is full of invisible entities that can be Incorporeality Quality (to anyone but the Sorcerer,
brought forth through the proper incantations and en- Origin, p. 148), and only one Flair: Plague Touch
treaties. The Summoning Working governs all forms of (Hero, p. 290) that transmits the Condition that
such magic, whether that means calling up storms, con- it embodies. The Storyguide can spend from the
sulting ancestors for knowledge, or commanding house-
Tension pool to improve its abilities as normal.
hold spirits to act as personal servants. If the embodiment Takes Out another person, it
immediately enters that person’s body and must
Charms: Summoning charms can be used to nego-
be summoned again to confront it. If it is Taken Out
tiate with or threaten spirits, adding 1 Enhancement to itself, the Condition is resolved.
rolls to exert influence (Origin, p. 79) on them.
Evocation
Inherent Technique: Familiar Spirit
Skill Roll: Yes
Skill Roll: No
Cost: Imbue 1 Legend
Cost: None
Duration: Indefinite
Duration: Scene
Subject: One creature
Subject: Self
Range: Close

70 CHAPTER THREE: SORCERERS


The Sorcerer calls forth a temporary creature of his personality and mental faculties to the corpse for the
choosing to serve him for as long as he keeps a point duration.
of Legend imbued in the spell. The creature’s base
attributes are as follows: Servitors

Primary Pool: Successes x3 Skill Roll: No


Secondary Pool: Primary Pool -2 Cost: 1 Legend
Desperation Pool: Primary Pool -4 (minimum 1) Duration: Milestone
Health: Successes x1 Range: Close
Defense: 1 + half the Sorcerer’s Legend The Sorcerer assigns a small host of invisible spirits
to carry out a time-consuming activity in his place.
Initiative: Primary Pool -2 The spirits can be used for construction, research,
The number of successes that a Sorcerer can roll is crafting, or general physical labor, but in any case
capped 5x her tier, including Enhancements. The will work long enough to complete one Milestone in
Sorcerer can add Qualities or Flairs at a cost of one a complex action while their summoner is freed to do
success each, choosing from the Antagonist lists ap- other things. Using Servitors still requires the Sorcerer
propriate to her tier. (Any ability that would normally to have access to raw materials if required, but
have a cost in Tension instead requires the player reduces the time needed to perform the task by half.
to spend a point of Momentum to use.) Otherwise, If any skill rolls are necessary, they use the higher of
summoned creatures follow the general rules for the the Sorcerer’s own relevant skill or his Sorcery skill to
Creature Birthright (Hero, p. 201-202). determine the outcome.
Forces of Nature Spirit Teacher

Skill Roll: Yes Skill Roll: No


Cost: 1 Legend Cost: 1 Legend
Duration: Scene or special Duration: Scene
By commanding minor spirits of nature, the Sorcerer Subject: One spirit
can alter either the weather or the landscape around Range: Close
herself. She can either add up to a 3 Complication to
the Field she occupies by calling up hostile weather The Sorcerer spends 1 Legend to call up a spirit that
conditions or reduce Complications in the Field acts as a temporary Guide for the duration of the
caused by similar phenomena. scene. The player should first give the Spirit Teacher
and name and a short description of its area of
Alternately, this Technique can be used to bless or expertise (use the guidelines for Legendary Titles
blight plants in the same way as the Favor of Nature to choose one: a keyword related to a role and a
Boon (Hero, p. 250). This use of the Technique descriptor of how that keyword can be applied).
requires no skill roll and lasts for a number of years The Sorcerer gains the following advantages, all of
equal to the Sorcerer’s Legend x10. which must relate to the spirit’s description:
Resurrection • Invoke the Spirit Teacher once as a Path for
access to information, contacts, or locations
Skill Roll: Yes
• Gain a +1 Enhancement on two appropriate
Cost: 1 Legend skills or a +2 Enhancement on one skill
Duration: Scene • Invoke a Twist of Fate once.
Subject: One corpse
Range: Close WONDERMENT
Wonderment is the magic of folk- and fairytales, the
The Sorcerer uses a minor spirit to restore a corpse
Working by which Sorcerers vanish from sight, disguise
to a semblance of life. If the corpse is larger than a
human, add twice its size Scale to the difficulty of themselves, fly through the air, and appear to turn lead
casting the spell. The animated body has the same into gold. Most of the effects that it produces are illusions
non-supernatural physical characteristics that it did intended to impress and deceive onlookers, but in the
while alive, but it takes all actions with a +2 difficulty hands of a clever Sorcerer, they can be just as powerful as
penalty and only possesses the barest spark of spells of other Workings.
intelligence that it uses to obey the Sorcerer’s com- Charms: Wonderment charms can be used to dupli-
mands. If the Necromantic Consultation Technique
cate feats of sleight of hand or perform simple actions
(see above) is used on a corpse animated in this
way, Resurrection can be used to restore the original that the Sorcerer could do himself with minimal effort:

Spells and Rituals 71


turning lights on and off, opening unlocked doors, con- WONDERMENT TECHNIQUES
juring an apple from a fruit bowl into his hand from
Animation
across the room, producing music out of nowhere, and
so on. Skill Roll: No
Inherent Technique: Veil Cost: Imbue 1 Legend
Skill Roll: Special Duration: Scene
Cost: None or imbue 1 Legend Subject: One object
Duration: Scene Range: Short
Subject: One character or one object With this Technique, a Sorcerer causes a Scale 0
object to move under her command (walking if it
Range: Short has something resembling legs, crawling or rolling
The simplest Wonderment Technique disguises one otherwise), bend itself as if it were made of flesh,
thing as another. If used on a person, it can give and even fight for her as if it were a 4-dot Follower
them the appearance of another human of roughly with the Heavy archetype and up to four points of
similar size for the duration of the scene, also tags appropriate to its material, with the exception of
changing the target’s clothing into whatever the Knacks.
Sorcerer wishes. If the Sorcerer is trying to imitate the In addition, Animation can be used to make a vehi-
appearance of a specific person, she must imbue 1 cle up to the size of a small airplane operate on its
Legend and succeed at a Sorcery skill roll. own without a driver or pilot, so long as the Sorcerer
The power can be used on objects as well, up to is occupying it, using his Sorcery skill in place of any
the size of whatever an ordinary person could lift Pilot skill rolls during travel.
and carry, so long as the resulting illusion’s shape Concealment
bears some resemblance to the original. A handful of
leaves could be disguised as a stack of dollar bills, Skill Roll: Yes
for example, but not as a chair. Again, the Sorcerer
must only imbue Legend and make a skill roll if trying Cost: 1 Momentum
to duplicate a specific object. Duration: Scene
Subject: Self or one object

72 CHAPTER THREE: SORCERERS


Range: Close Transfer Wound
The Sorcerer can vanish from sight. While invisible, Skill Roll: No
he gains +3 Defense and a 3 Enhancement on
stealth rolls, reduced to +1 and 1e if an opponent Cost: 1 Momentum
has some way of detecting his general presence Range: Close
(supernaturally keen senses, following tracks in mud,
spotting eddies in smoky or misty air, etc.). If he takes Sorcerers have little direct power over injuries, but
an Injury Condition while invisible, he must make a this Technique can save a life if they are willing
Resilience + Integrity roll to avoid ending the spell, to pay the price: the caster can heal an Injury
but otherwise can act freely. Condition by transferring it to himself or another will-
ing individual. If the subject who takes on the wound
Concealment can also be used to hide objects (up has no unfilled injury boxes of the appropriate level,
to the size of a pillow or backpack) from a target’s it fills the next higher one. The Technique cannot
senses. The concealed item becomes undetectable to bring someone back to life who has died, but it can
the target (only) by any means, even if she is in direct be used to move the Taken Out condition from a
contact with it or it injures her. If used on a weapon, dying person.
the wielder gains a 2 Enhancement on all attacks
against the target. Untether
Conjuring Skill Roll: Special
Skill Roll: No Cost: Imbue 1 Legend or 1 Momentum
Cost: 1 Legend Duration: Scene
Range: Close Subject: Special
The Sorcerer creates an ordinary object or related Range: Self or Short
collection of objects whose total size doesn’t By imbuing 1 Legend, the Sorcerer either gains
exceed what he can hold comfortably in both arms. the power to fly at her normal running speed or
The Technique does not duplicate specific items, levitates a Scale 0 object. If the object is dangerous
but only general types that the player describes, enough to use as a weapon, she can wield it using
such as “a sword,” “a cooked dinner for two,” “a her Sorcery skill at Short range for the duration
fancy wristwatch,” or “a heap of coins.” If used to of the spell, applying whatever weapon tags the
create money or precious commodities, Conjuring Storyguide thinks are appropriate. If it’s large
produces roughly enough to cover an ordinary day’s enough and solid enough, the object can instead act
expenses. as cover (Origin, p. 72).
Glamour Untether can also be used to unlock doors and
cause chains or ropes to fall off whatever they are
Skill Roll: No binding. This use of the Technique costs 1 Momentum
Cost: Imbue 1 Legend instead of having a Legend cost and requires a
Sorcery skill roll to succeed. The Storyguide can
Duration: Scene apply difficulty modifiers in the case of complex
This Technique allows the Sorcerer either to cover locks or supernatural bonds; in the case of the latter,
an entire Field with an illusory scene or to create the Sorcerer cannot break any bonds applied by a
a realistic but insubstantial phantom. A phantom being of a higher tier than herself.
created through Glamour follows the same rules as
the Ephemera Boon (Hero, p. 246). To create an SHAPECHANGING
illusory scene, the player describes the intended Possibly the oldest Working after Divination,
result in one phrase (“An opulent throne room,” “A Shapechanging comes in two forms: the first allows a
burning hellscape under a blood-red sun,” “The
Sorcerer to separate his consciousness from his body in
same place, but under a full moon”) and makes
a Sorcery skill roll. The skill roll doesn’t determine spirit form, usually that of an animal; the second produc-
whether or not the spell is successful, but provides es a complete physical transformation. Although most
the difficulty of any roll needed to recognize that the Sorcerers who learn this Working specialize in one ap-
scene is false. Nothing created through Glamour has proach or the other, the most prudent ones will study both
any substance: if the Sorcerer produces the illusion of so as to surprise enemies who underestimate their limits.
a crowded city street, the pedestrians and vehicles Charms: Shapechanging charms do not involve
will pass through real people, while someone in an
transformations of any kind, but rather to communicate
illusory forest could walk through trees if she desires.
better with animals. They can be used to understand their
speech, calm or excite them, or persuade them to do minor

Spells and Rituals 73


favors on the Sorcerer’s behalf. Where applicable, they add Subject: Self
1 Enhancement to rolls to influence animal behavior.
While using Flying Soul, the Sorcerer can turn her
Inherent Technique: Flying Soul soul into the semi-substantial form of a larger and
more dangerous beast. In animal form, the Sorcerer
Skill Roll: No can attack using the highest of her Close Combat,
Cost: None Athletics, or Survival skills, but otherwise retains
all of her normal attributes and dice pools. The
Duration: Special spirit nature of the form gives +2 Defense against
Subject: Self injury from non-supernatural sources. Any injuries
that the Sorcerer sustains during the transformation
By falling into a deep trance that takes ten minutes carry over to her physical body immediately; if
to induce, the Sorcerer can separate a part of his she is Taken Out, the spell ends and the projection
soul from his body and send it into The World. The disappears.
soul either takes the form of a candleflame-sized ball
of light or a small, harmless animal of his choosing. Lord of Animals
As a ball of light, it can float at walking speed and
pass through narrow cracks. As an animal, it has Skill Roll: Yes
whatever form of locomotion a normal animal of that Cost: None
kind would.
Duration: Scene
If attacked, the soul can only use defensive stunts
and is driven back to the caster’s body after taking The Sorcerer can, while in animal form through other
any Injury Condition, but gains +2 Defense and 3 Shapechanging Techniques, take control over a
Enhancement on stealth rolls due to its small size. group of animals of the same kind. The animals then
If it is successfully grappled and pinned, an enemy act as Followers with the Heavy archetype and a
can keep hold of it or put it in a suitable container to number of points of appropriate tags equal to the
prevent it from returning to the Sorcerer. If, for any successes on a Sorcery skill roll (maximum 5). If the
reason, the soul does not return to its body before animals are not already present in the Sorcerer’s
the next sunrise or sunset, the Sorcerer remains un- vicinity, the Technique will attract them in (10 -
conscious, suffers an Injury Condition immediately, Legend) rounds, but will not work if there are none in
and another one each day until it returns. the area to begin with. When they arrive, the animals
are completely under the Sorcerer’s command and
SHAPECHANGING TECHNIQUES will willingly sacrifice their lives if ordered to.
Dueling Forms Secret Paths
Skill Roll: Yes Skill Roll: No
Cost: Imbue 1 Legend Cost: 1 Legend
Duration: Scene Duration: Special
Subject: Self Subject: Self
The Sorcerer takes on a series of forms that counter In her Flying Soul form, the Sorcerer can locate a
harm against herself or an ally in Close range, no tiny entrance to an Underworld and travel there in
matter what the source of the threat. The only actions a trance. Once she has entered the Underworld,
that she can take under the effect of the spell are she can shift back and forth from animal to human
to defend, in which case she increases the Defense shape as she pleases, but will still be driven back to
of herself or whoever she is protecting by twice her body if she sustains any injuries. The Technique is
the number of successes she rolled, or to move. If often used to find and speak with spirits of the dead,
defending against sources of damage that don’t request audiences with the appropriate Underworld
involve attack rolls, such as a raging fire or a toxic Gods, or negotiate with entities who make a particu-
cloud, the Technique adds double the successes as lar Underworld their home.
an Enhancement for the defender or as Difficulty for
the source (whichever is most appropriate, favoring Transformation
the defender). Although the Sorcerer can only focus Skill Roll: No
on one threat in a round, she can take a different
shape each round to protect against other ones. Cost: Imbue 1 Legend
Fierce Projection Duration: Scene
Subject: Self
Skill Roll: No
The Sorcerer instantly changes his physical body into
Cost: 1 Legend that of an animal up to the size of a horse. Although
Duration: Scene the character keeps his normal skills, attributes,

74 CHAPTER THREE: SORCERERS


and traits, the animal form gains the following Cost: 1 Momentum, optionally 1 Legend
advantages:
Duration: One roll or one session
• an additional Bruised Health Level, plus an
Injured Health Level for the largest forms Subject: Self or one character

• whatever natural means of movement the Range: Short


animal possesses, with +1 Speed Scale for You have a sense for the people around you, iden-
animals known for their speed tifying the strands of Fate connecting them and how
• any natural attacks that the animal form they can be manipulated. You may take a round to
possesses. concentrate and use your Sorcery skill roll as a Shift
Attitude action. If you also spend 1 Legend when
Vampirism doing, you may allow one character (which can be
you) to acquire an additional Fatebinding this ses-
Skill Roll: No sion, though they are still bound by the normal limits
Cost: None on how many Fatebinding Conditions they have.
Duration: Special BINDING
Subject: Self Command
While using Flying Soul, a Sorcerer with this Skill Roll: No
Technique can steal the life-force from a sleeping,
unconscious, or otherwise helpless victim within close Cost: None
range. Vampirism can only be used once every day You excel at enforcing your will on others. When
on any given target, and inflicts an Injury Condition using the Spite technique, you gain a new option:
as well as an additional +1 Difficulty on all physical
actions for the next day due to lingering weakness. Command (0s + opponent’s Composure): Declare a
The Sorcerer, meanwhile, can heal one Injury single basic action the target must take on their next
Condition on himself each day after successfully turn, and if necessary a target for that action. Your
using Vampirism on another person. Where feasible, foe must spend 1 Momentum or Tension to take any
the victim can make a Resilience + Integrity roll to other action, and if their action does not target the
wake up upon taking damage. character you specified, they suffer Complication
2, which if not bought off prevents any movement
TECHNIQUES actions until the end of their next turn.
Inner Voice
DIVINING Skill Roll: Difficulty of target’s Resolve
Haruspicy
Cost: None (1 Legend)
Skill Roll: Yes Duration: One scene
Cost: None Subject: One character
Duration: One scene Range: Short
Subject: Self You can bind yourself to someone, riding in their
Range: Close mind and influencing them. You share all of that char-
acter’s senses and can speak to them telepathically,
You may spend a round concentrating and examin- without anyone else hearing. Any Momentum you
ing a character’s injuries to get a glimpse of the near spend to boost their rolls gives two dice instead of
future. You generate a pool of points equal to the one. While you are bound to them, you may spend 1
value of the highest Injury Condition involved (or 5, Legend and make a Sorcery skill roll to force any roll
for Taken Out). If you use this on a mundane animal to be a mixed action requiring an Integrity roll with
that is not an Antagonist, you receive only 2 points. difficulty equal to your successes.
You may spend these 1 for 1 to grant Enhancement
to any roll by anyone for the rest of the scene, with a
cap of Enhancement 3 from this to any specific roll.
SUMMONING
If you personally inflicted the Injury Condition, apply Gift Horse
this Enhancement before the rolls it enhances. You
may only examine a given character once per day Skill Roll: No
this way. Cost: None (1 Legend)
Red String Subject: One summoned Creature or Follower
Skill Roll: Yes When you use the Summoning working to summon a
Creature or Follower, you may gift command of it to

Techniques 75
someone else present in the scene instead of you. It
obeys them, not you, and belongs to them for the du- WONDERMENT
ration. It cannot harm you directly, and any time it is Eternal Youth
used to indirectly hinder you, you gain 1 Momentum.
If you spend 1 Legend while the summoned being Skill Roll: Yes
is present, you may give it a single command that Cost: Spend 1 Legend
it cannot disobey in letter or spirit, even if doing so
would harm the master you bound it to. Duration: Permanent
Single-Minded Subject: One character
Range: Close
Skill Roll: No
You are able to reverse the ravages of time, bringing
Cost: None someone back to the peak of their health. Your target
Subject: One summoned Creature or Follower gets the Peak Performance Condition. You may also
choose to reduce the target’s apparent physical age
When you use the Summoning working to summon to whatever the target desires. 
a Creature or Follower, you may choose to give up
control of it. If you do, you may give the entity only Golden Apple
a single command, no more than a simple sentence,
when it is first summoned, and it will then pursue Skill Roll: Yes
the letter of that command to the best of its ability Cost: Imbue 2 Legend
and gains Enhancement 2 to all rolls to do so. In the
case of a Follower, it acts independently of you and Duration: Indefinite
gains its own position on the Initiative track. It will not Subject: One object
listen to you further unless it feels like it and may do
anything it pleases, so long as it continues to pursue Range: Close
the letter of the command given to it for the duration. You may imbue an object with power and emotion,
If it completes the order entirely, it is free to do what granting it great power over whoever possesses it.
it likes for the rest of the duration. This functions as the Boon Irresistible Impulse (Hero
p. 257) with the following changes: the Difficulty

76 CHAPTER THREE: SORCERERS


PEAK PERFORMANCE DENIZENS, SAINTS
Your body is operating at the best it ever has. AND SORCERY
Effect: You get Enhancement to resist poison, Sorcerers, unlike most other characters, do
disease and other ailments equal to the successes not have Callings or access to Knacks most of
on the Sorcery roll to create this Condition, the time. There are two ways of handling this,
maximum 3. for players that wish to play a Denizen, Saint or
Resolution: End this condition to Scion that is also a Sorcerer.
automatically end a harmful condition related to The first method is usable by Scions and
poison, disease or similar. any Denizen with a Legend score, and it is the
simpler method: take the Magic Purview. For a
Denizen, this means a greater reliance on their
natural abilities and Callings, but still grants
increase to actions and the Enhancement to detect them access, if somewhat more limited, to uses
the emotion are equal to your successes on the of Sorcery.
Sorcery roll, maximum 5, and the effects apply to The second method is usable by Saints and
whoever currently carries the object. When they Denizens, but not Scions. In this case, it reflects
resolve the Condition, the object vanishes from their a character who relies primarily on Sorcery, but
possession and reappears elsewhere in the scene. If still has access to other methods. Such characters
you reclaim your Legend, the object loses all power. must have a Path that reflects their status as a
Denizen or Saint, and with permission from the
Shapeshifting rest of the group, they may learn Knacks from that
character type as if they were Techniques. For
Mental Transformation all purposes, including Knack slots, the effective
Skill Roll: Yes Calling rating of such characters is 1 at Origin or
Hero Tier, 3 at Demigod Tier and 5 at God Tier.
Cost: Imbue or Spend 1 Legend They also gain any innate traits of the associated
Duration: One scene Path, such as the modified Virtue rules of Saints
or the Persistent Conditions of many Denizens.
Subject: Self
You are able to turn yourself into someone else not
only physically, but mentally. Your memories and scene. If your new personality does anything to get
personality are suppressed, replaced by a false mind you or your Band in trouble, gain 1 Momentum.
of your own design, and you may temporarily trans- While you are transformed this way, nothing of your
fer a number of Ability dots equal to your successes Tier or below can reveal your thoughts or memories
between Abilities. You describe this identity briefly, to be false, while anything of higher Tier requires
such as “a stubborn banker,” “a loyal dog,” or “a a Clash of Wills. Once you return to normal, you
fanatical zealot of the Cult of Dionysus,” though it remember everything that happened during the
cannot be a specific person. You may set a condition transformation, and all Ability dots return to their nor-
that will return you to normal before the end of the mal place. When you use this Technique to assume a
human or Denizen identity, you may spend Legend
instead of imbuing to physically transform into that
identity, gaining the Mindmask Condition.
MINDMASK
Reflected Desire
You have taken on the form of the person you
believe yourself to be. Skill Roll: Difficulty of target’s Composure
Effect: You get Enhancement 2 to any Cost: Imbue 1 Legend
Sorcery rolls to perform Charms which your
assumed identity should be able to perform, Duration: One scene
such as a kitsune being able to perform minor, Subject: One character
inconsequential illusions. This does not give you
any ability to do things you normally can’t. Range: Close
Momentum: Every time you are unable to You may take on the forms feared and desired by
do something that your assumed identity should those around you. Choose a target. You transform
be able to, gain Momentum. into the appearance of the human or animal they ei-
Resolution: This condition ends when your ther most desire to see right now or most fear seeing
Mental Transformation ends. right now, your choice. This grants Enhancement to
appropriate Influence actions and similar rolls equal

Techniques 77
to your successes. As a side benefit, any forensic
evidence you leave behind is that of whoever you
became, rather than yourself. GODS AND MAGIC
PURVIEW: MAGIC This Purview is unlike the normal Purviews that
Gods and Scions wield. Those Purviews tap into
their divine power directly, altering the world
W hile all divine miracles are magical, they are not all
Magic. The Gods who wield the power of Magic
understand the occult laws that bind the world together,
miraculously as an expression of their nature.
The Magic Purview, however, draws power
from outside the Gods that wield it, allowing
making it dance to their will. The power of Magic is an them to tap into the same sources of power that
innate understanding of how to tap into power external to Sorcerers normally draw on.
a God’s own nature. Through mystical understanding and No Scion or God, no matter how cunning, is
mastery of technique, they can perform feats of infinite born with access to the Magic Purview. While
variety, calling on their Legend to connect them to the
a God is able to subsume its power within
themselves, as they do all of their Purviews
occult laws of their pantheon to master the feats that mortal eventually, they cannot pass it on to their
Sorcerers must bind themselves or steal scraps of power children or their Chosen directly. Magic comes
to command. Many Magic Marvels resemble the Charms from without, and so all Heroes and Demigods
of Sorcery, but raised to greater levels of power by the use must access the Purview by means of Relics or
of divine ichor. Guides. Of the two, Guides are most common,
as the Gods seek to teach their Scions how to
Innate Power: You can tell at a glance if someone is a “properly” wield the power of Sorcery rather
Sorcerer, as long as they aren’t trying to mystically conceal than running the risk that they may favor the
that fact. Further, your mastery of magic gives you a sense methods chosen by some of the more dangerous
for how to tap into the power of others, tracing the routes Sorcerers.
of their miracles with your own sorcery. When someone Still, the Gods never deny the power that
else performs a Marvel or Boon in your presence, for the properly wielded Sorcery can command. Most
rest of the scene, you reduce the Legend cost to emulate Pantheons have their own masters of Magic,
that effect with the Magic Purview by 1 for the rest of the those who study the methods of calling on
scene, to a minimum of 1.
others’ power. Generally speaking, these Gods
use their own ichor as a Source of Power rather
BOONS than relying on the methods of Sorcerers, having
no need to rely on lesser methods to gain the
Assumption of the Godform Legend that fuels their sorcery.
Cost: Imbue 1 Legend Heroes get access to a single Working,
Demigods two and Gods three. They may
Duration: One scene purchase Techniques as if they were Heroic
Knacks, and may use any Knack slots for them.
Subject: Self
Gods with access to the Magic Purview
Action: Simple include (but are hardly limited to) Apollo,
Where mere mortals must steal scraps of divine pow- Aset, the Dagda, Djehuty, Eshu Elegbara,
er to channel their magical might, yours flows freely Enlil, Freyja, Frigg, Fukurokuju, Geser Khan,
from within you. For the rest of the scene, you gain Hecate, Hermes, Huangdi, Kali, Laozi, Mokosh,
Ninlil, Ninurta, Odin, Orunmila, Osanyin,
Enhancement 3 on any Sorcery roll to perform spells Pachacamac, Pachamama, Perun, Pukawiss,
that are related to any other Purview you have. Quetzalcoatl, Shango, Shiva, Sin, Tezcatlipoca,
Bend Fate Tsagan Ebugen, Umai Khatan, Veles, Viracocha
and Zorya.
Cost: Spend 1+ Legend
Duration: Instant
Subject: One ritual, curse or other magical effect of the effect, but can change it within reason. For
example, a cursed sword that drives its wielders to
Range: Close jealousy might be altered so that it causes its wield-
Action: Simple ers to become jealous only of kings, or a blessing on
a field of crops might be altered so that it not only
You wield your mastery of sorcery with subtlety, makes the crops grow wildly but also the vermin that
winding it through the miracles of others. This can be live in the field. This costs 1 Legend per Tier of the
used to target any ongoing ritual, curse or ongoing effect you are trying to alter.
magical effect whose details you know. You may
make a single alteration to the effect, no more than Thrice-Great
a brief phrase. It cannot alter the fundamental nature Cost: Imbue 2 Legend

78 CHAPTER THREE: SORCERERS


Duration: Until ritual is completed this question helps define both what the objectives of a
Sorcerer might be in a given chronicle, but also the kinds
Subject: Self
of Techniques they might wield: A Sorcerer on the quest
Action: Reflexive for eternal life will likely learn Wonderment, while one
Your mystical knowledge is infinite, and the ichor who wishes to rule over others might learn Summoning
flowing through your veins sings out to channel the instead. Sorcerous power is not intuitive, but intentional.
forces of power. For each Milestone you complete, Whatever power a Sorcerer wields, it was acquired to
you may make a Feat of Scale without spending help solve particular problems.
Legend on any roll to share mystical knowledge or
These ambitions, desires, and goals which drive
perform a spell. Any unused Feats of Scale are lost
when the ritual is finally completed. Sorcerers provide a nigh-infinite source of plot hooks, as
Sorcerers set out to accomplish a variety of tasks using
their new power. The same drive that allowed them to
As the cultists chanted, Sigrun checked her weav- grasp the power of Sorcery doesn’t gutter out upon its at-
ings, comparing them to the ritual circle far below. tainment, likewise when a Sorcerer accomplishes a goal,
The summoning would be completed soon, she there is always more they can do with their power, always
knew, and she didn’t have the tools to stop it. It had another mountain to climb. Every Sorcerer is a dynamo of
been enough of a challenge to get in with only desires and the power to fulfill them, moving from goal to
some threads and her wits. She smiled, twisting her goal in the ascent to ever greater heights of power.
hands as her legs gripped the rafter. Her cat’s cra-
dle was a perfect mirror of the demonic seal below. PLAYING A SORCERER
Her fingers moved, shifting the strings. A few key You have power, revel in it! A Sorcerer player char-
changes in the weave. They had prepared for months, acter has acquired tools to affect the World in dramatic
she knew. Done everything right. “And let them bind ways and may seek every opportunity to use these powers.
you, then. Come to their call. They want you to purge Indulge them! Allow players to invent creative solutions
the corrupt from their world? Well, fine. Do that. But using the magic at their disposal. Storyguides should en-
you will harm none whose heart is true.” 
courage the usage of Sorcery to accomplish tasks to reflect
As the shadowy Titanspawn took shape within the the ease with which Sorcerers may indulge themselves.
cult Sorcerer’s binding circle, the magic twisted and This may lead to complications or draw attention to the
bent. They’d have no idea why it wouldn’t dare to Sorcerer, but this is a feature of playing one, not a bug.
strike her friends when they broke in.
The most defining choices for a character using
Sorcery is what Workings they will specialize in. At

STORYGUIDING Origin-Tier this is just a single Working, but Heroic Tier


allows the Sorcerer to attain two. These will define a

SORCERERS great deal of the magic that a Sorcerer is known for and
give them a unique playstyle: A Sorcerer with Divination
and Shapechanging won’t feel quite the same as one with
T o become a Sorcerer is to decide to take the reins of
power for yourself. Few other paths to power for the
people of the World are so defined by an individual drive
Wonderment and Summoning. While a Sorcerer’s power
is determined in part by the problems they wished to
solve, it’s okay to give them Workings that present uncon-
to acquire power. Many might wish to become Sorcerers,
ventional solutions to the problems they faced; don’t feel
but relatively few will succeed at learning to channel (or
constrained to a particular Working just because it feels
steal) the energies of the Gods and the World. While every
“logical.”
Sorcerer with Legend is in part defined by their drive to
learn Sorcery, their motives for doing so are as varied as While Sorcerers are capable of inflicting powerful
other humans. Sorcery is work and sacrifice. Every Sorcerer curses through Rituals and Workings, straightforward
must give up something in their life to gain the power they violence is not typically their forte. The clever application
seek. Many sacrifice careers and life opportunities to learn of Techniques can weaken enemies and prepare allies
their arts, while others pay more dire prices for access for great success, and that kind of preparation is where
to the power of the Gods. There is no room for abstract Sorcerers can shine in comparison with Scions whose
curiosity among Sorcerers, for every one of them is driven power may be more spontaneous and shorter in duration.
to accomplish the impossible. Storyguides should be accommodating of Sorcerers who
wish to prepare for difficult situations and encourage
When designing Sorcerers for play or as an SGC,
playing to the Sorcerer’s strength. More so than Scions
the Storyguide should ask to what end a character is
who intuitively grasp power, Sorcerers are keenly aware
learning Sorcery. Is it to achieve eternal youth? To get
of their areas of strength and their limitations and must
revenge on a bully? To achieve wealth and power? To
be in order to plan around them.
change their circumstances in the World? The answer to

Storyguiding Sorcerers 79
While Sorcery, particularly through Rituals may be
powerful, a Sorcerer’s power is not just their magic, but
their reputation as well. They are frequently the subject “EVIL” SORCERERS,
of outsized rumors and speculation, enigmatic figures DEMONIZED PRACTICES,
whose capabilities are not well understood by the com-
munities they live near. This, they turn to their advantage. AND RACISM
A Sorcerer is often aware of their limitations, but their en- Television, literature, and cinema are littered
emies may not be. Carefully planned and executed Spells with antagonistic Sorcerers and magicians that
may allow a Sorcerer to project power more impressive are based on a wide variety of racial stereotypes
than their true limit. Many Sorcerers overcome obstacles from evil witch doctors in crime fiction to long-
without using their Sorcery at all, instead relying on rep- nailed immortal sorcerers from the Far East in
utation and rumor to persuade others into acting in their American films. Not only are these character
archetypes harmful depictions of marginalized
interest.
people, they perform the insidious and
Sorcerers may not always be sociable people, but they xenophobic function of demonizing religious,
are rarely disconnected from the community around them. magical, and cultural practices that fall outside
In the absence of Scions, mortals often seek out Sorcerers of the viewers experiences. These characters
as intercessors with the supernatural. Scions who might
are not just depicted as evil, their practices are
essentialized as fundamentally antagonistic
possess connections to the perpetrator of supernatural and harmful to the privileged. When designing
crimes or the scruples not to help a mortal commit them Sorcerers from diverse cultural backgrounds,
might also drive community members to seek a Sorcerer particularly those outside your personal
instead. A mortal might stop in a Sorcerer’s door to lift a experience, be mindful of stereotypes and the
spell, or sometimes to inflict a curse on someone else can way that they Other cultures which are not your
be the perfect start to a campaign or just a session. Others own. Never allow your villains to be the only
may come to Sorcerers with mysteries, hoping their ru- members of a given marginalized demographic
that appear in your game.
mored powers might help uncover the truth. Workings
like Divining and Summoning can be extremely useful in
Procedural and Intrigue scenes, allowing the Sorcerer to
pull a subtler weight in a Band than Scions might. SORCERERS IN MIXED BANDS
Sorcerers are a strong complement to a Mixed Band
SORCERERS AS ANTAGONISTS of Scions, Denizens, and others. They bring diverse and
Sorcerers are an easy choice for an antagonist. The interesting powers as well as motivations that can gen-
stories and legends of nearly every pantheon of deities are erate many stories and Deeds for the band. A Sorcerer’s
filled with stories of mortals seizing the power of sorcery ambitions can be an excellent driver for the Band’s Deeds
and using it to inflict evil upon the World. But not all and their Sorcery can provide a striking contrast to the
Sorcerers are malicious or even particularly evil! Instead, Purviews commanded by Scions and other supernatural
many may come into conflict with Bands of Scions by beings.
accident, stealing Relics or offending divine parents in
An agenda which might run counter to the rest of the
the course of using their powers. Many Sorcerers may do
Band’s interests can provide a Storyguiding challenge,
so without even realizing the trouble that tangling with
however. Storyguides and Sorcerer players should work
Scions involves. Some Gods may task their children with
together to ensure broad alignment between the agenda
curbing the excesses of young Sorcerers without seeking
of a Sorcerer and their Band, even if there is some diver-
to harm them.
gence. This can happen naturally if the Sorcerer shares
Some Sorcerers however are malicious, selfish or a pantheon or cultural association with one of the other
have willingly aligned themselves with destructive forc- characters, but that isn’t always the case. Regardless,
es such as the Titans. Such Sorcerers are dangerous not even if there is a divergence between the Band and the
only for the power that they wield but the allies they Sorcerer’s interests, Storyguides should encourage Deeds
may have acquired. Many can count numerous Denizens, that help bind the Band together to ensure the flow of
Titanspawn, and other strange beings as allies, and the play.
danger of these Sorcerers lies not just in the powerful
Many Sorcerers who join Mixed Bands with Scions
Rituals they can command, but how they might deploy
may have a relationship of some kind with one of the
these allies in conjunction with their power. Sorcerers
Pantheons, particularly those whose Source of Power
may be able to curse the Band’s allies or threaten their
is Patronage. This kind of relationship can provide the
loved ones using terrible magicks, but don’t use these
perfect connection between player characters and a mo-
tactics to punish the Band — use it to give them new op-
tivation for the Sorcerer to join the Band. It also offers a
portunities to use their powers.
unique storytelling opportunity to compare and contrast

80 CHAPTER THREE: SORCERERS


the relationships of Scions and Sorcerers with the Gods. representatives of their family who Sorcerers may blame
Some Scions may have lived with privilege or blessed for withholding power and blessings from them in the
guidance from their divine parents or may enjoy their fa- past. These kinds of interpersonal conflicts can provide
vor as one of their many children. Not so with Sorcerers, a rich framework for the Band’s evolving relationship
who often find relationships with the Gods to be tense but take care that they don’t drive the Band apart if your
affairs, where resentment over “stolen power” and expec- group is not interested in telling that kind of story.
tations of servitude are commonplace. Sorcerers can also Some Sorcerers befriend Scions and join forces with
add introspective themes to a game — after all, it’s much them, whether they were friends pre-Visitation or after-
easier to simply be born a Scion than to have to wheedle ward. Despite the differences in their power, the knowl-
power from a patron or walk a behavioral tightrope for edge of Sorcerers and the facility for the supernatural
power. displayed by Scions can synergize well, making them able
Some Scions may have more in common with companions. Sorcerers might befriend Scions earnestly,
Sorcerers entangled with their Pantheon than they re- or even do so opportunistically, knowing that a child of
alize. Created and Chosen Scions who owe their power the Gods will be an excellent ally and a good avenue to
to their Divine Parent and are expected to work for it acquire Legend for future sorcerous endeavors. Whether
may share common ground with Sorcerers and other or not that opportunism becomes genuine friendship can
Bandmates, drawn together by their common lot. Self- be a source of great drama for the Band.
conscious Scions or Sorcerers can also be driven to con- Sorcerers may be led to ally with Scions as a result of
flict by frustration or anxiety over the apparent similari- the Gods they know. Patrons like Hecate may introduce
ties in their situations. fascinating witches and Sorcerers to Scions as allies,
Sorcerers often resent the ease with which Scions mentors, or friends. Gods and fellow Scions may point
command Legend itself as well as the respect and re- out resourceful Sorcerers as potential resources, and
sources of their Divine Parents. Most Sorcerers by virtue Cults will gladly share the news about powerful practi-
of their Source of Power might find themselves at odds tioners of magic with patrons and Heroes, unless they
with the Gods whose power they might steal to fuel their have been instructed to keep quiet. Finally, Sorcerers may
Sorcery. Scions may be seen rightly or wrongly as the be known troublemakers who the Gods task their Scions

Storyguiding Sorcerers 81
with watching. This kind of relationship can easily start that evoke their namesake; these ensorcelled locations
off antagonistic, but quickly become one of the previously conceal the Sorcerers from eavesdroppers underneath a
described relationships as well. pall of shadows and an always-midnight sky. Membership
Perhaps one of the more difficult but rewarding ways is by invitation, and usually offered by Sorcerers to their
to introduce a Sorcerer (whether a player or SGC) to the apprentices, or those they recruit in the field.
Band is as an antagonist who becomes an ally. Sorcerers Crossroaders vary heavily in their opinion of the
who act as initial antagonists or those who are only occa- Gods. Some take powerful gods such as Hekate and Èshù
sionally antagonistic present the best opportunities to do Elègbará as patrons and allies, working closely to protect
this, given their defeat at the hands of the Band, but not their community from other supernatural threats. Others
every group will be ready to accept a Sorcerer who was keep the Gods at arm’s length, concerned more with for-
once their enemy as their friend. As described previously, tifying their own power against rival supernatural powers
Sorcerers who are incidentally rather than maliciously than with combatting mutual threats. When Crossroaders
antagonistic are best suited to occupying this role. While have disagreements over how to proceed, they are most
more malicious and seemingly evil Sorcerers may seem often settled with competitions, games, and duels under
like excellent subjects for reform, their actions may cross the midnight sky of the Crossroads.
lines that the Band is uncomfortable forgiving. It can be Crossroaders are selective about recruiting Sorcerers
useful to check-in while Storyguiding a Band where an to their numbers, but they are not shy about using out-
antagonist Sorcerer may become an ally, particularly siders as their agents. Sorcerers may be invited to the
if a player is considering using them as a replacement Crossroads to be offered work by the Society, which re-
character. wards service with accumulated knowledge, relics and
Should a player wish to turn an SGC Sorcerer into a other goods. More than one Crossroader was initially
playable character, follow the normal Character Creation brought on to perform a task and found themselves join-
rules for Sorcerers (p. XX). Consider offering Experience ing by the end.
commensurate to the Band to help them catch up quickly.
In-character, the sudden growth in power that might re-
THE ARCHIVE OF CEREMONIES
sult from becoming a player character can potentially be The Archive of Ceremonies prides itself on an attrac-
celebrated as the benefits of an alliance. tive sales pitch: Study Sorcery from all over the World!
Learn the secrets of magical traditions both contempo-
BANDS OF SORCERERS rary and ancient! While everyone receives the same pitch,
Many Sorcerers are highly independent people, only the talented few Sorcerers among the Archive’s
who forge alliances with Scions, Denizens, and other employ gain the full range of access and privileges; the
beings to advance their interests, but some may choose support staff of academically-trained demons and gradu-
to work with other Sorcerers to accomplish greater feats. ates from the C9 universities and the Ivy Leagues get the
Much like their sorcery, Bands of Sorcerers are always grunt work.
intentional, brought together by shared goals, circum- The Archive of Ceremonies is tasked with keeping
stances, or mutual need. Below are three examples of records of every act of sorcery and magic ever per-
circumstances which can bring about Bands of Sorcerers formed. All of them. To that end, it employs a sprawling
in the World. These groups could easily be the genesis of organization out of its office in Heaven and dozen sister
your own Band of Sorcerers or of Storyguide-controlled facilities across the World to monitor Sorcerers and mag-
Sorcerers who appear in your games. ical communities and record the feats they accomplish.
This organization exists to support its chief stars: the
THE CROSSROADS SOCIETY Sorcerers, field experts who lead the pack in identifying
An alliance of Sorcerers, occultists, scholars, and novel sorcerous practices, recovering records of extinct
cults from across the World, the Crossroads Society traditions, and occasionally involving themselves in oc-
conceives of itself as a support network for Sorcerers cult conspiracies.
who act as intermediaries between mortal communities,
While the Archive prides itself on professionalism,
Denizens, the Gods and their Scions. Wary of the power
its Sorcerers are drawn from a variety of backgrounds,
and influence wielded by the Gods, Crossroaders orga-
from self-initiated occultists, disciplined graduates from
nize to use their Sorcery to protect local communities at
the school of Daoist sorcery maintained by the Wǔdāng
the most basic level. At the heights of their power, ancient
Clan, foreign Sorcerers, and the most eccentric: reformed
Sorcerers wield their power to oppose Gods and Titans in
Sorcerers captured by Heaven who have been made to put
the interests of their communities or themselves.
their powers toward a good cause. This eclectic gathering
Decentralized to avoid being compromised by the ensures that rarely a day passes without dramatic, sorcer-
Gods and other powerful beings, membership in the ously-empowered arguments about the right approach to
Crossroads Society is regionally based, with assemblies archival work.
that gather to discuss supernatural threats in Liminalities

82 CHAPTER THREE: SORCERERS


The Archive’s policies are to avoid intervention by
default, their job is to keep records of magical traditions
and magical acts, not to regulate them. Despite this, an WHO THE
activist culture has emerged among the Archive’s more DEVIL IS THAT?
youthful Sorcerers, who try to support marginalized com-
munities whose traditions are threatened or disseminate The Headmaster’s true identity and
some of the archive’s wealth of knowledge in the form appearance is shrouded in mystery, but a few
of magazine instruction manuals and online drop boxes,
things are known to the Solomonari: The current
Headmaster is not the founder of the Black
occasionally causing new acts of magic for the Archive to School, but someone else who has usurped
record. their power and identity. Ancient books in the
THE SCHOLOMANCE Scholomance refer to the Headmaster as the
satyr-like Ördög, but they no longer answer
Not many people can claim they went to school to to the name. Students who attempt to uncover
learn sorcery from the “Devil.” The Solomonari, students the Headmasters identity are humored for a
of the Scholomance, can do exactly that. Prospective stu- time, but those who get too distracted from their
dents take a train from Bucharest into the Terra Incognita studies wind up disappeared, or worse.
the school calls home, nestled underground amidst high In Scion
Scion,, the Headmaster’s identity is
mountains shrouded by cold fog, where the silhouettes of indeterminate. They might be a God in disguise,
flying serpents perch among the peaks. a powerful Sorcerer, or a different being entirely.
If there were an Ivy League of Sorcerers, the
Solomonari belong to it. Drawn from driven, intelligence
and fearsome individuals across the World, each of the
thirteen students in each class received a personal invita- CREATING
tion from the “Devil,” called the Headmaster by students.
They offer an education in Goetic Sorcery, the art of SORCERER
sealing and binding demons and other powerful beings
into pacts. Students train for seven years, and those who
survive will graduate, joining the powerful network of
CHARACTERS
By definition, all Sorcerers are self-made. Scions
mercenary Solomonari alumni who make pacts to enrich require a Visitation, Dragons require a Bequeathal, and
themselves and those who purchase their services, but Denizens are born magical, but Sorcerers are humans
with one catch: The very top of the class is taken by the who gain power, and perhaps even begin to transcend
Headmaster, never to be seen again. mortality by gathering, borrowing, or even stealing power
The Headmaster offers lectures on a variety of from Relics, and Gods, Titans, or other powerful beings.
topics ranging from the humanities to the arts of bind- Although luck is often a factor in someone becoming a
ing dragons, controlling the weather, and the secrets of Sorcerer — such as finding an ancient grimoire or a po-
magic. Practical experiments in the caves in which the tent Relic — most of the process of becoming a Sorcerer
Scholomance were built consume students time outside requires a mixture hard work, assiduous study, and some
of lectures. The Black School also offers guest lectures combination of courage and foolhardy daring.
by Gods, Sorcerers and demons of all kinds: dog-like
Markoláb, who devours the sun and moon to hide them CHARACTER CREATION
beneath his black fur; Lidérc, the personification of night- Sorcerer character creation happens in s seven
mares who dotes upon the Headmaster as if they were a steps: Concept, Paths, Skills, Attributes, Workings,
lost lover; Sákány, the thunderstorm dragon who fathers Paraphernalia, and finishing touches.
the serpentine mounts upon which the Solomonari may
ride; and many others.
STEP ONE: CONCEPT
Begin character creation by deciding on a concept.
From their opening ceremony, students are caught
This helps define what you want your character to do and
in a game of intrigue, fighting to achieve strong results
what kind of character you are making. Concepts should
without placing themselves in the Headmaster’s sights.
be a short phrase or sentence that defines key character-
Students conspire to sabotage one another to improve
istics about the character. Concepts for a Sorcerer include
their standing, but their most hated rivals often receive
“Flashy magical daredevil,” “Survivor seeking power to
boosts and subtle support, to ensure that they are taken in
wreak revenge,” “Stage magician seeking to learn actual
place of their fellows. Some classes are entirely individu-
magic,” “failed academic who now seeks otherworldly
al, while others form pacts to work together that survive
power,” and many more. The heart of the concept should
past graduation.
include why your character is driven to study obscure
texts and risk her mind and body to gain magical power. If

Creating Sorcerer Characters 83


you aren’t certain of this, one solution is to go through the
rest of the character creation process to find inspiration Finally, AJ likes the idea of Robert being fasci-
for what drives your character that way. nated by Relics and so she chooses talisman as
his source of power. She’ll need to give him a
The concept you choose doesn’t directly change your Relic in Step Six: Paraphernalia.
character’s traits. Instead, during character creation it
helps you determine what traits to select, and during play
STEP TWO: PATHS
it helps you decide the kinds of actions your character
might take. Define three Paths (Scion: Origin, p. 95) for your
character. The first path defines your character’s origin,
Characters start game with three Deeds. The first is which is who they were before this story started. The
a short-term Deed that relates somehow to her attempt- next Path defines her role and defines how she learned
ing to increase her command of Sorcery. This could be Sorcery (p. XX). The final Path is the society Path. If your
anything from acquiring a particular Relic she’s heard ru- character is a Denizen, her society Path is replaced by her
mors about, gaining access to a particular rare grimoire or supernatural nature.
difficult to access site of magical power, or performing a
favor for a powerful Sorcerer or other magically powerful Each Path consists of the following elements:
being as payment in advance for some form of tutelage or • A short descriptive phrase for the Path. (e.g.
gift of power. “Failing College Student” or “Occult Bookstore
Long-term Deeds may also relate to learning or Owner”)
otherwise gaining more access to magical power, or they • Three Skills associated with the Path. Which three
could relate to one of the important goals that drove your Skills are up to you, but you should be prepared
character to learn magic. This choice is up to you and to justify non-obvious choices, like Firearms for
helps determine whether your character is someone who “Private Chef for The Wealthy.” Any given Skill can
is learning magic to accomplish one or more specific goals be associated with at most two of your Paths.
or because Sorcery and the power and wonder it provides
is its own reward. Examples include everything from • A Path Condition that triggers when you invoke the
learning to perform some particularly impressive feat of Path too often. This is normally Path Suspension or
magic, to using magic to render a wealthy and powerful Path Revoked (Scion: Origin, p. 101). But feel free
enemy destitute and helpless. to use that as a template to make your own.

Finally, the last Deed is a Coven Deed, meaning that it


is shared by all of the members of the character’s Coven.
AJ selects Robert’s Paths. AJ decides that Robert
has a pretty ordinary and uneventful life prior
This Deed is usually focused on increasing magical power to his younger brother’s death, and selects
or knowledge, like building or acquiring a shared magical Suburbia (Scion: Origin, p. 102) as his origin
working space, or gaining a divine patron. However, this Path. For Robert’s sorcerous Path, AJ decides
goal could also be far more prosaic, like defeating a shared that Robert is a bit of a loner, and selects the
foe or the members of the Coven gaining membership in a Self-Taught Path (p. XX). She also decides that
particular magical secret society. the injustice of his brother’s death convinced
Robert to join a magical organization known as
In addition, if you are creating a Heroic Tier Sorcerer, the Magic Rebellion, which is dedicated to using
you need to decide which of the four sources of power magic to write wrongs and fight oppression, and
(see p. XX) they are using — prohibition, theurgy, patron- which provides the skills Leadership, Persuasion,
age, or talisman. Remember that any Sorcerer who choos- and Subterfuge.
es talisman must also possess at least one Relic.
STEP THREE: SKILLS
AJ wants to create a Heroic Tier Sorcerer, Prioritize your character’s Paths as primary, second-
Robert Chen, who was initially drawn to magic
ary, and tertiary. Your character receives three dots in
in order to avenge his brother’s death by Alia,
a vengeful and petty Scion of Thor. However, each Skill associated with their primary Path, two dots
Robert has also learned to value Sorcery for its for secondary Path, and one dot for tertiary Path. These
own sake and is now torn between his desire for dots are cumulative for Skills associated with two Paths.
vengeance and his increasing fascination with For every Skill that ends up with three or more dots,
the occult.
choose a Specialty (Scion: Origin, p. 59).
AJ chooses two Deeds for Robert: one short-term
Deed (“Acquire a Relic known as the Crown
of Sorcery”), one long-term Deed (“Avenge AJ decides that Robert’s primary Path is his
his brother’s death”). The third Coven Deed he sorcerous Path, his society Path is his secondary
leaves up to the group to determine during their Path, and his origin is his tertiary Path. She
first session together. assigns three dots each to Academics, Integrity,

84 CHAPTER THREE: SORCERERS


enemy who is too powerful to attack with purely mor-
and Occult, then two dots each to Leadership, tal means will choose to learn different Working than
Persuasion and Subterfuge, and finally one dot someone who studies Sorcery for the thrill and wonder
each to Culture, Empathy, and Technology.
of using magic.
Robert gains Specialties in Academics, Integrity,
and Occult which are all ranked at 3 or higher. Every Working possesses an Inherent Technique
AJ decides that Robert’s twin focuses on revenge that all Sorcerers who learn this Technique automatically
and the wonders of magic gives him a specialty possess, as well as five other Techniques that they can
in “Mythology” for Academics, “Resisting learn. Mortal Tier Sorcerers do not automatically begin
Magic” for Integrity, and “The Norse Pantheon” play knowing any Techniques other than their chosen
for Occult. Working’s Inherent Technique, but they can purchase up
to two Techniques in Step Seven: Finishing Touches.
STEP FOUR: ATTRIBUTES Heroic Tier Sorcerers automatically know one
Your character begins with a single dot in all Technique for each of their Workings (in addition to the
Attributes for free. Next, prioritize the three arenas Working’s Inherent Technique).
(Scion: Origin, p. 97) as primary, secondary, and tertiary.
Assign six dots to Attributes in the primary category, four As a Heroic Tier Sorcerer, Robert gains two
to the secondary, and two to the tertiary. Divide these dots Workings. Given his desire for revenge and his
however you like, but no Attribute can be higher than five. lack of subtlety, AJ decides that Robert’s two
working are Binding and Shapeshifting. At this
Finally, choose one of the three Approaches (Scion: point, he knows one Technique for each (in addi-
Origin, p. 97). Add two dots to each Attribute in that tion to each Working’s Inherent Technique) – AJ
Approach; if this would bring any Attribute above five, selects Curse for Binding and Fierce Projection
then reassign the dots to Attributes within the same for Shapeshifting.
arena.
STEP SIX: PARAPHERNALIA
AJ decides that Robert’s primary arena is
Mental, followed by Physical, with Social as his Scions and other powerful entities possess
weakest arena. She assigns two dots to Robert’s Birthrights. Sorcerers must acquire their power on their
Intellect, two dots to Cunning and two dots to own and so the items and other advantages they obtain
his Resolve. For Physical, she assigns two dots are not freely given gifts from divine parents, but peo-
each to Dexterity and Stamina, and for Social ple and things they have had to work to gain access to.
she assigns one dot to Presence and one dot to However, they can acquire the same sorts of advantages
Composure. Next, AJ decides that Robert isn’t as Scions — Creatures, Followers, Guides, and Relics (see
the most subtle individual and chooses Power for
Scion: Hero, p. 201).
his Approach.
Roberts Attributes are currently: Intellect 5, Mortal Tier Sorcerers do not automatically gain
Cunning 3, Resolve 3, Might 3, Dexterity 3, any Paraphernalia, but they can purchase some in Step
Stamina 3, Presence 4, Manipulation 1, and Seven: Finishing Touches (p. XX).
Composure 2. Heroic Tier Sorcerers gain seven dots to distribute
among Paraphernalia. You may select example Birthrights
STEP FIVE: WORKINGS from Scion: Hero, or design your own.
Workings are the basis of every Sorcerer’s magic
(see Workings, p. XX), and even the weakest and most Robert receives seven dots of Paraphernalia.
inexperienced Sorcerer knows at least one. Mortal Tier Since AJ already knows that Robert’s source of
Sorcerers automatically know one Working — Divination power is a talisman, he needs a Relic, and she
decides Robert needs something to help make
is the most common, but players are free to choose any of up for his lack of subtlety, which also helps him
the Workings as their initial choice. with his magic. This ring was allegedly made by
Heroic Tier Sorcerers automatically know two work- a Scion of Loki, which pleases Robert, since Loki
ings, gaining their second as soon as they reach Legend is often Thor’s foe.
1. Sorcerers gain additional Workings as soon as the in- The Trickster Ring (••••)
crease in Tier, so the handful of inhumanly mighty Divine Enhancement: 2 when used to perform
Tier Sorcerers know four of the five Workings. No mortal Sorcery
Sorcerer can master all of the available techniques. Knack: Spend 1 Momentum to activate the In
When selecting your character’s Workings, consider Sheep’s Clothing Knack (Scion: Hero, p. 234)
who they are and what motivated them to learn magic. This leaves Robert with 3 more dots of
Someone who is learning Sorcery to gain revenge on an Paraphernalia, and AJ decides any good

Creating Sorcerer Characters 85


Sorcerer needs a familiar. Robert has a preter- That finishes the mechanical aspects of your charac-
naturally intelligent blue point Siamese cat that ter, but now is a good time to think about the things that
can become intangible at will (the Incorporeality make your character a character, not just a bunch of dots
Knack, Scion: Origin, p. 148), and can also on a sheet. What do they look like? How do they dress?
heal injuries by washing someone (the Touch
Who are their family and friends? Do they have any ri-
of Asclepius Flair, Scion: Hero, p. 293). As
a three dot Creature, this cat, unsurprisingly vals? What’s their name?
named Pyewacket, has a dice pool of 9 dice,
but subtracts two dice for each of its two special EXPERIENCE
abilities, leaving it with a pool of five dice. Through the course of play, you may earn experience
for actions in the following table. In general, we suggest
STEP SEVEN: FINISHING TOUCHES awarding 5 experiences per game session to everyone in
your play group.
Finalizing a Sorcerer again depends on their Tier.
If your Storyguide gives you additional starting ex-
Mortal Tier Sorcerers are treated much like other
perience, you may spend experience to purchase dots in
human Tier characters. The Sorcerer receives five extra
Skills and Attributes, or to purchase new Techniques or
Skill dots, an extra Attribute dot, and either two additional
Paraphernalia.
Techniques, four points of Paraphernalia (see p. XX), or one
Technique and two points of Paraphernalia at character The below table lists the costs for each change. The
creation. The Storyguide may award additional Experience table does not include prerequisites, such as having ac-
at her discretion to further improve characters. In addition, cess to Knacks from a Path before purchasing. Players
you need to choose your character’s Motif or Motif’s for may spend their Experience at the end of an Arc.
casting spells (p. XX). Mortal Tier characters possess one
Motif. OBJECT CHANGE COST
Heroic Tier Sorcerers are notably more powerful, but Attribute Add one dot to a 10 Experience
in this stage their only difference is that they also gain a single Attribute
Legend of 1, and they possess two Motifs. Paraphernalia Add one dot in an 5 Experience
Last of all, record your character’s movement dice, existing or new
defense pool, and health (Scion: Origin, p. 98).
Paraphernalia
Skill Add one dot in an 5 Experienc
AJ assigns five dots to Robert’s Skills and decides existing or new Skill
to give him one dot in Pilot (Robert can drive), Technique Purchase Technique 10 experience
two dots in Firearms (in his quest for vengeance, for a Working
Robert is also ready to use conventional weap-
ons), one dot in Occult (bringing it to 4 dots), and Specialty Add a Specialty to 3 Experience
one dot in Technology (bringing it to 2 dots). a Skill
In addition, AJ gives Robert one more Technique SAMPLE SORCEROUS PATHS
(The Binding Technique Command), and two
more dots of Paraphernalia. One dot raised A Sorcerous Path defines both how a character first
Pyewacket to a 4 dot Creature, giving her a dice learned sorcery and also who she knows in the larger mag-
pool of six dice, and also giving her the Dread ical community. The following are three of many possible
Gaze Flair (Scion: Origin, p. 149). For his final Sorcerous Paths. Like all Paths, Sorcerous Paths must
point, he gains a one dot Relic – The Peacock include a concept three Skills, and a list of connections.
Jacket – it’s a nice-looking leather jacket with a
peacock embroidered on the back. It provides Apprentice
the wearer with 2 points of soft Armor and 1 Your character apprenticed herself to a mentor who
point of hard armor.
gradually taught her Sorcery in return for money and
Robert has a Legend of 1, and AJ decides that effort on her part. She may have searched for many years
Robert’s first Motif is based on his interest in to find a teacher who was an actually Sorcerer and not
Binding, and is Amulets, but that he also recently
learned Goetic Sorcery. merely a con artist, she may have saved her teachers life
and been offered Sorcerous instruction as a reward, or
Finally, AJ records Robert’s Legend as 1, she may have gone seeking some other form of tutelage
and She then records Roberts’s health as two
Bruised, and one each of Injured, Maimed, and and ended up learning Sorcery when her mentor saw that
Taken Out. Robert’s Defense is 3, based on his she was a promising student. In addition to having a close
Stamina of 3, and his Movement Dice are 3 for relationship with her mentor, your character also knows
Dexterity 3. his allies and those of his former students who he re-
mains on good terms with. Depending upon her mentor’s

86 CHAPTER THREE: SORCERERS


personality, she may also have rivals and enemies who have enemies and rivals, which can easily become his
judge her because of the identity of her mentor. enemies and rivals.
Connections: Your mentor, your mentor’s col- Connections: Other members of your society, mem-
leagues, your mentor’s former students bers of other magical groups, occult groupies and dabblers
Skills: Academics, Culture, Occult Skills: Empathy, Leadership, Occult
Member of a Magical Society Self-Taught
Your character joined or was recruited into a magical Your character learned magic on her own, without
society. It could be anything from a small select group the aid of a teacher. She found old grimoires and books
of skilled Sorcerers who study and work magic together about magic, and learned which websites and message
and occasionally recruit new members, to a large mystery boards actually contained tidbits of worthwhile magical
cult where upper level members learn Sorcery, or even a knowledge. She is used to finding things out on her own,
group of half a dozen college or graduate students who excels at learning magic by trial and error, and makes up
worked together to find fragments of accurate magical for her lack of formal teaching by knowing large numbers
knowledge amidst vast amounts of nonsense. In addition of more or less reputable people who at least claim to
to learning magic, part of belonging to any such group is study and practice magic and who collect supernatural
managing the interpersonal tensions that arise in every artifacts.
small insular group. His entire view of both sorcery and of Connections: Rare book dealers and people who sell
the occult community has been shaped by the magical so- supposedly magical Relics, other self-taught Sorcerers
ciety he belongs to, but he has numerous contacts within and would-be Sorcerers, amateur occultists and occult
this society and any magical societies that it is allied with con artists
and excels at performing sorcery with others and sharing
magical insights. Of course, many such organizations also Skills: Academics, Integrity, Occult

Creating Sorcerer Characters 87


“They joined hands
So the world ended
And the next one began”
— Sarah J Mass

UNQUENCHABLE their own methods matching his singular brilliant desire.


While Tenoch, founder of Tenōchtitlan is trapped beyond

FIRES: the bounds of the mortal World, the renowned builder’s


creations may not be so limited; eventually one carefully

TITANIC POWER made person will open their eyes to the sun and sky de-
nied to the imprisoned giant, and perhaps work to free
their unfairly trapped father. And while it may be hard
T he Scions of Gods inherit both the power of their divine
progenitors and their relationship to the World full of
humanity. The child of Zeus does not merely wield thunder
to imagine the raging, untrammeled essence of a Titan
attempting to find rebirth in a meager mortal life, some
trapped or frustrated forces have escaped their divine
when they aspire to their father’s lightning, but a force which
enemies through a route few would expect in a mortal
wends its way through the hearts of mortals as it lifts the Scion
incarnation.
towards divinity. Even if a Scion of Thor becomes a hateful
leveler of human works, even if a Scion of Huitzilopochtli The unruly power of Titans and the inscrutable ac-
devotes themselves to turning cities into engines for a new tions of Fate has resulted in stranger genesis still. While
age of eternal flower war and sacrifice, even if their names mighty Apep is unlikely to engage in activities resulting
are cursed and spat by those they’ve harmed, the decedents in a Born Scion in the traditional way, the great serpent’s
of divine mantels are part of the ineffable circuit that exists passage in front of the sun during a battle with champions
between the World’s inhabitants and its Gods. of the Netjar is reputed to have resorted in a number of
strange births across the World. Crom Cruach would be
Those Scions who trace their existence back to
enraged to discover that one of its stone idols was stolen
Titanic roots know no such place between Gods and
away from its place of power and transformed, opening
mortals. Whether the result of some Titanic whim, super-
her eyes upon a human family embracing her as a living
natural congress, or freak cosmic transfusion, the heart of
child once more. White Eyebrow has, much to his irrita-
their nature does not lie within the orbits between divine
tion, created more than one Scion through mortals who
mantle and mortal heart. No matter how pure the intent
have survived his machinations and thrived despite his
a Scion of Banasura may be, their Titanic nature flows
plots. The Rakshasi Saita has claimed much of Ravenna’s
from a source of supernatural arrogance and opposition
power and prestige as the new ruler of Lanka, but there
utterly uncaring of any mortal concerns or attachments.
are still Rakshasa and others who claim to be the demon
No matter the wondrous benefits to human civilization
king returned; and perhaps one of them isn’t lying! The
that a Scion of Fūjin may accomplish, the Titanic essence
power of the Titans fights against containment or control,
of their powers is that of the howling inchoate wind, to
even their own; no matter how much one despises hu-
which humans are mere detritus.
manity or attempts to keep apart from the mortal World,
This doesn’t mean that Titanic Scions can’t be good they cannot guarantee that Fate has not laid the seeds of
people by mortal or even Godly standards. It does mean Titanic children in some cosmic miracle.
that their relationship to their powers differ somewhat
from that of divine Scions, and that as they grow in power
and Legend, so too does their potential for unleashing TITANIC KNACKS
awful devastation upon the existing World and its human
population. L ike their heroic counterparts, Titan Scions learn
expressions of power derived from the parent’s Titanic
Callings. As with Divine Callings, these Knacks are either
IN ITS IMAGE: ORIGINS Heroic or Immortal. Characters acquire them as normal
Titanic Scions can theoretically be Born, Created, during character creation (p. XX), or through advancement
Chosen, or Incarnate Scions, just like their divine with experience (p. XX). A Titan Scion may spend her
brethren. Sometimes this even happens in an analogous starting Knack points on Knacks from her Titan Callings
manner. Princess Kiyo has more Born Scions than many to acquire any powers in this section and, if desired, in
of the Gods amongst the Kami, children whose victories Scion: Titanomachy, beginning on p. 150.
and triumphs she treasures like any happy parent. Aten The five Titan Callings are Adversary, Destroyer,
chooses Scions who pursue Aten’s goals ceaselessly, Monster, Primeval and Tyrant.

Titanic Knacks 89
Incite (2 successes): Onlookers turn against the char-
TITANIC NATURE acters, furious with them for their wanton destruction.
Titan Knacks lean more into the supernatural aspects The triggering character has +1 Difficulty to social inter-
of a character’s Calling than their Heroic counterparts, al- actions for the rest of the session for each time this Stunt
lowing the Scions with access to them the ability to shape is chosen, to a maximum of +3.
fear into weapons or transform their bodies into hulking,
Pin (2 successes vs trivial targets/any successes over
monstrous forms. Players creating their own should feel
Defense): A massive piece of rubble falls either on a ma-
free to express their creativity by leaning into the inher-
jor character in the scene, or on any number of trivial
ent strangeness and monstrosity of Titanic power.
bystanders, trapping them until they break free or are
NEW ALTERNATE RULE: rescued.
COLLATERAL Raze (Successes equal to Size): Destroy an object es-
tablished in the Field such as a building, the getaway car,
In games of enormous power and massive effect,
an armored vehicle, etc.
there’s some expectation that buildings will crumble,
crowds will scatter, and havoc will be wreaked on a huge Rift (5 successes): An aspect of an Overworld,
scale. This can present an interesting way to provide Underworld, Terra Incognita, or other cosmological place
increased stakes and add a level of dramatic tension to a associated with the rolling character appears, subsuming
game. part of the Field and displacing its reality. Threats from
this Otherworld may appear, if dramatically appropriate.
Building the Pool Reality reasserts itself at the end of the scene.
At the start of any ongoing campaign or a one-shot, Scatter (2 successes): All trivial or non-magical tar-
the Collateral pool begins with zero dice. Whenever the gets (including followers and Mooks) flee the area, out
players’ characters take any of the following actions, add of terror or self-preservation. Even well-drilled military
one die to the pool for each applicable action. units will run. This is a fear effect for the purposes of
• Performing marvels Knacks and Boons.
Once the pool has been rolled, it resets to zero, and
• Performing Feats of Scale
resumes filling back up as normal. If the Collateral pool is
• Making any roll enhanced by Scale rolled before it reaches 10, reset the value to zero unless
• Rolling a pool with divinity dice otherwise stated. Some actions may cause the Collateral
pool to be rolled immediately. If so, the triggering player
• Failing to buy off applicable Complications
rolls it right away and the Storyguide chooses the Stunts,
• Certain Stunts (this will be noted) as normal.
• Special Flairs or Antagonist abilities Some actions, Powers, Flairs, or other mechanics,
may specify that the Storyguide must choose certain
The pool builds until it reaches 10 dice, and the num-
Collateral Stunts. When they apply, this is not optional,
ber of dice in the pool roll over from session to session
and the Storyguide must spend successes on the mandat-
until it hits 10. Once it has been filled, any actions that
ed Stunts first, before choosing any others.
would add additional dice instead add Enhancement.
At the end of any round in combat or after all player
Players may engage with the Collateral pool in
characters have taken their actions outside of it, the play- the following ways:
er whose action caused the pool to fill then rolls all 10 dice Unchecked Abandon: When a character makes any
and the Storyguide chooses from the following Stunts: action with unchecked abandon, she may declare before
Echo (3 successes): Alter the Field with an aspect of she rolls any number of Enhancement, up to +5. The
the rolling player’s Purviews. A building might sprout Storyguide adds an equal number of dice to the pool in-
flowers, a road could turn into a river, trees become metal stantly, which may cause the pool to empty.
sculptures, and so on. These changes persist until the end Devil’s Bargain: Once per session, a character may
of the scene. take a devil’s bargain, and any Collateral they would
Harm (2 successes vs trivial targets/any successes over add to the pool during that action is instead given to the
Defense): Either a major character is hurt by an environ- Storyguide as Tension.
mental disaster caused by the characters’ actions or the
power unleashed causes injury (or death) to any number KNACK NOTES
of trivial bystanders. Some of these rules refer to the Collateral rules. If
you’re not using Collateral, any Knacks or other effects
that would specifically add Collateral instead add Tension
to the Storyguide’s available pool.

90 CHAPTER FOUR: TITANIC SCIONS


the story. This costs Momentum if you witness the
GENERAL character partaking of food or drink and is free if you
Titanic Scions may take Aura of Greatness, Born to successfully serve the refreshments to them yourself.
be Kings, Scent the Divine, or Somebody’s Watching
Me (Scion: Hero, p. 224), which function identically as • Theft of Luck: While in the same scene as a target
they do for Divine Scions. with a negative Attitude toward you, after seeing
the result of any of their rolls, you may spend
ADVERSARY Momentum and take any number of their suc-
cesses (before applying Enhancement and before
Adversary Knacks let you understand a person’s
purchasing Stunts) and add them as Enhancement
weakness and turn it against them, whether to destroy
to your next roll. If this causes the target to fail, get
them or force them to change. Adversary knacks are
the spent Momentum back.
based around opposition and betrayal.
IMMORTAL
HEROIC
• Opposition Without Limit: When you command,
• Antagonistic Lessons: Whenever the results of rally, or intrigue enormous forces to oppose another
your actions cause a target of your antagonism to character, imbue, rather than spend, a point of Legend
fail, you may do one of the following: to invoke your Legendary Title as a Feat of Scale
• Adjust their Attitude to whatever level you • Pawns for My Desire: When socially interacting
prefer. with a target who has a negative attitude toward you,
• Cause the target to instead succeed at an ac- you may spend Momentum during any Encourage
tion you determine. Behavior roll and have it succeed as though you
achieved exactly the number of successes required.
• Instantly create a Fatebinding with the target
• Spitting Curses: You gain the ability to layer curse
• Jeering Taunts: Once per scene, you may taunt upon curse on a target, until they have no choice but
and mock a target, either increasing your Defense to do as you ask. Choose one of the curses below at
against their attacks by your Adversary Calling for the time this Knack is purchased. This Knack can be
the duration on the Round, or penalizing the cost purchased a number of times equal to your Adversary
of all their stunts by your Adversary Calling for Calling, choosing a different curse each time. While
the duration of one action. You must choose which this is your active Knack, you gain access to any two
penalty to apply when you activate this Knack. You curses you know, and the following stunt:
may not choose the same penalty twice in a row. • Sling Curses (2s): Apply this stunt to any
• Lingering Presence: After any scene in which Encourage Belief or Behavior roll or any attack
you have made a successful Encourage Behavior action. The target must be within Close range.
roll, you may spend Momentum in the subsequent When you purchase this stunt, apply one of
scene to reapply the same effects of your initial your curses to the target.
Encourage Behavior roll as though you had rolled
the same number of successes. If the target has a • Incompetence Curse: This curse condition
negative Attitude towards you, this Knack is free. imposes an increased Difficulty to the target’s
actions equal to your Adversary Calling. This
• Spluttering Incoherence: When in a scene with persists until the curse causes the target to fail
a target who has a negative Attitude towards you, a roll. If the target botches, gain Momentum.
you may spend Momentum to prevent them from
making any social action until you have acted again, • Curse of Ill Fortune: Impose this curse con-
driving them into a frothing, violent rage. You may dition which applies a Complication to all of
only do this once per scene. your target’s actions with a rating equal to your
Adversary rating which lasts until the target can-
• Sweet and Sour: Make a Knack Skill roll. With any not buy it off. Failing to buy off the Complication
successes, you may curse a meal or drink consumed results in an ill fortune of your choice.
by your target with the poison of spite. This functions
as the Poisoned condition but rather than inflict • Curse of My Presence: This curse condition in-
Injury, it inverts the Attitudes of other characters creases the Difficulty of all of your target’s rolls
who interact with the poisoned target — transform- by 1. You may choose to end the condition and
ing boon companions into bitter enemies and hated appear in the same scene as the target. Your
rivals into fair-weather friends. The Storyguide and sudden appearance also causes the target to
player should work together to determine how this automatically fail their next roll, regardless of
impacts the character as they progress through the result on the dice.

Titanic Knacks 91
Injury Condition might require a character to slash
DESTROYER the tire of their car; while any 1 round of Stunned
Destroyer Knacks bestow the power to crush and might involve ripping up a five-dollar bill.
destroy objects and enemies alike. They are driven by the
concepts of destruction and forcefulness. • Mantle of Unmaking: You have +1 Defense
against attacks made at close range. When you
HEROIC use the Disarm Stunt (Scion: Origin, p. 116), you
• Equal and Opposite: Whenever you would be may destroy a mundane weapon instead of simply
moved by an enemy (pushed, knocked down, picked disarming it.
up and thrown, etc.) you may spend Momentum to • Mine, Now: If you break an enemy’s weapon fol-
apply the same effects to the attacker after resolv- lowing the use of the Disarm stunt (either through
ing them on yourself. your own strength or through use of Mantle of
Unmaking, you may apply that weapon’s tags to
• From Destruction: When performing an extended
your weapon until the end of the scene. You cannot
action to create something (physical or otherwise),
destroy a Relic weapon this way. If any added tags
you may destroy something related to the project.
overlap, gain 1 Enhancement per overlapping tag to
For example: smashing apart bricks, rending fabric,
all attack rolls with the weapon instead.
burning paper, drying out paint, etc. This adds one
completed milestone to the project but also impos- • Shattering Grasp: When you lay hands on an object
es the complication “Limited Resources” (2c) on or structure with a size-based Scale less than your
the project. If not bought off, the lack of resources Destroyer dots, roll Knack Skill. With any successes, it
causes a problem during the crafting process. shatters instantly. Spend Momentum and destroy any
• Give-and-Take: You may end one condition on object you can perceive without needing to touch it.
your target (including yourself ), which may include • Unstoppable Advance: As long as you keep mov-
Injury Conditions, in exchange for a destructive ing, nothing can stop you. You must move continu-
sacrifice of equal value. The Storyguide is the final ously, and while you can turn, your path cannot loop
arbiter of this value, though should work with you to back on itself. In the process of moving, you smash
detail what is appropriate. For example, removing an through any obstacle and wade through any hazard

92 CHAPTER FOUR: TITANIC SCIONS


CONDITION: MONSTROUS URGES
Some Knacks either force you to succumb to your Monstrous Urges or become more powerful when you
do. It’s up to you and the Storyguide to determine the exact nature of those urges, but by default, you are
compelled to solve any problem that presents itself with force.
Effect: You suffer a significant (3+) Complication on any task that requires logic, calm consideration, tact,
or restraint as you struggle against your instincts.
Momentum: Every time your urges cause you trouble, add a point of Momentum to the pool.
Resolution: Withdraw to a place of safety where you have time to collect your thoughts or commit a
heinous act of rage that you’ll regret when you snap out of it.

unscathed. This does not make you immune to be- have less than half their Health remaining and are
ing restrained by another character or from taking of lower Tier. If the target is of the same Tier or
any immobilizing condition. However, no terror or higher and otherwise meets the Criteria, they may
obstacle can withstand your path. This effect ends be Taken Out instead and the Storyguide deter-
when you stop moving, whether at your own deci- mines the most appropriate outcome instead. This
sion or otherwise, or if you retread your already-de- Knack cannot target other players’ characters.
stroyed footsteps. In combat, taking the Rush action
• The Ties that Bind: Spend Momentum and destroy
counts as forward movement, so long as you follow
a relationship a target has with another character.
the restrictions set forth in this Knack.
This can be a target’s connection to their employer,
IMMORTAL a friendship, a romantic relationship, and so on. This
cannot affect magically protected relationships, or
• Entropic Pull: Add up to your Destroyer Calling in
undo Fatebinding and does not affect targets of a
dice to a single roll, but for each die you add, add 1
higher Tier. This cannot be used on another player
to the Collateral Pool if in play or to Tension if not.
character without their out of character consent.
If this would fill the Collateral pool, roll it imme-
diately with your Destroyer dots in Enhancement. MONSTER
If this would make Tension 10 or higher, the Monster Knacks unleash your inner beast, often
Storyguide immediately promotes an enemy and transforming your flesh to match. They are powered by
gives them your Destroyer dots in Enhancement the concepts of transformation and predation.
during their first action following this promotion.
Characters with any dots in Monster gain access to a
• Hammer of the Gods: Spend Momentum to add Monstrous Urge — a condition that reflects the beast that
(Destroyer/2) in Scale to a single act of destruction, dwells within them. You can activate your Monstrous
demolition, or otherwise wide-scale violence. This Urge anytime you are injured, threatened, or embarrassed.
stacks with any other source of Scale, to the usual
maximum. HEROIC
• Herald of the End: When you work to destroy a • Apex Myth: Gain your Monster dots in
person, place, or thing that can be measured with Enhancement to all Encourage Behavior rolls in-
Scale (overthrowing a World leader, razing a city, volving another monster — whether a non-human
or bankrupting a multinational corporation), you character, or another character with the same
may imbue, rather than spend, a point of Legend Monster Calling.
to invoke your Legendary Title as a Feat of Scale. • Blood-Drinker: Gain Enhancement to attacks
• Made Favorable: Make a Knack Sill roll. On any against a wounded target for each of the Health
successes, destroy one Field Complication of your they’ve lost, or equal to the severity of their highest
choice. If this is not something that could be tan- Injury Condition, whichever is higher or applicable.
gibly destroyed (such as an overwhelming social • Contagion: Your Natural Tag attacks are viru-
atmosphere) instead make the roll at a difficulty lent, dripping with disease. You inflict a Disease
equal to the Complication’s rating, and spend Condition of your choice when you choose the
Momentum. If the Collateral Pool is in play, add 1 Inflict Injury Stunt. This disease must be chosen
to the pool. If not, add 1 Tension instead. when you purchase this Knack. Contagion can
• On a Pale Horse: Instantly kill any trivial target be purchased a number of times equal to your
you can perceive. For 1 Momentum, instantly kill Monster dots, conferring a new disease each time.
one target within Close range of you so long as they

Titanic Knacks 93
• Implacable: When you would be Taken Out, spend have it already and two more Tags of your choosing. If
Momentum. This allows you to continue fighting you know Red of Claw and Fang, your natural weapon
for your Monster dots in Turns, after which you fall appears in this form as well, and gains +2 Enhancement
into a deep sleep until the end of the scene. When to attacks made with it. While in this form, you cannot
you wake, increase the Complication value of your be perceived as anything other than a threat. Attempts
Monstrous Urge by 2 until you fail to buy it off. to seek peaceful or thoughtful resolution to conflict
• Keeper of Taboos: Once per session, you may get have their Difficulty increased by your Monster rating.
away with a social taboo that would otherwise cause Additionally, you gain a unique combat-focused Stunt
problems or consequences. This cannot be anything specific to your Monster form, which is created by you
violent, such as assaulting or killing someone but and the Storyguide at the time of purchase.
should otherwise be subversive. This might be IMMORTAL
insulting a person in power or violating oppres-
sive cultural taboos. A character may ignore any • Compelling and Repulsive: Your appearance
Complication or Condition that would inflict social inspires fear and disgust yet onlookers cannot
consequences. If none are present, the character tear their gazes away. You gain the following Stunt
may instead walk away from a scene and ignore any which applies to social actions involving face to
narrative consequences, such as a response from face interaction and close combat attacks.
authorities, or enemy characters seeking vengeance • Reviled (2s): The target gains the Complication
or repayment. If this would cause a shift in Attitude, “Revulsion” at a rating equal to your Monster
the shift cannot go below 0. If the character’s Calling. This Complication applies to any other so-
Attitude is already negative, it does not change at all. cial action or attack roll the target makes that does
If you have spoken truth to power through an act of not target you. If not bought off, the character’s
violence or destruction, increase the Attitude of all next action suffers a+2 Difficulty as they cannot
friendly witnesses by 1, and increase the Bond of all shake the horrifying, compelling memory of you.
present players’ characters by 1. Note that monsters
afflict the comfortable and speak truth to power; • Drawn to Virulence: Spend Momentum and
this is not a Knack for getting away with harassment instantly appear next to any target you can per-
or making the other players uncomfortable. ceive that is suffering from a Poison or Disease
Condition. Any attack or Encourage Behavior roll
• Red of Claw and Fang: You gain a monstrous you make immediately following this movement
Natural weapon, like a stinger, horns, or spines. It receives your Monster dots in Enhancement.
has the Natural tag, and a number of additional tags
equal to your Monster Calling. Attempts to conceal • Predator’s Instincts: When you give in to your
this feature have a +1 Difficulty, but you can spend animalistic urges on an epic Scale (hunting drag-
Momentum to hide it, causing it to retract into your ons as prey, devouring a paramilitary force, or
flesh; it may then be released as a reflexive action. rampaging through the Metropolitan Museum of
You can take this Knack (Monster) times, creating Art), imbue, rather than spend, a point of Legend
a new Natural weapon each time. to invoke your Legendary Title as a Feat of Scale.

• Seizing Jaws: You may make grapple attacks without • Sloughing Form: When you would be Taken Out,
needing to use your hands, instead ensnaring your spend Momentum. Instead, you leave behind a
target with another part of your body. It might be your steaming, empty meat shell and reappear within
wicked maw or sticky tongue, or writhing hair — what- Close Range of where you were Taken Out, glisten-
ever it is, your hands remain free, adding your Monster ing and fresh. Recover your Monster dots of Injuries.
dots in Enhancement to apply to grapple and other This may only be used once per session unless reset
combat Stunts while maintaining a hold on your target. by succumbing to your Monstrous Urge.

• Tell-Tale Heart: When using the Q&A procedural • Titanic Stature: When you are under the
Stunt, you may always ask an additional question Monstrous Urges condition, you grow to more
pertaining to the target’s fears, insecurities, or than twice your normal size and take on a fearsome
vulnerabilities. When leveraging these against the mien with throbbing veins and corded sinew. Your
target, gain +2 Enhancement. size provides you +1 size Scale, and you can spend
Momentum to apply the Shockwave tag to any at-
• The Monster Within: By purchasing this Knack you tack that leverages your giant form.
gain a monstrous form. To shift into your monster form,
spend Momentum. This may be activated for free if you PRIMEVAL
have succumbed to your Monstrous Urge. You trans-
Primeval Knacks allow you to inhabit, exemplify,
form into a terrible beast, a reflection of your true self.
and resonate with aspects of the World such as weather,
All unarmed attacks gain the Natural Tag if they don’t

94 CHAPTER FOUR: TITANIC SCIONS


seasonal change, or the land itself. They are driven by the
concepts of embodiment and environment.
ELEMENTAL TAG
HEROIC
Elemental (1): This weapon deals elemental
• Call of the Wild: Spend Momentum. With a ges- damage, in addition to any other type of damage
ture or a summoning sound, you call forth the aid tag it may have. This allows for a unique series of
of the world itself: whether it be dozens of local Injury Conditions such as Third Degree Burns or
animals, a sudden swelling of earth and plant life, Frostbite. Additionally, this has any appropriate
or summoning a beast sleeping deep within the narrative effects for being struck with a fist made
ocean. Whatever it is, it assists you, adding your of ice or claws of magma. It ignores Armor unless
Primeval dots as Enhancement to any roll, which
the Armor has a corresponding Resistant Tag.
applies before you roll.
• Depths of the World: Nothing from nature can
harm you, for you are the world itself. Gain your IMMORTAL
choice of Resistant Tags for each time you pur- • Alpha and Omega: When you are caught in the
chase this Knack, up to your Primeval Calling. middle of an environmental event or disaster (a
• Elemental Body: You shed your physical form, storm, a blizzard, a tornado, an earthquake, or any
which is a simple action that cannot be part of a more severe version) you may spend Momentum
mixed action. For the rest of the scene or until you and cause it to end immediately. This ends any
choose to end the effect (whichever comes first) narrative effects appropriate to the event and dis-
choose one type of natural element to become. For misses any Conditions or Complications that might
example: become a body of flame, a walking storm, have been caused by it. Alternatively, for the same
a moving rock, etc. While you are in your elemental cost you can summon a disaster of your own design
form, you cannot be affected by any environmental which acts as a Field Complication with a rating
effect (including Complications, Conditions, and equal to your Primeval dots. This Complication
Field Complications) plus any appropriate narra- affects everyone in the Field, including your allies,
tive effect this might have. For example, a body of unless you have other Knacks or Boons that afford
flame easily catches ordinary things on fire, while specific protections against such a thing.
a body of air can pass through even the smallest
• Fly on Wings of Wind: Spend Momentum to up-
crack.
lift yourself and a number of allies equal to your
• Fists of the World: Your unarmed strikes gain the Primeval Calling. In a combat sequence, you fly
Elemental Tag, with an element of your choice. A along upon a storm wind or other elemental source
second purchase allows this to apply to any attack (a jet of flame, a moving geyser, a floating platform
using a weapon. You may continue to repurchase of ice, etc.), taking movement actions vertically as
this Knack up to your Primeval Calling, choosing a well as horizontally. This may allow you to bypass
different element each time. hazards, difficult terrain, or Field complications
that would involve ground-level presence.
• Tectonic Reveal: The first time you enter a proce-
dural scene, without needing to roll, you may ask • State Shift: Spend Momentum. You may transform
questions of the earth about what transpired. This water from solid to liquid to gas by one state. This
counts as though you used the Q&A Stunt a num- affects all water or vapor by one state (from solid
ber of time equal to your Primeval Calling. to liquid or liquid to gas as an example) within
Close Range. Your character can use this ability to
• Sheltering Presence: You may apply any Primeval
evaporate a flooded room or freeze over a portion
Knacks you know that grant immunity, resistance,
of a body of water wide enough to run across, and
or protection from Field Complications or any oth-
so on. This may be applied to other matter (such
er environmental detriments to all allies who stay
as metal or ore), but it then also requires a Knack
within Close range of you.
Skill roll.
• The World Obeys: Spend Momentum. Reduce an
• Tidal Force: As fast as the ocean itself, you race
environmental-based Field Complication’s value by
across the world, treating your Primeval Calling as
your Primeval Calling, which may reduce it to zero
Speed Scale. When you make Combat Movement
thereby canceling its effect. If this eliminates the
actions, you may choose to apply the Shockwave
complication, get the Momentum back. This refund
Tag to any attack following the movement. If you
does not apply to Field Complications you create.
choose to do so, add 1 to the Collateral pool, or 1 to
Tension if the Collateral Pool is not in play.

Titanic Knacks 95
• The World Entire: When you work to turn exist- • First and Foremost: At the start of a social inter-
ing natural forces to your will on a massive scale, action, you may use this Knack to declare yourself
such as rerouting rivers, directing wildfires, or tak- the focus of everyone’s attention. During the initial
ing advantage of a tidal change, imbue, rather than interactions, all Storyguide characters must target
spend, a point of Legend to invoke your Legendary you first with their social actions. If they do not, they
Title as a Feat of Scale. suffer -2 dice to any applicable rolls. If more than one
character has this Knack, you must agree out of char-
• Wild Growth: Spend Momentum. Bless a single
acter who gets to be the focus for this scene.
creature or character with the untamed power of the
World, causing them to grow to enormous size for • Great and Terrible: All things fear you. Spend
the duration of the scene. If the target is an animal, Momentum. Until the start of your next turn (or
it counts as a Creature Birthright under your control action) characters who target you with actions can-
with a dot rating equal to your Primeval Calling. If the not benefit from additional Enhancement unless
target is a Storyguide character, you determine their this Enhancement comes from an innate magical
course of action, which the Storyteller must agree source — such as a Boon or a Knack.
with. If the target is another player’s character, you • In My Stead: Once per scene, you may promote a
must get permission from the player first. Regardless, subordinate of lower Tier who you may then send
any target gains half your Primeval dots, round up, to perform a social action in your place. For all in-
to Size Scale for appropriate actions. Other players’ tents and purposes, this character acts as you, us-
characters cannot benefit from additional Size Scale ing your applicable Skill and Attribute but not any
increases while benefitting from this Knack. other Enhancement or special effects from Knacks
• World-Spinner: Spend Momentum and create or Boons. If you fail this roll, you may choose to dis-
an environmental-based Field Complication with pose of the subordinate — either arranging for their
a rating equal to your Primeval dots. This lasts untimely death or destroying their social standing
for the duration of the scene. Spend additional — and instead choose to succeed as though you had
Momentum to extend the duration by one scene met the Difficulty exactly.
per Momentum spent. There is no limit to the • Iron-Fisted Order: During Initiative, no
number of scenes this can be extended to, but must Storyguide character of lower Tier may act before
end when the session of play does. you, and must take initiative slots after yours, re-
TYRANT gardless of the result of their roll. Only one of the
players’ characters in the Band may benefit from
• Tyrant Knacks enable you to impose your will on oth- this Knack at a time during a combat encounter.
ers, or make them suffer for disobeying you. They are
driven by the concepts of oppression and authority. • Pride Goes Before: You gain access to the follow-
ing Stunt, which applies to any social action.
HEROIC • Inflated Ego (2s): In addition to any other
• Away From Me: Rebuke a target within the same social effects, you afflict the target with the
scene as you, whether in a social encounter or in “Hubris” Condition. While under the effects
combat. If the target is of lower Tier, this Knack of the Condition, any Enhancement the target
has no cost. If the target is the same or higher Tier, would benefit from removes successes, rather
spend Momentum and make a Clash of Wills. If than adds them. If this would create negative
successful, the target must leave the same Field as successes, treat it as zero. When the target fails
you, thereby removing them from the scene. the roll, you gain Momentum as if you’d failed
the roll instead, and the target must suffer
• Die for Me: Once per session, make a Knack Skill
whatever consequences came from their fail-
roll. On any successes, demand a target of lower Tier
ure. If the target of this Knack is another play-
become the subject of an attack or any other source
er’s character, you must first obtain their con-
of harm targeting you, instead. If this causes the
sent out of character, and if the penalty would
subject to die, you may use this Knack a second time.
create negative successes, treat it as a botch for
• Empowered by Sycophants: Gain Enhancement the purposes of generating Momentum. The
equal to the rating of your Followers or Creature target must still deal with the consequences of
present with you in the scene. This Enhancement failure and cannot dodge them with any ability
may be applied to Encourage Behavior, Encourage that might otherwise allow them to.
Belief, or any Tyrant Knack Skill rolls, or any other
rolls made to intimidate, coerce, or otherwise make • Take the Fall: Once per scene, whenever you fail a so-
demands not covered by these other restrictions. cial action or fail to buy off a social Complication, you
may instead redirect the narrative fallout or the result

96 CHAPTER FOUR: TITANIC SCIONS


of the complication to another character to whom they’d succeeded with a number of successes equal
you have a connection. This is typically in the form of to your Tyrant Calling, which they must spend on
a Bond, though the Storyguide may permit any other Stunts if applicable. You cannot demand a target to
narrative connection — especially if the Tyrant was the do anything self-harmful, or anything they physi-
target character’s leader, boss, or other such figure of cally could not do. For example, you could not de-
authority. If targeting another player’s character, you mand that a security guard walk into traffic, drink
must get their permission out of character first. bleach, or jump off a building or do things they
simply could not, such as fly or lift a car over their
• Terror at Hand: Spend Momentum. You tear the
head. You could demand the same guard to grant
fear out of a target, and shape it into something
you access to secured places or deliver a scathing
real. Clear a target’s negative Attitude towards you
message to their employer, and so on.
and reset it to 0. Then, summon a weapon or armor
shaped from the target’s emotions, using the at- • Solipsistic Disdain: Once per scene, you may spend
titude rating + Legend in points to spend on Tags. Momentum to ignore an attack against your person,
This item persists until the end of the session, but refusing to acknowledge its existence and becoming
can be purchased as a Relic with a rating equal to utterly unaffected by any of its effects. If this was in
the target’s original Attitude when the session ends. response to an ambush or surprise attack, you may
• Total Authority: Trivial targets in a procedural use this Knack without spending Momentum and
scene instantly recognize you as a figure of au- may use it one more time during the Scene.
thority and are compelled to approach and provide • Squirming Masses: When attempting to inflict
useful information relevant to your investigation. fear or coerce obedience on a huge Scale, such as
This counts as though you had purchased the Extra cowing an army or demanding the labor of an en-
Clue or Interpretation stunts a number of times tire country, imbue, rather than spend, a point of
equal to your Tyrant Calling. Legend to invoke your Legendary Title as a Feat of
Scale.
IMMORTAL
• I Am Absolute: Spend Momentum. You command MAELSTROMS’ HEARTS:
a target to take a social, combat, or procedural EPICENTERS
action (which may not be self-detrimental), which
While the Scions of the Gods enjoy access to their
they cannot refuse. If the target is the same Tier
Purviews Innate powers through the mastery they’ve
or higher, this costs another Momentum. They roll
inherited, the Scions of the Titans are heir to more unruly
the action as normal, and may apply any special
forces. Their parents, patrons, and progenitors bestow
abilities or powers they have, though they can
unmediated and seething energies, which always seek
choose not to. If the target is a God, Titan, or other
expression. As a result, Titanic Scions don’t automati-
being of equal power, they may make a demand of
cally receive the normal Innate ability when they obtain
you in return (unless you are also of the same Tier).
a purview; instead, they are the Epicenters for related
In this case, they may harbor resentment, resulting
effects. These are constantly active powers, occasionally
in story consequences of the Storyguide’s choice.
causing problems for the Scion and their allies, or even
This cannot be used on another player’s character
providing thoughtless aid to an enemy. A Titanic Scion
without their out of character consent.
may suppress any of their Epicenters and prevent any of
• Petty Tyrant: While in your place of power (a its effects by imbuing one Legend, though those Titanic
hideout, your corporation’s headquarters, your parents in regular communication with their children
army’s base camp, etc.), you may establish up to often encourage them to simply let their powers run wild.
your Tyrant Calling in arbitrary rules, which you Titanic Scions can actively pursue the abilities of
may change or adjust at the start of any scene. Any Innate powers, paying 10 XP to gain access to the Innate
Storyguide character who doesn’t follow your rules abilities of a Purview they possess. This doesn’t remove
gains a -2 Complication of “Rulebreaker” to all ac- their Epicenter or change its effects, however.
tions while within your domain. If a target refuses
or is unable to buy off the Complication, you may Likewise, Innate-possessing Scions can seek out the
forcibly eject them from your seat of power. Other wild power of Purview Epicenters, though many divine
players’ characters are not required to obey your parents may be unhappy with such behavior. This cost
petty edicts. This Knack applies even if you have them 10 XP as well. Unlike Titanic Scions, God Scions
tricked an enemy into breaking your rules. must imbue Legend to gain access to the Epicenter’s ef-
fects, but are free of them when they reclaim their power.
• Selfish Demand: Once per session, you may make
a demand of a target of lesser Tier, which they must
comply with. They perform this action as though

Titanic Knacks 97
Epicenters only apply to universal Purviews; Titanic Darkness
Scions who cultivate Pantheon signature Purviews or
Night and shadow adorn you, blurring the line between
other such magics retain any normal innate abilities.
the waking world of day and shifting world of darkness
Some Epicenters reference the Collateral Pool (p. and dreams. All characters in your presence gain two
XX), but alternate effects are provided for Heroic tier Enhancement to rolls made to hide or conceal once a scene.
games that choose not to engage with that subsystem. The dreams of sleeping characters you near also slip free,
Artistry allowing them to make Influence or other Intrigue rolls
against those present through shared visions and hallucina-
Your works shine transcendently, inner truth spilling tions, whether their targets are sleeping or awake.
outwards. Those viewing your performances find it diffi-
cult to resist your emotional pull, and must succeed at an Death
Integrity + Resolve roll at a difficulty of your Legend or Your presence thins the barriers between life and
gain a point of positive Attitude towards you. However, death, inviting the deceased to make themselves known.
those attempting to discern your secrets or motivations Underworld gates and other paths to deathly realms swing
gain two Enhancement to any such rolls. open in your presence, potentially ushering more undead into
Beasts the world, while normally unperceivable and uncommunica-
tive forms of ghosts, spirits, and the undead can manifest and
Your presence serves an inexhaustible beacon to what make themselves understood in your presence. Such undead
lives and is wild. At the beginning of every Intrigue or Action are never hostile to you unless otherwise provoked.
scene, local animals will make their presence known, small
creatures even spontaneously generating from your pur- Deception
view and power. They will attempt to aid you, providing one Your words blur reality, making petty fancies, artful
Enhancement to a task you accept their help for. The halo of illusions, and outright lies beautiful and believable as
animals makes it difficult to hide your supernatural nature they drop from your lips. Attempts made to see through
or general presence in the area, increasing the Difficulty of your lies, concealment, or other forms of deceit suffer
any such attempts by your Legend. +2 Difficulty. However, you cannot escape the creep-
Beauty ing shadow of your own nature, even when telling the
truth: All your Intrigue rolls come with the one-point
Your beauty is a sublime force, leaving a wake of love Complication: Untrustworthy, which makes the target
and terror. In Intrigue and Procedural scenes, you impose of such actions gain the belief “This person is untrust-
your Legend in Complication: Adoration and Obsession worthy” if the Complication is not bought off.
on all characters who interact with you; every point not
bought off causes them to gain a point of adoration (pos- Earth
itive Attitude) or Obsession (negative Attitude) towards Rock, soil, and all the good earth rise to sustain and
you. You may choose which for Storyguide characters protect you. When you are on or under the ground (the
with less Legend or who already possess an Attitude to- bottom floor or basements of a building still count), the
wards you; the Storyguide chooses for other Storyguide earth raises and shapes itself into Light Cover for you
characters, and players choose for their characters. after the first time you are attacked or put at serious risk
Characters may possess positive and negative Attitudes of harm during a scene, or Heavy Cover if you suffered
towards you without issue. an Injury Condition. This will also unavoidably damage
Chaos the area, the earth caring more for your safety than any
human construction or happenstance surroundings.
Your very existence serves as the locus for swirling
disruption, chaos spreading out from you in an invisible Epic Dexterity
maelstrom. At the beginning of a scene, actions taken You are capable of fantastic bursts of movement and
in your presence by other characters suffer from your increases in velocity, but speed kills. You gain +1 Scale
Legend in Complication: Unfortunate Side Effects, in- for purposes of Speed and movement, but suffer from
creasing the Collateral pool by the unresolved amount. two Complication: Collateral Damage when you take
If the Collateral Pool is rolled as a result, its results will advantage of your speed. Unresolved points of this com-
direct the brunt of the effects towards that character and plication directly add to the Collateral pool. If not using
their allies. A character who suffers the consequences the Collateral Pool rules, unresolved Collateral Damage
of this Complication is immune to it for the rest of the instead cause you to inadvertently damage either some-
scene. If not using the Collateral Pool rules, unresolved thing important in the scene, or your own equipment.
Unfortunate Consequences result in a series of happen-
stance events and confusing accidents increasing the Epic Stamina
Tension pool (for players’ characters or their allies) or the Endless and unceasing, you gain +1 Scale against all
Momentum pool (for antagonist characters). attempts to physically harm you, whether through direct

98 CHAPTER FOUR: TITANIC SCIONS


physical assault, poisons, environmental effects, or strang- cause verminous and vegetal property damage and over-
er methods. However, your form rejects such abuse so growth everywhere you go.
firmly that every time an effect fails to damage you, it in- Fire
stead causes collateral damage to things or people around
you. Add one die directly to the Collateral Pool. If not using Primal flame suffuses you, turning the whole World into
the Collateral Damage pool, you instead deal one point of your tinderbox. You don’t suffer damage or discomfort from
damage to a character or object near you. A character hurt fire, heat, or associated effects such as smoke inhalation, but
by this Epicenter is immune to it for the rest of the scene. your possessions have no such protection, and those with
the Fire purview can still attempt to wield it as a weapon
Epic Strength
against you. All attempts to start fires or wield fiery powers
Might that cannot be contained threatens the bones of destruction gain +1 Enhancement while in your presence.
of the world. You gain +1 Scale for all Strength or Might Forge
related actions, but all physical actions you take suffer
from the two-point Complication: Grievous Collateral Labor and artifice spill forth from you, unceasing.
Damage, increasing the Collateral Pool by the unresolved Whenever you succeed on a roll for a craft project, you
amount and immediately roll it, regardless of current instantly complete an additional Milestone or create
total. If not using the Collateral Pool, for every point un- an additional copy of the project if you would already
resolved, you cause massive property, structural, or geo- finish it. However, all your projects gain the two-point
graphical damage to things you were not trying to break Complication: Loose Ends, which if not resolved delivers
or move. This complication may not be bought off with a copy of your work into a rival or enemy’s hands.
any Enhancement gained from Scale. Fortune
Fertility
Fate buckles and warps around you, drawing the
You are a font of life and animation, causing unruly unwary into your orbit, carving strange futures for your
and out of control plant and small animal growth in your companions, and tangling Fate’s skein. You can have an
presence. You always have access to Light Cover, but additional Fatebinding, regain an additional point of
Legend from obtaining or compelling Fatebindings, and

Titanic Knacks 99
may choose to increase a Fatebinding’s strength by one, reach. Local mortals, denizens, and other creatures with less
to a maximum of four, if the Fatebinding’s duration would Legend will instinctively attempt to bring further breaches to
end. your attention even if you have no official (or local) authority.
Frost You feel transgressions against your pantheon’s laws and pre-
cepts as similar aches, and local faithful or denizens will at-
You are chill to the core, a still pool of absolute cold and tempt to bring them to your attention. You gain your Legend
dark stillness lurking within. After you suffer an injury or in Enhancement for any attempts to track down lawbreakers.
Complication related to temperature, snow, or related icy
Passion
terrain, you are immune to all such effects for the rest of
the scene. Once per Scene, atmospheres related to intense All hearts burn when yours is aflame, and that is a
emotion or passion in your presence decrease by your one, fire which never dies. All attempts to create or increase
and the first time a character attempts to use Speed-related Attitudes or Atmospheres related to emotion or raw feel-
Scale, that character suffers two in Complication: Shocking ing in your presence benefit from +1 Scale.
Chill; if not resolved, they lose their next action. Prosperity
Health
Blessings spring to life in your footsteps, granting
Choose one of the following effects: material wealth and plenty to those lucky enough to cross
your path. Mortals in your presence find their immediate
• You are a source from which wellness flows. Minor
financial well-being improved as investments suddenly
ills, aches, and diseases end due to your mere prox-
pay off and windfalls pile up, while all characters who
imity, and treatment of all matter of physical insults is
attempt to use money, trade, or business to solve prob-
easy. Reduce the difficulty of all First Aid rolls done in
lems or advance projects benefit from your Legend in
your presence by your Legend, and cut all Resolution
Enhancement in your presence.
time for Injury or related Conditions in half.
Sky
• You are a well of pestilence, an ever-present vector for
myriad maladies. As the ultimate Patient Zero, you leave Your mood influences the local weather, bringing
anything from a bad case of the sniffles to life-threaten- pleasant winds or friendly flurries when you’re having
ing illness in your wake. Any physically strenuous action a good day, darkened skies or unpleasant precipitation
taken in your presence suffers a Complication equal when you’re unhappy, and thundering precipitation,
to half your Legend (round up, max 5), which if not dangerously strong winds, or unrelenting midday heat
bought off causes the character to develop a Condition and drought when you’re seriously upset. This makes
reflecting an ongoing illness, with larger Complications you easy to find and easier to read; characters benefit two
causing increasingly serious sickness. Enhancement to any attempts to track you or ascertain
Journeys your emotional state. However, you’re never impeded by
your own atmospheric outburst, and once per session you
The road rolls ever onward, and you impel others to may explain how your emotionally reactive weather helps
follow it. Characters in your presence who wander away you, gaining your Legend in Enhancement to the roll.
from a Scene in progress, voluntarily get lost while jour-
neying, or otherwise give into wanderlust gain one point
Stars
of Legend (or, if they’re an SGC, the Storyguide gains The stars gaze down upon the World entire, and your
Tension). own perceptions mirror theirs, threatening to consume
Moon you with the vastness of their gaze. Your rolls relating to
visual perception or awareness gain +1 Scale, but also suf-
Everchanging lunar light and penumbral darkness fer from two Complication: Overwhelmed, which causes
pulses tidally about you. Attempts to actively hide or you to suffer increased Difficulty equal to the unresolved
conceal oneself from a specific hunter, investigator, or complication on your next roll.
other perceptive target, and attempts to actively dis-
cover hidden people or objects receive your Legend in
Sun
Enhancement in your presence. In either case, this does You shine with certainty and solar fire, invisible
not apply to general attempts to move stealthily or be but blinding all the same. A character’s first attempt to
generally watchful, only specific, intentional actions. lie, conceal, or make attacks in your presence during a
Order scene suffers +2 Difficulty, unless they spend an action
protecting themselves from your invisible rays. You are
You breathe in the land’s law like air; you move through not exempt from your own brilliance — any attempt on
cosmic order like a fish through water. You are aware of any your part to conceal yourself suffers a +2 Complication,
transgressions to local law occurring in your presence viscer- which if not bought off fills those present with a sense of
ally, like a tooth ache or dull throbbing pain you can’t quite certainty that there is something to find.

100 CHAPTER FOUR: TITANIC SCIONS


War third, unfortunate end possible for Titanic Demigods.
The unruly primal power they are heir to can burn past
Conflict swirls about you, swift, bloody, and awful. All
the wick of their mortal lives, even if they fail to ascend
characters in your presence may purchase the ‘Critical’
to godhood. The guttering flames of their titanic energies
Stunt for one less success (to a minimum of one.), and
can sustain such Demigods indefinitely, even though
all attempts to encourage violent action or create violent
godhood now forever eludes. Fate bridles against these
atmospheres gain your Legend in Enhancement.
stunted godlings, setting slayers, hunters, and nemeses
Water onto their trails. Those who last across the ages often be-
come infamous monsters in obscure corners of the World
You are in your element in water, able to move
or remote Otherworlds, their curdled Legend giving rise
through it like a crashing wave. You benefit from +1 Scale
to lesser Titanspawn and driven enemies both.
to Speed when moving through any aquatic or flooded en-
vironments. However, your passage also creates problems For most purposes, Titanic Demigods follow the
for everyone else in the area, creating two Complication: rules laid out for all Demigods in Scion: Demigod. They
Swept Away, which causes them to be moved a range may use Dominion Boons and Stunts normally; whenever
band away for each unresolved point of Complication. a rule references the Innate Power of a purview, a Titanic
Scion may substitute the relevant Epicenter (such as for
Wild
the Gift of Power stunt).
The World’s untrammeled wilderness stirs in your The power that Titanic Scions wield traces itself
presence, no matter where you might be. Ready foliage, back to the primal World; as a Scion gains in power, so
suddenly appearing animals, and rushing natural forces too does their power’s excesses. For Series in which this
spring to hand, providing two Enhancement for any contrast with divine Scions is important, Storyguides
Survival or Stealth rolls in your presence, and even allow- may choose to have Titanic Scions add an additional die
ing them to be made in such environments as an office to the Collateral pool the first time their actions add to
building or industrial park. the pool in a scene. In this case, such Scions are familiar
with the fallout of their powers and can try and channel
EARTHCRACKING DISASTER their excesses to some small extent. When they choose to
PEOPLE: TITANIC DEMIGODS act with Unchecked Abandon, they may select one Stunt
AND DOMINION from the Collateral Pool list which is not available for the
Storyguide to pick for any resulting Collateral Pool roll.
Many Titans find Scions useful, ignorable, or even
embrace them as beloved children. However, this is often Casual Miracles come to Titanic Scions particularly easily,
contingent on those Scions living out their lives, however their power acting out without their conscious control or will.
long and impressive, as still-mortal heroes. Many Titanic Such spontaneous expressions of power will never directly
Scions have no idea that they could ever become Demigods, harm the Scion, but may prove embarrassing or situationally
and many Titans prefer it that way. After all, at the end of dangerous. While these are out of control of the character, the
the Demigod’s road lies apotheosis or death, and for many player of the Scion always chooses when they happen.
Pantheons, that brings up aeons’ old concern over usurpa- Titanic Demigods who fail to ascend to godhood
tion or replacement. But as much as Aten might disdain the may avoid death and instead persist in a continual state
thought of one of his tools daring to set foot on the road to of Failed Divinity. Such Demigods may no longer attempt
godhood, or Tenoch may despise a child free in the bright apotheosis, and Fatebindings will tend to attract inhu-
world reaching divinity on their own, the potential for man denizens in line with the Demigod’s purviews and
Titanic Scions to become Demigods is there. powers, except for Slayers: Nemesis characters who find
Such scorned Titanic Demigods look outside their themselves drawn to oppose the Titanic Demigod. While
parents for support and advice, even if they enjoyed it as a Titanic Demigod might survive as a Failed Divinity in-
a newly visited Scion. Finding mentors in other supernat- definitely, Fate won’t stop sending such hunters against
ural creatures, other Scions, or even friendly Gods is not the irritant that is the obdurate survivor.
uncommon, but those Titans who can’t or won’t accept
such help may find their powers running rampant. A
Titanic Demigod who’s not careful may find the Devá or
TITANIC
Theoi declaring them an actual, enemy-of-the-Gods Titan,
or worse, the Shén may try to force them into a desk job.
MUTATIONS
Beyond familial and political concerns, Titanic
Demigods face another unique risk when chasing apo-
Y our Titanic Scion oozes primordial power. It comes to
them unbidden, whether they want it or not. You may
substitute a dot of Knacks or Boons for a dot of Titanic
theosis. Divine Scions face godhood or death at the end of
Mutation during character creation, or purchase Mutation
their lives as Demigods; either they achieve immortality
dots later at five Experience per dot. Titanic Mutations
and elevation, or they perish in the attempt. There is a
always come with a base Boon and Bane. Apart from that

Titanic Mutations 101


though, each is unique to each Titanic Scion.
This section discusses how to create Titanic
Mutations, and provides several example Mutations.
A DIFFERENT
PERSON NOW
STEP 1: DESIGN YOUR MOTIF Your Spawn of Cronos started with the
Take a moment to imagine your Titanic Scion when Primeval Calling and matching Mutation, but
they call on their mutation — what does the Mutation they since had a change of heart — or more
grant them. Much like Purview motifs, these are phrased specifically, they dropped the Primeval Calling.
as statements. A motif needs to tie into their Titanic What happens to this part of their Mutation?
Progenitor. A Scion of Nyx might cloak herself in dark- Well, if they switched Callings just go ahead and
ness to become a silent assassin (‘I bring death dark and switch Mutations too. However, if they shed their
Calling all together they still need the Boon and
silent as the night’). While your Mutation can encompass
Bane to even out the Mutation. Player’s choice
several benefits playing off that motif, detailed under Step of keeping the one they had, or getting creative
3, it can’t initially move beyond it. Our Nyxian Scion could with the Storyguide and designing a new one.
shape solid darkness into blades, but not a gun — guns
aren’t known for being silent.
A Titanic Mutation always has a physical tell when whether it’s a material object, a relationship, or
you activate it — decide what that looks like too. even a wall of secrecy.
You don’t have to decide on everything your motif • Bane: You suffer a -2 penalty at creating anything,
allows at this point. You and your Storyguide should, whether it’s art, cooking, or assembling Swedish
however, have a clear enough vision that you can make furniture. You can’t even create lasting relation-
swift judgment calls later. ships. Gain Momentum any time you fail to create
something at a dramatic time. Failing at cooking
STEP 2: when you needed to impress a local Demi-God,
ANSWER YOUR CALLING losing a map when you are the only person who
knows the way, and so on. Having a big falling out
There are five Titanic Callings: Adversary, Destroyer,
with your Band definitely counts too — just don’t
Monster, Primeval, and Tyrant. Your Mutation always in-
make a regular habit of it, for the Storyguide’s sake.
corporates a fixed aspect based on one of these Callings.
This part is always-on, and gained when you purchase MONSTER
your first dot of Mutation. You may suppress both Boon You spread fear. And why wouldn’t you — it’s so deli-
and Bane together for a scene by spending a point of cious as it rolls off mortals like fine spice.
Momentum.
• Boon: Add a +1 Enhancement bonus on any rolls to
We’ve listed Boons and Banes below. These are excel- cause fear, or on rolls that benefit from the target
lent for most Titanic Scions and SGC, but don’t hesitate being afraid of you.
to adapt or make new ones to better suit your character!
• Bane: Choose one type of weak mortal. You can
ADVERSARY never resist an opportunity to terrify them. While
You don’t mean to set people up for failure, or to foil the people you choose might have it coming — rap-
your friends’ best laid plans. It’s just in your nature. ists, for example, are weak and pathetic — the way
you go about it speaks to your monstrous nature.
• Boon: Add a +1 Enhancement to any rolls that rely
You go after anyone matching your type. You can
on deception.
control the immediate urge and visit them later on
• Bane: You can never reveal the truth, or aid in its the same day, but this adds a point of Tension. If
revealing. This goes beyond just lying. In fact, you you don’t encounter your type over a story arc, you
usually tell the truth — so people trust you — and must actively set out to find them and scratch that
then lie at the worst possible time. Gain Momentum itch. Gain Momentum when someone you didn’t
when you steer friends and allies wrong at a crucial mean to scare is terrified by this Bane.
moment. Be mindful of the other players’ and Storyguide’s
DESTROYER comfort — don’t cross any discussed boundaries and fade
Tear it all down. You yearn to burn and rage, slash to black judiciously. This Bane is about the fall-out of
and break. You can control yourself sometimes, but the your monstrous appetites, not the details of your hunt.
urge to destroy is so strong it hurts inside. PRIMEVAL
• Boon: You are really good at finding the breaking You are the burning sun, the raging air, the deep of the
point. Add a +1 Enhancement to breaking things, ocean, and the untamed wild. The world cannot hold you.

102 CHAPTER FOUR: TITANIC SCIONS


• Boon: You have an extra Bruised Health lev- a bargain with the clock. This is a great chance for player
el regardless of Stamina. You also gain a +1 and Storyguide to get creative and weird. Fair warning
Enhancement bonus on rolls to stop humans from though: if Cronos was previously content to ignore you,
harnessing your Titanic element. this will definitely earn his active ire.
• Bane: You cannot heal Bruised Health levels un- By spending dots, you may:
less you’re in reaching distance of your Titanic
• Name a Deed that aligns with your motif or Titanic
element. You can’t loophole the letter of your Bane
Calling. You gain a bonus on rolls that actively
either. A matchstick doesn’t hold the essence of the
further this Deed: +1 at the Hero tier, +2 at the
Sun, but a raging inferno or active volcano does.
Demigod tier, and +3 at the God tier. If you accom-
A placid beach shore is far too weak for a Titan of
plish the Deed, you can re-spec this Mutation dot
Water — you must be either at open sea, no shore
immediately.
in sight, or a storm needs to whip up waves as tall
as yourself. • Name a Knack or Boon that fits your motif. You
If you don’t find your way to a healing environment gain a +1 Enhancement bonus on rolls for that
within 24 hours, or if your Taken Out, your body Knack. If your Knack or Boon already grants an
reacts instinctively and generates the necessary Enhancement bonus, raise it by +1.
environment. It does this to spectacular effect like • You may sculpt your Titanic ichor into a weapon
rupturing a gas main and setting the city block with 3 points of weapon tags. You may choose to
ablaze, or calling up a tsunami. leave this weapon dormant until you need it. The
Gain Momentum if danger has not passed yet, and option of leaving it dormant effectively gives it the
your Bane prevents you from healing. Concealable tag, which comes for free. You may add
negative point tags as normal.
TYRANT
The world is yours by right. You scoff at anyone who • You may sculpt your Titanic ichor into armor with
cannot see your greatness, your shining light, and how 3 points of tags. You may choose to leave this armor
much you deserve to rule. dormant until you need it. The option of leaving
it dormant effectively gives it the Concealable tag,
• Boon: You gain a +1 Enhancement bonus on any which comes for free. You may add negative point
rolls relating to leadership. tags as normal.
• Bane: Your leadership could raise cities to glory — • You gain a +1 Enhancement bonus on a specific
or grind enemy states into dust — yet you always type of Skill-based roll. You may purchase this
end up making more enemies than friends. You benefit multiple times to gain separate bonuses on
only regain points of Legend from Fatebinding (see different rolls, or stack them for a +2 or +3 bonus.
Scion: Hero p. 196) if the SGC is tied to an antago- Stacked Enhancement bonuses cannot exceed +3.
nistic role such as Nemesis or Traitor. Your chosen bonus must not conflict with your
Titanic nature. A Titanic Scion of Nyx is excellent
STEP 3: DISTRIBUTE DOTS at shrouding themselves in darkness, which brings
Here’s where you exchange dots for benefits. Some Enhancement bonuses to stealth and intimidation,
of these benefits cost multiple dots. When you purchase but is probably not great at making friends.
a dot of Titanic Mutation, you may redistribute all dots.
• You gain a +1 Enhancement bonus on all rolls
This allows you to purchase a first dot to gain a smaller
with one Attribute. You may purchase this benefit
benefit, then purchase a second dot and re-spec both
multiple times to gain separate bonuses on differ-
to a larger one. When you purchase your fourth dot of
ent Attributes, or stack them for a +2 or +3 bonus.
Mutation, you gain a Condition as detailed under Step 4.
Stacked Enhancement bonuses cannot exceed +3.
Any benefit you purchase must initially fit the Your chosen bonus must not conflict with your
motif you decided on in Step 1, or your Titanic Calling. Titanic nature.
However, you may expand your motif or even tag on a
• You gain access to a Purview, which may not be
second if you receive the blessing of your Titanic progen-
another Pantheon’s signature Purview. The chosen
itor. This means praying to them to beg permission — and
Purview must not conflict with your Titanic na-
your Storyguide may decide they ask something in return.
ture — a Scion of Nyx can’t gain the Sun Purview
If you’re really on the outs with your Titanic parent, and
no matter how much she tries, but she could gain
unafraid of sinking the relationship even further, you can
the Water Purview. You gain access to its Epicenter
bypass them and receive a motif directly from the thing
(see p. XX) as normal.
they represent. For example, both Big Ben and Prague’s
astronomical clock hold enough of the time element that a
Spawn of Cronos could receive the time motif by striking

Titanic Mutations 103


STEP 4: GAIN A CONDITION TITAN’S WHISPERS
When you purchase your fourth dot of Titanic You hear your progenitor in the quiet hours of the night,
Mutation, choose one of the Persistent Conditions below or you see them in the rays of morning sun, or feel their pres-
design one with your Storyguide. Your character’s embrace ence in the ocean. Once per story, your progenitor demands
of their Titanic nature also empowers their Epicenters (see a favor of you. Roll Resolve + Integrity, or pay 1 Momentum,
p. XX). Choose up to two Epicenters that work with your to resist. Your Storyguide sets the difficulty based on the
Mutation’s motif and raise any bonuses they grant by +1. favor itself, and how often and how recently you used your
Mutation. Gain a Momentum when you agree.
TITAN’S BLESSING
You are really living up to your progenitor’s expec- SAMPLE MUTATIONS
tations. Receive a +1 Enhancement bonus on social rolls KILLING FROST (••••)
against Titanspawn, and a -1 social penalty dealing with Huldra channels the power of Jötun, the Ice Giant,
God-born Scions. You receive Momentum when you fail a into raw physical strength. Her body gains a blue pallor
crucial social roll with a God-born Scion. when she calls on her Mutation, and her breath turns into
TITANIC VISAGE little clouds.
Your true lineage shows anytime you call on your Motif: I call upon the deadly ice
Mutation. You choose how this looks exactly, but it should Calling: Destroyer
be terrifying. When your Titanic Visage activates, you
receive a +1 Enhancement bonus on intimidation, and a -1 Condition: The ground freezes over when Huldra
penalty to soothe people or win their trust or friendship. uses her Mutation, inflicting an environmental Tilt on ally
Your visage returns to normal at the end of the scene, and enemy alike. Huldra’s player adds 1 Momentum to the
though this Condition re-activates next time you use your group pool when her Band suffers injuries because of this.
Mutation. Gain Momentum when you fail a crucial roll Benefits
with someone because of this Condition.
• Armor: Body of Ice (Hard, Resistant against frost)
• Weapon: Ice Fists (aggravated, brutal, natural)

104 CHAPTER FOUR: TITANIC SCIONS


• +1 Enhancement Bonus on Strength Rolls In this age of ever-increasing aggression of gods
versus titans, the titans have realized to fight on an even
LION’S HEART (•) footing, they need to follow the suit of their former
Selim channels the power of Ammit to be unrelent- scions-turned-gods. Sure, the last time they produced
ing. Their skin becomes scaly with a faint green hue when Scions, their children turned on them and painted them
they call on their Mutation. with a villainous brush, but now they have learned to
Motif: I have the patience of a crocodile better manage their Scions should they decide to follow
in the footsteps of their forebears. It isn’t always a sure
Calling: Monster
thing, but this time they aren’t too concerned about be-
Benefits trayal; if one of their Scions step out of line, the nuisance
is eliminated and that is that. It may seem inhumane, but
• Deed: Selim’s long-term Deed is to punish the that is precisely the point — Titans are not humane by any
Titanspawn who killed their adoptive parents. stretch of the imagination and are not bound by feelings
Patient Ammit approves of this. of camaraderie and common decency.
OCEAN’S SPLENDOR (••)
Jason calls upon the gifts of Tethys to make him as
WHAT MAKES A TITAN?
alien and mesmerizing as the deep ocean. When he ac- There has long been a debate about what makes a
tivates his Mutation, his hair floats like he’s underwater Titan, with each pantheon having its own opinions or
and his eyes become deep dark orbs. views, which leads to there being no one standard litmus
test or dividing line in the sand which easily places gods
Motif: Look upon me and despair of my beauty on one side and titans on the other. The argument most
Calling: Primeval often given is Titans are more likely to be adversarial,
tyrannical, or outright monstrous in nature, possess a ten-
Condition: n/a
dency to destroy rather than create, and a good number
• Jason receives a +1 Enhancement bonus on all rolls of them are beings who have existed for so long, they are
to mesmerize and impress people. considered to be the foundations of the cosmos.
• Jason also gains a +1 Enhancement bonus to en- The callings of Adversary, Destroyer, Monster,
gender despair, or sway people who are feeling Primeval, and Tyrant are considered unique to those
desperate. deemed Titans by their counterparts, as it sets them apart
and on the opposite end of the spectrum from callings
STORYGUIDING like Creator, Guardian, Judge, Hunter, and others. To an
extent, Titanic callings are an indication a Titan is more
TITANIC SCIONS inclined to behavior humans might describe as sinful,
wicked, and without virtuous intent. And yet, Ereshkigal,

T here are the stories that everyone knows; stories of great


heroes, the Scions of the likes of Zeus, Durga, Bishamon,
and mighty Thor, inspiring awe and courage in the masses
the Lady of the Great Earth, has some tyrannical leanings,
remains part of the Anunna proper and not seen as an en-
emy against the World — at least for now.
and their faithful. Then there are the stories of the likes of
Loki, Set, Pukawiss, and Sun Wukong — gods who seem to What sets Gods apart from their Titan counterparts is
straddle the line between benevolent pranksters and devious that Gods are more sympathetic to humanity. They may be
tricksters ready to trip up one of their own on a lark, usually intemperate, mercurial, even cruel to individual humans
to teach them a vital lesson about the follies of pride. The who earn their ire, but on the whole most Gods believe that
difference is though they are rascals, rogues, and rapscallions, humanity has inherent value and should be, if not respected,
they are still seen and are respected as gods with a capital at least acknowledged and watched over. The Anunna, for
G, ultimately having chosen a side in an on-going cold war. example, may consider their followers (and every human,
living and dead, for that matter) servants obliged to obey
Even still, there are lesser known stories Pantheons their dictates without question, but they still care for them.
would much rather forget and pass off as urban legends,
folktales, or campfire stories meant to instill a healthy fear Some Pantheons would have you believe Titans have
in those less in the know. Heroes fare better when they be- no such belief in humanity — their sole purpose in being
lieve themselves to be near-invincible righteous do-gooders. an agent of entropy. They existed long before humanity,
It makes for better front-page headlines, puts coins into and so therein lies the disconnect — how can one under-
temple coffers, and so on and so on. The truth is, there is stand that which they have no true connection to? Rather
something to fear. Just as the gods have their instruments to than working alongside humanity in a bid to be seen as
exert their influence over the World, so too, do their Titan a benevolent force, Titans view humanity as little more
counterparts. Did you think only gods could have children than a means to an end: that which is to be scooped up,
and Scions? Where did you think those gods came from? used against their rivals and enemies, and then discarded
when they no longer serve a needed purpose. More than

Storyguiding Titanic Scions 105


LOST SCIONS
There are cases where the child of a God is, for whatever reason, misplaced or wholly forgotten about.
While Zeus would never own up to having sired more children than he can keep track of (much to the chagrin
of Hera, who seems to know where each and every one of her philandering husband’s forgotten offspring
resides), it is not uncommon for a god to unwittingly neglect a potential Scion — perhaps there is one who
has gained their greater attentions that they want to nurture to greater esteem, while another languishes in
uncertainty. That is, until they become too irresistible to ignore.
With nothing being sacrosanct during a time of war, Titans have often found the best pawns can be found when
you least expect them. The opposite of a cuckoo bird, when a Titan finds a forgotten godling in their proverbial
nest, they are compelled to take them in and turn them into a means to their own ends. What better weapon is there
against an enemy but their own flesh and blood? Such is the unfortunate case of Jennifer Walker.
Unbeknownst to Jennifer, she has divine parentage among the Netjer, and spent a good deal of her youth
being shipped from distant relative to distant relative until she aged out of the foster care system. Left to her
own devices to survive, Jennifer fell prey to the insidious machinations of Aten, and was soon following his
directives — unaware he only saw her as a pawn in his greater game against Atum-Re. This sort of narrative
has started to become common, and there may be a few Titanic Scions who were absconded with before
they came into their correct birthright.

one God has also behaved in this way, though they tend to would say there’s a difference, but the lines are sufficiently
have more excuses of it being for the “greater good,” and blurry that the Òrìshà cannot help but say “I told you so.”
therefore the action was justified. The difference comes from how the relationship
The truth is they exist as a counterbalance, to be the between a Titan and their Scion functions, and further
reactionary force within the World when Fate deems it nec- still, the expectations of what a Titan wants from their
essary, and there are even Pantheons who don’t believe Titans Scion as opposed to their non-Titanic cousins. One way
are actually a thing, as all divinity is divine regardless of how to put it is that Gods have an almost-parental relation-
it manifests that divinity. Agni, Ares, Shiva, Ītzpāpālōtl, The ship with their Scions, whereas Titans have a one-sided,
Morrigan, and Tawiscara all exhibit some Titanic inclina- almost-transactional relationship. Unrealistic goals are
tions, but are members of significant standing within their par for the course with Titans, and sometimes flagrantly
respective Pantheons. Some attribute it to the fact that they outside the boundaries of basic morality.
have managed to strike a balance within themselves, to be as As Titanic Scions can (and do) come from all walks of
both God and Titan, but even that is an oversimplification. life, they run the same gamut as their “morally upright”
So, what is it that differentiates them from the likes of cousins. From well-heeled to street kids, the Titans have
Ae-pungishimook, Coyokxauhqui, or Isfet? Little, other need for any and all to do their work in the world. There is
than the need for there to be an “other” for whom all fault no one universal litmus for who makes a better Scion, and
for calamity and chaos could be laid upon. An argument sometimes you just take what you are given. The same
can be made that it is simply a matter of politics. How dif- goes for would-be Scions — until (and if ) they experience
ferent would the Theoi be if Cronus were recognized as a a visitation; they have no inkling as to who their divine
God rather than a Titan? It is clear the Theoi have a better patron may or may not be. Have there been instances of
public relations team. Remember: Zeus has also killed out disappointment? Of course, but when you are given lem-
of jealousy and maintains tight control over Mt. Olympus ons, you can either make lemonade or you can squirt the
with a thunderous fist. It is easy to set the narrative when juice into the eyes of your enemies. Either way, the lemon
you make all the rules. gets utilized, and when it is squeezed of all its juice and
all that remains is pulp and rind? Well, then you merely
WHAT MAKES A TITANIC SCION? go back to the lemon tree and see if another shakes out.
To put it simply, a Titanic Scion is a Scion of a Titan. Not every Titanic Scion wholly embraces their new
Scions of Gods and Scions of Titans can be born, chosen, normal. The potential for being put at odds with friends
or created, and all have a divine spark denoting their par- and loved ones weighs heavily on the mind, making the
entage. All Scions are, to a certain degree, shock troops in a forging of new relationships difficult at best. The best way
war that has been going on for eons. All come into this war to keep any relationship at this juncture safe from poten-
without knowing exactly what all it entails, leading to more tial abuse is to keep them at arm’s length — not just emo-
dead Heroes than the Gods would like to admit. Titanic tionally, but sometimes even physically. Close bonds are a
Scions differ because the Titans purposely obfuscate their luxury they cannot afford to have. Ghosting of once-allies
intent — and their entire nature — from their chosen. Of and going off-grid is a common tactic, with these Scions
course, it can be argued the Gods do much the same. Some resurfacing sometimes under a pseudonym to keep from

106 CHAPTER FOUR: TITANIC SCIONS


being tracked. This sometimes results in some incredibly Origin wise, Titanic Scions can be individuals who
determined friends or family moving mountains to find find themselves already in a diminished social stratum in
their wayward kin, but almost inevitably ends in some one way or another. They can be on the fringes of society,
manner of tragedy which pushes the Scion even closer to people who the system failed, or who fell through the
their destructive inclinations. cracks of what should have been social and community
Those inclinations, stemming from the inherent safety nets. With nothing else left to lose, many find the
influence of their parent or patron Titan, are ultimately promises made by these ancient Titans to be too tempting
what separates a Titanic Scion from their kin. Each step to not take up with. Did you always want a family? Now
they take away from upholding their own humanity, the you are part of a great and storied lineage of heroes going
more they sink into casting away the ties that bind them back since time immemorial and isn’t that grand? Now,
to the world into which they were born, all pushes them because of that storied lineage, you have been charged
towards a point seen as one of no return. Titanic Scions to destroy a Scion of Apollo’s life. It is just the price you
have happy endings; many fail to reach Heroic heights, pay to have what you have now. You would not want to
fewer still see realization as Demigods, and rarer are the go back to being a nobody, do you? Not when everything
ones who manage to achieve full apotheosis. you want is within your grasp and all you must do is one,
morally questionable action. Thought so, now go on and
PLAYING A TITANIC SCION bash their guitar to bits.
When potential Titanic Scions are visited, they expe-
rience the same shock and awe as their counterparts and
BAND HARMONICS
even their predecessors — they have, after all, been cho- Getting along with others can be difficult when
sen to be the instrument of a divine will. The reactions you’re a Titanic Scion, especially when it comes to your
run the gamut from absolute shock (sometimes requiring God-descended peers. A Scion of Aniwye might be kept
a brief visit to an emergency room), to incredulous bewil- at arm’s length not because they tend to carry a bit of the
derment, and of course just bemused indifference, with Giant Skunk’s eau de parfume with them, but because
the latter usually resulting in the Scion becoming a cau- they bring along an excess amount of baggage with them.
tionary tale. No self-respecting Titan takes indifference to Never mind your nature — you’re a trouble magnet just
their appearance kindly. because of who your parent is. Your connections on the
divine end of things invite disaster. It makes fitting in dif-
At their core, all Scions grapple with the revelation ficult at best, and downright rancorous at worst.
that they are more human than human. They have the
same struggles as anyone else: balancing how to make When in a Band with a Scion of Loki, there is an un-
rent, attempting to maintain some sort of (mortal) family derlying understanding in them being somewhat chaotic
life, meeting up with their romantic partners, all while on account of Mischief Maker’s nature, and how it is often
answering to a calling greater than themselves and doing passed down to his Scions. Scions in a Band with a Scion
it either begrudgingly or gladly. Like everything else in of Loki know to expect shenanigans that may or may not
the World, there is always a choice: do you follow the duty make a situation worse; it comes part and parcel with
as laid out by your divine patron or do you go to a musical the territory. With Titanic Scions, that understanding is
festival with that actual pixie dream girl who works at the greatly diminished — Titans are alien and inhuman, their
corner coffee shop? whims and aims difficult to comprehend. Titanic Scions,
however, are not inhuman. At least, not yet. Like their
Titanic Scions have all that exact baggage with some divine counterparts, they share the same mortal struggles
noted differences. Their relationship with their Titanic but wrestle with the knowledge of knowing that at some
patrons is less nurturing and could almost be considered point they may be forced to turn against their comrades
parasitic. Whereas gods like Aphrodite and Aengus are in arms at any moment.
loving and supportive while still pushing their chosen
forward, a Titan like Aten or Ae-pungishimook will take Consider a Titanic Scion whose Patron has a thun-
everything their Scion gives them and more. A Titan can derbolt aimed at the head of their best friend and Band-
and does give praise on occasion, but just enough to give mate, ready to loose it at any time to get back at the God
their Scion enough of a dopamine hit to allow them to that wronged them a millennia or greater ago. It makes
ignore every single red flag thrown on to the field. Titans for some awkward jokes that get laughed off more often
have next to no concept of empathy or humanity, unlike than not, but it is an all-too-real possibility that a Titanic
their counterparts, and as such do not consider the ram- Scion carries with them when they make friends with
ifications or implications of what the actions, they ask of “the other team.” Further, Titanic Scions have a perspec-
their protégés. All that matters are the results, not the tive that very few Divine Scions do: they have the benefit
actions taken to get to those results. Few Titans tolerate of knowing the other side of the stories the gods and their
failure, and less still the number who will broker the dis- ilk tell, and not everything is as black and white as they
respect of being disobeyed. would like you to believe. Not everyone enjoys having
what amounts to (sometimes literal) devil’s advocate in

Storyguiding Titanic Scions 107


HANDLING DIFFICULT THEMES WITH CARE
Titans, by their nature, have little to no deep connection to humanity and over the course of their journey,
Titanic Scions may find themselves questioning whether the actions they have taken are justifiable or not. This
can lead to difficult situations where a player of a Titanic Scion character may have to engage in behaviors
they may personally find abhorrent but fit within their character’s motivations and development. This struggle
is at the heart of playing a Titanic Scion: do you give in to these darker, inhuman impulses or do you rail
against it and still cling to the light of humanity?
In the context of a campaign, Titanic Scions have a greater chance to engage in acts which can have
a strong resonance with real world violence, oppression, and physical and psychological traumas which
may be triggering or difficult for themselves or other players to handle. Storyguides should be mindful of
the boundaries of players at their tables when dealing with these character types — dark and terrible things
befall heroes all the time, but there are times when those details are best left out of a story and the mind left to
wander on all its own. Be sure to check in with your players to ensure they are comfortable with proceeding
or if a brief session recess is warranted for some decompression.

their Band, but situations can and do arise when an out- holds a great deal of power; power which can turn the
sider’s perspective is direly needed. tide and lead to an even greater Legend being born.

THE INNER STRUGGLE TITANIC APOTHEOSIS


One questionable action quickly turns into two, then Though exceedingly rare, Titanic Scions can achieve
four, eight, and eventually you lose count of how much red apotheosis. By the time they find themselves in such a
might be in your ledger. For some Titanic Scions who may state, their patron and perhaps even whole pantheons have
have already made questionable choices even before their mobilized to stop this potential transformation. Titans dis-
Visitation, this is just business as usual — doing whatever it like like being one-upped, and their Scions doing so means
takes to survive and maybe, just maybe, get ahead. For others, there is yet another uncertain variable potentially sidelin-
it means acting so wildly out of bounds that there is an ev- ing their goal. Pantheons, on the other hand, do not want to
er-lingering sense of shame and guilt they feel they can’t ever see yet another Titan rise because rarely ends well for the
wash away, so they repress the memories of those actions just World and usually requires a lot of clean-up on Aisle Earth.
to get by. Still, there is just something wrong with completely Titanic apotheosis can best be described as the total
giving up entirely on having a conscience, and therein lies the shedding of one’s humanity and empathy; you cease to
struggle between their innate humanity and the siren call of have any manner of care for the World or others in a way
Titanic power and influence comes to a head. easily comprehensible. What drives Titanic apotheosis is
This inner struggle is at the core of a Titanic Scion’s pure, unadulterated selfishness; your goals, your desires,
existence, and it is constant. Imagine having your better become so all-encompassing that they take precedence
angels and your worst demons sitting on your shoulders, over everything else. You either get what you want or
except the angel is gagged and the demon is telling you to unleash literal hell in order to do so — there is no middle
not worry at all, everything is completely fine. You either ground for you anymore.
learn to ignore the demon completely, while still unable However, there is still a choice which must be made:
to hear anything the angel has to say, or you begrudgingly whether to embrace their Titanic nature or to cast it off
listen to the demon because some guidance is better than in its entirety. Whether conscious or not, everything a
none. Mistakes can still be made regardless of which in- Titanic Scion does leading up to the point of their apothe-
ner voice’s advice you heed, just so long as objectives are osis, plays a role in determining which way the pendulum
accomplished — there is no need to worry. may swing for them.
Callings deemed Titanic seem to have a stronger
influence over the thoughts, actions, and behaviors of
EMBRACING TITANIC NATURE
Scions of Titans. It doesn’t always rise to the level of con- There comes a point where a Titanic Scion has
scious thought because it has become woven into their reached a proverbial cliff — they have either gone as far as
nature. While it might give some Titanic Scions cause for they can while resisting the siren call of embracing their
concern that they have gone too far down the rabbit hole inner darkness, or they stand right on the razor’s edge;
and there is no path for redemption, there are Gods who there is no going back to from where they came. They are
share a calling with a Titanic ancestor — proof that not all too far gone and having destroyed the lives of so many
is lost. There is always the opportunity for redemption, to others for the gain of a divine patron who would just as
undo past wrongs. It may require a heroic sacrifice on the easily discard them, they find themselves at a breaking
part of the Titanic Scion, but that action in and of itself point. It can be argued that a few Titans were perhaps

108 CHAPTER FOUR: TITANIC SCIONS


born in this exact way: driven to a breaking point, got mad fully realized Titan, their untimely passing due to a failure
as hell, and simply weren’t going to take it anymore. in achieving Apotheosis, or being killed outright by their
When a Titanic Scion reaches the point of apotheosis, Patron (if not by another Scion or God directly.) In the
the transformation is nothing short of terrifying, the after- case of Raijin’s Scion, they performed a ritual yubitsume,
shocks being felt not just physically on the earth but echo- or “finger-shortening,” in the style of the Yakuza. It was
ing throughout the cosmos. The Titanic energy coalesces the ultimate slap to the face for the Titan who believes
within the body of the Scion, enveloping them in a cosmic in family above all else and was yet another betrayal they
egg or chrysalis as their very body and soul begin to change. had to endure. Sure, the would-be new Kami managed to
Instead of emerging like a butterfly, wet-winged and need- lose their destructive tendencies, but they also lost more
ing to rest after the ordeal, a being of raw, unimpeachable than their little finger in the end — they lost their life
power and inhumanity emerges instead — fully prepared to without having achieved Apotheosis. Raijin isn’t keen on
assume their place within the cosmic hierarchy they now upstarts, and he’s entirely over being disrespected.
find themselves a part of, and prepared to tear it all asunder. When a Titanic Scion is successful in shedding their
The birth of a new full-fledged Titan is not without its Titanic nature, it is not entirely guaranteed that they are
physical effects on the World. Like the being within the chrys- then welcomed into their parent pantheon with open
alis, the surrounding land undergoes irrevocable changes: arms. There are instances of a group of such new Gods
explosions of divine energy causing craters, mountains rising banding together to form their own pantheon when none
from the depths of the earth, volcanos spewing forth magma, will accept them. While not as large or as well-known as
or entire landmasses falling into the sea. On rare occasions, it say the Theoi, the Kami, or even the Devás, they can and
births a new Strange Place; not quite normal, but not a Terra sometimes do find themselves with a devout following. It
Incognita, either. Nevertheless, it becomes a place incorporat- may take some centuries before they are fully recognized
ed into their mythos; perhaps even visited and maintained as as a pantheon unto themselves, but it is possible.
a sacred place by members of a fledgling cult. BECOMING SOMETHING ENTIRELY DIFFERENT
After apotheosis, there is no maintaining the physical Then there are those who fall between the cracks en-
mortal form any longer, at least not in a way which can be tirely — they don’t achieve apotheosis in the truest sense
comprehended by the mind’s eye. When you need to appear of the word, but neither do they fall to a nadir. Titanic
in a mortal guise, you might have a radiant glow about you, Scions who eschew both divine and titanic apotheosis
reality bends and loses cohesion in your presence. Callings and instead seek out their own path are a conundrum due
can play a role in the new physical form of a Titan, with to existing (and thriving) outside what has been a gener-
Monster, Destroyer, and Primeval making a bigger “show” ally accepted norm within the World. They are not quite
than say Adversary and Tyrant. You may have sprouted heroes, but they aren’t antiheroes either. They never as-
horns atop your head, have hands adorned with eagle-like cend to demigod-hood or beyond, but that does not make
talons as a sort of twisted manicure, or you may have de- them any less fearsome or powerful.
cided to completely shed your human form and embrace
So, what do they become? There is really no one set
being a full-on lizard-person with a taste for human flesh.
definition for individuals who eschew the concept of
Who is going to tell you, a newly born Titan, what Titanic Apotheosis. A few refer to themselves as seekers
you can and cannot be? Go on, become the non-Euclidean looking for a middle path between two extremes, others as
horror you wish to see in the world. mere loners just trying to get by without drawing too much
attention to themselves. They find themselves in a position
SHEDDING TITANIC CALLINGS
of deserved mistrust with Divine Scions not knowing how to
It was once widely believed Titanic Scions can only handle or work with these would-be apostates. Worse still,
have a Titanic apotheosis, and cutting that tree down to these defectors are often on the receiving end of derision, if
the root and then salting the earth around it was the only not outright animosity from both ends of the spectrum, as
surefire way to ensure another Titan would never come Titans aren’t entirely fond of having a surplus of would-be
into their own. Yet whispers speak of a Scion of Raijin who demigods running amok who can easily spoil their plans.
not only achieved an unhindered apotheosis but was able No one said it would be easy saying no to godhood, but you
to shed the nature which threatened to overcome them never were one to take the easy path at any rate.
and embrace an entirely divine existence. The ramifica-
tions of such were met with disbelief, and rightly so. Until Still, there are those who see the value in having an
that point, it was widely believed (and propagandized) ally able to fly under the radar, even if there is a sun-disk
that all Titanic Scions were no better than Titans, and Titan who is just waiting to zap you for merely existing.
therefore had to be thwarted at every possible opportu- Regardless of how they are defined, or how they define
nity, regardless if they had rejected their Titanic natures. themselves, one thing still holds true: they are fate-bound,
and it’s only a matter of when — not if — they perform a
Make no mistake, it is possible, but it is an exceeding- deed which tips the scales requiring a correction. When
ly difficult process results in the Scion either becoming a you find yourself on the outs with your divine patron, it

Storyguiding Titanic Scions 109


makes for some interesting living. You’ll make do, you you may decide that your character’s parent is Cronus,
always have, and no one should count you out just yet. who is the immortal enemy of Zeus, who also happens
to be the parent of a Scion in your group. The two of you,
APOCALYPTIC APOTHEOSIS NOW however, decide to fight against the whims of your par-
Most Titanic Scions never reach the point of apotheosis, ents and become friends, only to have to try and navigate
many becoming casualties of the ongoing war, and others the tensions that arise as you gain more power over time.
deciding to break away to forging their own path and legend
The next step of creating a character concept is de-
by other means. What is rarely spoken of, even in Divine
ciding on three Deeds: one short-term, one long-term and
circles, is what happens when a Titanic Scion undergoes the
one band-term.
trauma and transformation of apotheosis only to have it fail.
The result of a failed apotheosis is nothing short Laura is playing a Scion game with her friends,
of a miniature apocalypse waiting to happen, as the en- and decides she wants to create an anti-hero as
ergy that would otherwise be used to shed the former a concept. She asks her friends if they would be
physical form is instead unleashed — causing chaos and okay with a Titanic Scion as part of the shared
widespread destruction, and giving birth to a horrific story, and they enthusiastically agree! She
and monstrous being in its stead. These beings, no longer wants to play with the concept of a Titanic Scion
Scions and not quite Titans, become creatures through battling against her nature, and so decides on
“Jörð’s rebellious daughter who wants to battle
which new Heroes often hope to make their Legend climate change.” Laura also likes the idea of a
upon, and act as a cautionary tale of what happens when Titanic Scion who is trying to do things the “right
one reaches for too much power too soon. way” rather than the way their Titan parent
wants, and so decides that her Titanic Scion will
CHARACTER be an environmentalist who still clings to the idea
that humanity can be taught to change. One of
CREATION the other players at the table, Rachel, decides
to make a Scion of Odin and the two players
agree to create a shared story of building
W hen creating a Titanic Scion, there are eight steps:
Concept, Paths, Skills, Attributes, Callings and Knacks,
Birthrights, Purviews, Boons, and Finishing Touches. When
tension between the two characters over time.
At this point, Laura also gives her Titanic Scion a
name: Lizzy Woodward.
creating a Titanic Scion, you’ll want to collaborate heavily with
Laura decides for a short-term goal, Lizzy will
the rest of your group to make sure it fits within your shared try and join a local environmental group. For
story. In addition, Titanic Scions make for great antagonists. a long-term goal, she will try to change local
As a Storyguide, you may choose to create Titanic Scions as environmental policies in the city. She leaves her
enemies for Scion characters to battle against. band-term goal for the group to discuss during
their first session.
More information on Titans from various Pantheons
is available in Titanomachy, but is not necessary to cre-
ate a character using this chapter. STEP TWO: PATHS
STEP ONE: CONCEPT Paths help define the experiences characters have
had and the decisions that they’ve made over the course
One of the most important steps of creating your
of their lives. Paths are connected to people, such as col-
Titanic Scion is their Concept. A great way of thinking
leagues, co-workers, and friends, and resources, such as
about this is distilling who your character is into a short
food stores, computer equipment, and illicit goods.
phrase. As an example, you may decide that the phrase,
“Aniwye’s wayward son fighting against his Titan nature,” When creating your Titanic Scion character, you’ll
may best describe your character. need to decide on three Paths: Origin, Role, and Society/
Pantheon.
Within the world of Scion, Titans are often seen as
enemies. This means that you need to be especially aware The Origin Path is your Titan Scion’s background. As
when creating your Titanic Scion. Is your Titanic Scion an example, this may be “Small town boy who moved to
fighting against their Titan nature, or have they largely a big city,” or “Part of the one percent whose family lost
given into it? Have they discovered who their Titan par- their fortune.” Keep in mind that with a Titan Scion you’ll
ent is, or are they a pre-visitation Titanic Scion? Make want to consider how Titanic influence may have shaped
sure that you work with the rest of the players and your this background.
Storyguide to create a Titanic Scion that fits into the The Role Path is your Titan Scion’s area of expertise.
shared story that you’re all telling together. This isn’t just what the character does for a living, but
You also want to consider which Titan is your Titanic also what they define themselves as. This can be anything
Scion’s parent. This can be a great opportunity to make from being a Healer to being a Mathematician.
ties with the characters of other players. As an example,

110 CHAPTER FOUR: TITANIC SCIONS


The Society Path or Pantheon Path is the connection dot in Subterfuge, Culture, and Occult. This
that a Titan Scion has to a cult, organization, group, or one means that Occult winds up with three dots total.
of the possible Pantheons that their Titan parent is associ- Since Leadership, Empathy, Persuasion, and
ated with. The affiliation can be positive or negative, but Occult all have three dots, she then decides to
should have connections that the character can use. choose a Specialty for each. For Leadership, her
Specialty is Environmental Organizations. For
Each Path has a short description, as well as three Empathy, she decides on Reading Motivations.
Skills associated with it. These Skills must be relevant to For Persuasion, she decides on Action on
the Role Path. In addition, any Skill that you choose can, Climate Change. For Occult, she decides on Cult
at most, be associated with two of your Paths. Each Path Rituals.
also has group, contact, and access connections. Each also
has a Path Condition which triggers when the character
invokes the Path too often. While you can choose one of STEP FOUR: ATTRIBUTES
the Path Conditions found in Scion: Origin, you can also Attributes are how Titanic Scions take actions in dif-
create one of your own. ferent ways. In total, a Titanic Scion has nine attributes
divided among three different Arenas: Physical, Social,
Laura decides on Chosen for her Origin Path, and Mental. Each Arena can pair with each Skill differ-
since Titanic Scions are usually created with ently. To go back to the Firearm example, a character that
a purpose by their Titan Parents. She decides wants to shoot a gun would use Firearm + Physical. A
that Lizzy was created by Jörð to cull humanity character that wants to intimidate someone with a gun
to heal the Earth, though Lizzy currently isn’t would use Firearm + Social, and a character that wants
onboard with that plan. She decides that for her to calculate the likelihood of making a shot would use
Role Path, Lizzy will have Charismatic Leader to
represent her time leading other, like-minded en- Firearm + Mental.
vironmentalists. For her Society Path or Pantheon Rank your character’s Arenas from what they’re best
Path, she chooses the Aesir. at doing to what they’re worst at doing. Each Attribute
starts with one dot total. Then, distribute six dots
STEP THREE: SKILLS among the Attributes in your top-ranked Arena, four
dots among your middle-ranked, and three among your
After choosing the Paths for your characters, you’ll bottom-ranked.
want to prioritize those Paths. Decide which aspect is
Attributes also have an Approach. This is how your
most important to your character and defines them the
character approaches a certain situation. The three main
most. After making that decision, you’ll receive three
Approaches are Force, Finesse, and Resilience. If your
dots in each Skill in your primary Path, two dots for each
character likes to be straightforward, then their favored
Skill in your secondary Path, and one dot for each Skill
Approach is likely Force. If your character likes to handle
in your tertiary Path. If you have a Skill associated with
things politically or delicately, then their favored ap-
two different Paths, the dots are cumulative. If you have
proached is likely Finesse. If your character likes to allow
more than five dots associated with a Skill, redistribute
others to tire themselves out against them, then their fa-
the extra dot to a different Path Skill.
vored Approach is Resilience. Add two extra dots to each
For each Skill that has three or more dots, choose of the Attributes in your character’s favored Approach.
a Specialty. A Specialty is a narrowly focused expertise
If any of your Attributes go above five dots, then add
within a skill. For example, a character may have the
the extra dots to one of the other Attributes in the same
Firearm skill, but may have a Specialty in Pistols. Once a
maxed-out Arena.
character has a Specialty, she may use that Specialty for
a one-point Enhancement for other, related Skills. If she
fails a roll in an Ability in which she has an Enhancement, Laura decides that her Titanic Scion’s top Arena
then she gains an additional point of Momentum. is Social, followed by Physical and then Mental.
She adds one dot to each Attribute to start,
and then adds two dots to Presence, two to
Laura decides that the Charismatic Leader Path is Manipulation and two to Composure. She then
most important for Lizzy, followed by Aesir and adds two dots to Dexterity and two to Might.
then Chosen. For the Charismatic Leader Path, Finally, she adds two dots to Cunning and one
she chooses the Skills Leadership, Empathy, to Intellect. Finally, Laura decides that Lizzy
and Persuasion. For Aesir, she chooses Close is a pretty forthright person, so her favored
Combat, Occult, and Survival. For Chosen, approach is Force. She then adds two extra dots
she chooses Subterfuge, Occult, and Culture. to Intellect, Might, and Presence. None of her
She places three dots in Leadership, Empathy, Attributes are above five dots, so she’s ready to
and Persuasion. She places two dots in Close go!
Combat, Occult, and Survival. She places one

Character Creation 111


unforgiving disc of the sun, and the rage of a vol-
STEP FIVE: cano. They are the land itself, implacable and aus-
CALLINGS AND KNACKS tere. These are the most likely to have no shred of
Callings are archetypes that exist for Titans within humanity, for they are too vast to ever understand
the stories of humanity. In this case, Titanic Scions have something as small as the human mind. Whatever
access to different Callings than regular Scions. When the Primeval represents, they embody it entirely.
creating your Titanic Scion, choose one of the Callings • Tyrant: While Leaders represent those in power
from the ones listed below. Then, choose two additional who care for and guide their people, Tyrants crave
Callings. While one Calling must be from the Titan list, power for themselves. A Tyrant desires unques-
the two other Callings may be from Scion: Hero or Scion: tioning servants, sycophants, and yes-men. They
Origin. After choosing your Callings, assign five dots be- cannot abide criticism and spare little thought for
tween them all. Each Calling must have at least one dot. those they’ve stepped on so long as they rise to the
• Adversary: Where the Trickster accomplishes top. A Tyrant’s word is absolute, inviolable. Their
goals through deceit and becomes a cultural ex- edicts must be obeyed, on pain of punishment.
ample through their failures, the Adversary antag- Titans with the Tyrant Calling think only of them-
onizes. Sometimes, an adversary’s antagonism is a selves and their own selfish gain. While a Tyrant
means to an end — nothing pleases an Adversary may make fair-weather friends, their selfishness
more than watching her rivals and enemies rail quickly drives them from others’ good graces.
against the pressure of her opposition. She is the In addition to choosing a Calling for your Titanic
fires by which they are forged, the grain upon Scion, you should choose one of the Titan Knacks on p.
which they are refined. Sometimes this opposition XX.
comes in the form of deceit and betrayal, and oc-
casionally through physical violence, though most Laura decides that for the Titan Calling, she’ll
Adversaries prefer to use their words and their choose Primeval for Lizzy, since that fits with
connections to teach valuable lessons. Whatever Jörð. She then also chooses Guardian and
the Adversary does, she does for a reason. A good Judge from Scion: Hero. She places two dots in
reason, if you ask her, and the ends always justify Primeval, three in Guardian, and one in Judge.
the means. Laura then looks through the Primeval Knacks
and decides on Depths of the World for Lizzy’s
• Destroyer: Though defined by their desire and Knack. This seems to be a perfect fit since Laura
capacity to break things, Destroyers are far from sees Lizzy as a person who is a defender.
mindless brutes. For some Destroyers, this is the
first step in the process towards rebirth; the flames
must first burn and leave behind ash, so that new STEP SIX: BIRTHRIGHTS
life might rise. For others, it is to challenge the The next step of your Titanic Scion is choosing their
status quo, to see structures and order overturned. birthrights. These are Creatures, Followers, Guides, or
That being said, some Destroyers are just that: Relics that your Titanic Scion receives from their Titan
agents of utter destruction or entropy. Titans (and Parent. Apart from their provenance, these function iden-
some Gods) with this Calling might be forces of na- tically to Divine Birthrights. In all, you have seven dots to
ture, or the lingering void at the edges of creation. spend on Birthrights for your Titanic Scion.
Nothing can stop a Destroyer from sundering what
was once whole. Laura decides that Jörð gifted Lizzy a polished
• Monster: Myths and legends drip with terrible carnelian, welled up from the depths of her
creatures who swallow the sun, who chew at the earth. She also chooses a Hrafn, messenger
roots of the world tree, or who eat the flesh of
Raven, as a Creature. She spends three dots on
Hrafn and four on the Carnelian Tear.
humans. These creatures are Monsters; inhuman
and grotesque of body, possessed of terrible might.
Monsters are beasts of fear and hunger. They prey STEP SEVEN: PURVIEWS
upon weak and gnaw at the fabric of reality. Some
Titanic Scions gain their Pantheon Specialty
Monsters can learn to rearrange their forms, wear-
Purview as a Purview. In addition, you may choose one
ing pleasing disguises or bursting into a towering,
of your Titan parent’s Purview as an Epicenter. All other
horrific shape. Wherever a Monster lurks, tales of
Purviews must be drawn from Relics or Guides and func-
their fearsome presence spread like wildfire.
tion as Epicenters.
• Primeval: Things of untamed primal power, Since Titanic Scions are different from the Scions of the
Primeval Calling Titans are literally fixtures of the Gods, they tend to be the focus of related effects of Purviews.
World. A Primeval is the depths of the ocean, the

112 CHAPTER FOUR: TITANIC SCIONS


You should also record your movement dice (Athletics
This means that they become Epicenters for these effects, + Higher of Might or Dexterity) and fill in your Defense
which can either help or hinder them and their allies. To and Health.
learn more about these Epicenters, see p. XX.
Defense is based on your character’s Resilience
Attributes (Stamina, Resolve, and Composure). All you
Laura considers what Lizzy would be an
Epicenter of, considering that she’s a creation need to do is note the dice pool that your character will
of Jörð. She decides on Earth, one of Jörð roll when they make a defensive action.
Purviews. This means that the earth itself will rise Health is calculated with your character’s Injury
up to defend her or potentially her enemies if it Condition Tracker. Each character starts out with several
suits Jörð’s wishes. levels of Injury: Bruised, Injured, Maimed, and Taken
Since Lizzy is part of the Aesir, Laura puts Out. If your character has 3 or 4 dots for their Stamina,
down Wyrd as her other Purview which means then they gain one additional Bruised slot. If they have a
that Lizzy knows that she’s destined toward a
Stamina of 5, then they gain two additional Bruised slots.
certain fate. After talking things over with her
Storyguide, Laura decides that Lizzy’s eventual After, you should record your Virtue from the ap-
fate is to attempt to destroy humanity to help propriate Pantheon. Be sure to start in the middle of the
save the earth — a fate that she tries to fight Virtue track.
against. Laura likes the idea of an arc where
Lizzy becomes more jaded over time, allowing Your Titanic Scion begins at one for their Legend.
her fellow Scions to either push her toward the
eventual outcome, or try and pull her back from Laura calculates Lizzy’s movement dice by
it. adding the amount in Athletics, which is zero,
Finally, she notes that the Carneliar Tear gives to the amount of Might she has, which is 5. This
her access to the Wild Purview, with the motif: means that her movement dice is five. She then
“Consuming the works of Man.” calculates her character’s Defense and Health.
After, she records her Virtue as Audacity, which
comes from the Aesir.
STEP EIGHT: BOONS Then, she decides that instead of taking two
Titanic Scions receive two Boons from any of their additional Titanic Knacks, she will take two dots
character’s Purviews, whether innate or granted by in a Titanic Mutation, Primeval. She decides that
when in danger, the earth around Lizzy will react
Birthrights. Boons are special powers that your Titanic in unexpected ways, either forming armor or
Scion has, allowing them to do extraordinary things. even a weapon. Laura puts a point into sculpting
Titanic ichor into armor, and a point in sculpting
For her Boons, Laura takes a look at Scion: Titanic ichor into a weapon.
Hero and sees that there is a Boon called
“Shaping Hand” that she thinks will work well At this point, your Titanic Scion is complete! Your
for Lizzy. She likes the idea of Lizzy being able
to shape earth and metal at will when needed. Storyguide may award more experience at the beginning,
After considering for a moment, she also depending on the style of game that she is running. This is
includes “Stony Heart.” Being able to harden also a great opportunity to finalize connections between
someone’s heart against seductive words from your characters and others. Are they friends? Frenemies?
corporations seems like it would fit in perfectly When playing a Titanic Scion, always keep in mind that
with Laura’s environmentalist concept. you’re playing a character who is walking a fine line in
between mortality and the divine. Any sudden action may
STEP NINE: tip your character one way or the other.

FINISHING TOUCHES With that in mind, you may want to work with your
Storyguide to craft a story where your character meets
Each character receives five extra Skill dots, one that tipping point, or narrowly avoids it. Each Titanic
additional Attribute dot, and either two additional Titan Scion has the chance to suddenly begin working against
Knacks or four points of Birthrights at character creation. other Heroes and the interests of the Gods, but whether
You may also choose to substitute a Knack or Boon for or not they walk that path is completely up to you and
a dot of Titanic Mutation (p. XX). A Storyguide may your Storyguide.
award additional Experience at her discretion to further
advance characters.

Character Creation 113


“If in any quest for magic, in any search for sorcery,
witchery, legerdemain, first check the human spirit.”
— Rod Serling

T he Storypath system, as a primarily narrative set of


instructions and rules, is flexible and extensible, able
to conform to the shape of your story rather than forcing
Conspiracy Seeker (•)
Sometimes, you’re given clues that don’t always add
up. Your character, however, can put all of the minute
your story to conform to its own shape. We point out ways
details together to form a larger picture. Whenever your
to use systems in ways that might not be intended, but serve
character needs to make a roll involving putting pieces
certain purposes well — likewise, we encourage Storyguides
together or finding out information that ties into a larger
and players to modify and even create their own rules as
conspiracy, they receive a +1 Enhancement.
need be. What matters is your game, your story.
In this chapter, we offer a few extensions and new systems Divine Calculations (••)
of our own. Below, we discuss Edges, a feature of our sister Being able to do minute calculations in your head can
Storypath game line, the Trinity Continuum, and how to use be extremely useful in many situations. Whenever your
them in place of or in addition to Birthrights. We also provide character needs to do calculations in their head quickly,
a lifepath character creation system as an alternative to the whether it involves gambling, calculating the trajectory of
standard character creation rules, which allows you to create something, code-breaking, or anything related to mathe-
characters of varying ages and capabilities within the same Band. matical calculations, they receive a +2 Enhancement.
Finally, we introduce Mythic Scion, a collection of streamlined
Divine Will (•)
rules for those of you who most comfortable when the dice have
as little to say as possible. This is not, and is not intended to be, the Where there’s a will, there’s a way. As long as your
limit of what is possible with the Storypath system — if anything, character is alive and conscious, she receives a +1
we’re hoping this chapter whets your own appetite for design. Enhancement per dot to any action that involves resisting
mind-altering magic, drugs, or the effects of fear pain.
EDGES May be purchased up to two times.
Encyclopedic Knowledge [Topic] (•)
W hile Birthrights are what ties you to the world around
you, Edges are more about what your character can do
themselves. Think of Edges like highly specialized training
Your character has always loved learning and has
honed their attention on one subject in particular, ac-
or unusual talents that don’t quite rise to the level of a Knack. quiring a vast and encyclopedic knowledge about that
When picking Edges for your character, consider what particular niche topic. Your character receives a +1
sort of character you have; are they more of a combatant, Enhancement whenever making a roll that would involve
or have they embraced their supernatural heritage? Have knowledge from their particular set of studies. This may
they focused their mind, or are they more social? be purchased multiple times with different topics, repre-
Below are several categories of Edges for you to add senting acquiring knowledge in different fields of study.
to your character. Keep in mind that each of these Edges Engineer’s Bane (•)
have a certain number of dots associated with them. These
represent the points a player needs to spend to purchase Pre-requisite: Scion
the Edge for their character. While some Edges have stated Your character has always had an almost super-
prerequisites, many Edges can be purchased regardless of natural effect on mechanical and technological items.
the character’s Paths, Attributes, or Skills. This allows you Unfortunately, that effect means causing them to break or
to customize your character a bit more and add some per- malfunction. Light bulbs flicker in her presence, and the
sonalization as to what they can do. Unless otherwise stated, subway spontaneously breaks down. Fortunately, she’s
Edges can only be purchased once each. learned to control that ability over time. She doesn’t need
tools to sabotage machinery or electronics and gains a +1
MENTAL EDGES Enhancement to her roll.
Someone’s will can sometimes be so strong, it borders Mind Reader (••)
on the divine. Scholars and scribes of the Gods have found
ways to channel their minds to be something stronger Some people say that your character is a mind reader.
than they were before. Scions that have Mental Edges are The fact is that it’s much simpler than that; it’s all about
those that have trained their will to be nigh unbreakable, reading people and what they want. Your character
even under the most strenuous circumstances.

Edges 115
always knows what a person desires most in the given
moment, whether that’s a specific goal or something
PHYSICAL EDGES
more intangible. Unheard-of feats of strength, blinding speed, un-
earthly grace, and rock-steady endurance are all part of
Overprepared (•)
being a Scion that focuses on their physicality. Being able
Your character is sometimes called paranoid with to lift a car or scramble up the side of a building are all
how well he prepares himself for any given situation. things that Scions are capable of doing — some, of course,
However, it’s not paranoia when your worries turn out to are better at it than others.
be true—which is often the case when it comes to being a Ascension (•)
Scion. You may always choose to act first on the first turn
of an action scene, moving the slowest player initiative Your character has the ability to climb up almost
slot to the top of the order for that turn. anything—including vertical surfaces. This supernatural
ability gives your character a +2 Enhancement to Athletics
Quick-Witted (••)
whenever they attempt to climb any surface, from a rocky
Some people are good with long-term plans that span mountain face to a building.
weeks, months, or even years. Your character, however, Balancing Act (•)
is great at thinking on their feet. When your character
encounters a situation and produces a plan in the mo- Your character has always had almost unnatural grace,
ment to solve it, characters who follow the plan gain a especially when it comes to their balance. Your character
+1 Enhancement when rolling their action as part of that never needs to roll for any action that requires a finely-tuned
plan. This must be approved by your Storyguide and is sense of balance, whether that’s walking a tight rope be-
limited to once per Scene. tween two buildings or climbing into the rigging of a ship,
unless someone is actively trying to topple her, in which case
The Predictable Choice (••)
she receives +1 Enhancement to the relevant roll.
Your character has noticed that people tend to follow Dauntless (••)
a set path. It’s debatable whether this is because they’re
imitating media or if media is imitating them, or if it’s just Your character refuses to be down and out—even
Fate moving people across a board — whatever the case, when they should. In fact, it’s pretty uncanny how many
your character is able to predict the next course of action times they can be hit before they finally go down. By
a person is likely to take. Once per scene, your character purchasing this Edge, your character gains one additional
may inflict a +2 Complication on an opponent by calling Bruised Injury Condition box. This Edge may be pur-
out the target’s next action. This Complication lasts until chased twice.
the character next acts. While they have it, other char- Divine Shield (••)
acters gain +1 Enhancement when taking advantage of
that foreknowledge. If the target’s next action is attacking Pre-requisite: Scion
your character, gain +1 Defense. A slip of a knife or even a magical sword to the gut is
Uncanny Navigation (•) no longer a dire circumstance for your character. Blades
and even bullets will bounce off of him. Your character
Your character has an uncanny knack for knowing always has a Soft Armor Rating of 1, even when not wear-
exactly where they she is at all times. Even when she’s ing armor. This stacks with other armor. When choosing
been blindfolded or disoriented, she can know general- this Edge, a Scion must also choose an Achilles Heel of
ly which direction she’s been taken. Maps are a breeze, some kind, deciding on a certain type of item that will
and she always knows which direction she’s facing. Your pierce their Divine Shield, or even an area on their body
character never suffers penalties for navigating or finding that is vulnerable to harm. This must be approved by your
her way. She also receives a +1 Enhancement whenever Storyguide.
navigating or charting a course.
Keen Senses (•)
Web of Fate (••)
Your character has honed one of their senses to be su-
Pre-requisite: Scion pernaturally sensitive. Whether it’s their sense of touch,
While normal humans can gain information by hearing, eyesight, smell, or taste (or something else for
hacking systems, a Scion can gather far more from a that matter), they’re capable of feats that others couldn’t
computer. By interpreting the flow of Fate as computer even attempt. They may be able to distinguish someone
code and network information, your character has the approaching by their perfume or cologne, or they may be
uncanny ability to find almost anything online in record able to feel minute vibrations before an earthquake hits,
time. Receive a +2 Enhancement whenever researching depending on which sense you choose. For any action
a topic online with a computer, even topics that wouldn’t your character takes that would be aided by their chosen
normally be available to the public. sense, receive +1 Enhancement.

116 CHAPTER FIVE: NEW RULES


Stalwart (•) to Athletics rolls involving running or racing. This Edge
may be purchased up to three times.
Pre-requisite: Scion
Ungodly Strength (•)
There are moments when a fight is too much, even
for the most storied hero. Even then, however, she finds Your character has trained for hours, building up her
a way to overcome a challenge and stand up again. When physique and strength. She receives a +1 to her Might for
your character receives a hit during a fight, she may im- the purposes of lifting and carrying things, and she can
bue a Legend point to ignore an Injury Condition. throw anything she can lift twice as far as she normally
could.
Instant Reflexes (•)
Venom Bound (••)
Having fast reflexes can be useful for a lot of situa-
tions. However, there’s a difference between having fast Pre-requisite: Scion
reflexes, and having near-instantaneous reflexes. Your Your character has always had an iron stomach. But as
character has learned to respond almost via instinct to they embraced the otherworldly part of themselves, their
near any situation. Gain +1 Enhancement when your ability to swallow almost anything turned into something
enhanced reflexes give you an edge, including Initiative legendary. In fact, their ability has transformed into not
rolls. just being able to swallow anything, but also being able
Survivalist (••) to resist the bites of venomous creatures that would kill a
normal person. Whenever your character would receive
Your character has been through situations that most
a Condition from something involving venom or poison,
other people wouldn’t have survived. They’ve learned
suffer a Complication instead.
how to go into the toughest terrain, braving mythical
beasts and strange plants, and come out alive. Your char- Waterborne (•)
acter doesn’t suffer Complications for moving through Pre-requisite: Scion
wilderness areas, and they can always sense when ani-
mals or other creatures are nearby. Your character has always had an affinity with water,
spending long hours swimming, diving, or sitting beside
Unearthly Speed (•) it. Over time, he’s realized that this connection allows
Hermes would be both proud and jealous of how him to swim faster, hold his breath longer, and even sense
fast your character can run. She gains +1 Enhancement things within the depths of the ocean. Your character
receives +1 Enhancement to any situation in which your

Edges 117
character is swimming, must hold their breath, or is try- Drawback: Characters with Fame cannot possess
ing to sense something within water. the Anonymous Edge.
Weathered (•) Hideout (•)
There are some people who know the wilderness You have a hideout, such as a fortified apartment, a
well, capable of surviving in it for weeks or even months. remote-but-secure cabin, or a defended outpost stocked
Your character, however, has learned to take this to an- with supplies. Your hideout has enough supplies to com-
other level. Due to his experience in the wilderness, he fortably house you and your Band for weeks, as well as
will not suffer any Complications from weather-related serving as a useful location to store any equipment you
situations, such as prolonged exposure to rain, cold, heat, might have access to because of your Paths.
etc. Enemies that seek to infiltrate or enter your hide-
SOCIAL EDGES out without your permission face Complication 2 on
rolls to enter the hideout; failure to buy it off results in
Scions with Social Edges are deeply invested in the injury. Prepared defenses and home advantage grant you
World around them, whether through material or social and your allies Enhancement 2 to the Initiative roll and
ties. These Edges affect how Scions are perceived and can Defense rolls.
muster the attention of mortals toward the Scion’s ends.
With an appropriate Path such as Adventurer or Life
Anonymous (••) of Privilege, as well as Edges such as Fame or Wealth,
Prerequisite: Appropriate Path you may make use of multiple hideouts roughly similar
to the initial one by invoking your Path to gain access to
You live off the grid, making it incredibly difficult for a similar site.
people to track down recognizable information. This in-
creases the Difficulty of all rolls to learn anything about you Local Hero (••)
by +2. This penalty applies to computer searches, interview- You are a hero to a local community, whether that is
ing, public records, or financial information. People rarely a working-class immigrant community or the local neigh-
remember who you are, and you have little trouble using borhood of rakshasa. Describe what you did to create this
your resources in ways that cannot be traced directly to you. bond and what kind of local community it was established
Drawback: You cannot have both this Edge and the with. You treat the relevant community as a Path which
Fame Edge for the same identity. can be invoked like any of your other Paths. When dealing
with members of this community, you gain Enhancement
Fame (• to •••)
2 on rolls that rely on your strong relationship.
You are well known among a particular group of peo- Drawback: Taking care of the communities that
ple. You might be famous for a personal accomplishment, rely on you is important. If you gain the Path Suspended
a stroke of blind luck, or perhaps for being the friend or Condition with your local community, it does not resolve
lover of someone else famous. at the end of the session, instead requiring you to fulfill a
One dot of Fame means you are well known within specific obligation to remove it.
a small subculture such as local cults, or a single city or Striking Looks (••)
that you were once widely known, like a retired famous
athlete, decades after your career. Two dots of Fame mean Your character’s appearance draws attention — either
that you are either instantly recognizable to a large sub- in a positive or negative way. Others find them particu-
culture, a small country, or a similar following. Three dots larly memorable, and they attract attention just standing
of Fame gives you the worldwide name recognition of pop around. Your character receives 2 Enhancement to any
stars, movie stars, and other cultural icons. social action that benefits from his impressive mien.
When choosing the Edge, define what you are known Wealth (• or •••)
for. Each dot provides 1 Enhancement to any social ac-
Your character is extraordinarily wealthy, whether
tions among those who impressed by their celebrity.
through divinely inspired stock trading or the lucrative
Additionally, you may treat your Fame as its own Path and
sale of a plutonian treasure haul. Decide what the source
invoke it once per session to access connections related
of your character’s prosperity is. Whenever influencing
to your reputation. Contacts invoked this way gain tags
another character by exploiting their wealth or finan-
equal to your dots in Fame instead of two.
cial status, a character with the Wealth Edge treats the
Scions who possess mundane fame gain the atten- target’s Attitude toward them as one point higher. This
tion of Fate more easily, deepening their bonds with the benefit does not apply to those not interested in the char-
Fatebound in their presence. Whenever rolling to increase acter’s wealth. This stacks with the Innate Power of the
the strength of a Fatebinding, add your dots in the Fame Prosperity Purview (Scion: Hero, p. 258).
edge to your Legend to help determine the dice pool.

118 CHAPTER FIVE: NEW RULES


At one dot, your character always has money on hand Font of Legend (•••)
to make things happen, whether it’s paying for a dinner
You have discovered a place of great mystical signif-
at a five-star restaurant, purchasing a brand-new sports
icance, such as a fountain with supernatural properties,
car or winning an auction for a desirable painting. You
a grove of sacred peaches or a circle of ritual stones. By
can just give away enough money to make regular people
spending a scene engaging with or sampling the sacred
blink twice, this money provides Enhancement 1 on a rel-
nature of this space, you can recoup your power. Once per
evant social action once per scene.
story, by spending a scene interacting with your Font of
At three dots, your character’s wealth can change Legend, you can regain a point of Legend.
the lives of thousands. You can hand away enough money
Drawback: Such magical places draw attention.
to change somebody’s life, giving +3 Enhancement on a
Seekers of knowledge, rival Scions and Denizens of the
relevant social action once per scene. You can treat your
World often search for these sacred locations to take ad-
Wealth as its own Path and invoke it once per session to
vantage of their properties and may seek to seize it from
accomplish extraordinary feats like chartering a massive
you.
freighter, purchasing a building, or hiring mercenaries. If
you already have a relevant Path such as Life of Privilege Helen’s Grace (••)
(Scion: Origin, p. 101), you may use this benefit to invoke
Prerequisite: Striking Looks, Beauty Purview
that Path twice in a single session.
Kings and Queens would start wars for your favor.
Drawback: A lot of money draws a lot of attention.
Your beauty is so great or awe-inspiring that Fate moves
Those investigating your character’s whereabouts or hab-
to realize your power. If Beauty is not already an Innate
its gain +2 Enhancement if you possess this Edge. Against
Purview, you may treat it as one. Once per act, you may
characters that revile the wealthy, your character suffers
discount a single use of the Beauty Purview, lowering the
a +2 Complication on social actions; failure to buy off this
spent Legend cost by 1. If this reduces the cost to zero,
penalty results in their Attitude toward your character
Imbue 1 Legend instead. For Fatebindings and other ef-
worsening by one step as you commit a faux pas that
fects, treat this Legend as if it were spent.
demonstrates how out of touch you are.
Lair (••)
MYTHIC EDGES Prerequisite: Hideout
The powers of Legend and Fate can be honed by a
Scion in possession of Mythic Edges. These Edges nearly Your hideout is more than just a place to lay low, it
universally call upon the power of Legend or augment the has become suffused with the transformative power of
capabilities of those in possession of Legend. All Mythic your Legend. A lair always possesses uncanny elements.
Edges require at least Legend 1 to purchase, though some Examples include a fortified apartment-shrine, a squat-
may be restricted to kinds of beings such as Scions. ted-in temple (not necessarily dedicated to you), or a
lived-in cave system marked as your territory.
Acquired Knack (•••)
Your Lair possesses all the benefits of a Hideout.
Prerequisite: Hero-tier or higher The traps that bar entry to the Lair are supernatural in
Through a significant Deed, you have aided a God. nature, acidic waters, curses, impressive traps: Increase
Name this God and describe how you helped them. You the Complication to 3 and add the Aggravated tag to any
may select a single Heroic Knack from one of the select- injuries suffered. You gain access to one of the following
ed God’s Callings, regardless of whether you share the Lair benefits, unlocking one additional benefit with each
Calling or not. repurchase:

Divine Blessing (••) • Once per scene, you may perform a Marvel in a
designated Purview by Imbuing Legend instead
Prerequisite: Pantheon-specific Path of Spending it. The designated Purview and any
You’ve been blessed by a God from your Pantheon Marvels generated must be thematically tied to the
with a small but significant benison. Select a Purview Lair.
from the God’s list of Purviews to be blessed by. Once
• You may spend 1 Legend while passing through a
per session, you may choose between either gaining
thematically related portal to reappear immediate-
Enhancement 2 to a single roll in the scene thematically
ly within your Lair. Entering a utility access hole to
related to the chosen Purview or having access to the
return to your lair in the sewers, for example.
Innate Power of the chosen Purview for a scene.
• You gain access to an appropriate Knack as long as
Drawback: Your blessing depends on your God’s
you are within your Lair. This functions as other
favor. Should you ever suffer the Path Suspended or
Knacks granted by Birthrights. This option may be
Path Revoked Conditions, you lose access to your Divine
repurchased multiple times.
Blessing until you restore favor with your deity.

Edges 119
• Your Lair also functions as a Gate to a Midrealm attributed may become a lightning rod for Fate. Enemies
(or more rarely, an Underworld). Determine an and Fatebound may not know the true identity of the per-
appropriate key required to pass through your Lair son they’re causing problems for, but those problems will
and into the target destination. follow you home, affecting your life however indirectly.
• Your Lair possesses a supernatural quality, such as Source of Power (•••)
a labyrinth that is larger on the inside than the out-
Prerequisite: Scion
side, sacred geometry that enhances or encourages
particular actions, or curses and other supernatu- You have studied under a Sorcerer or another strange
ral hazards to frustrate your enemies. This either being who draws Legend from the World in an unusual
provides Enhancement 2 once per scene to an ally fashion. Select a single Source for Legend from another
undertaking an appropriate action or imposes a template such as a Sorcerer, Denizen or Prophet. You may
once per scene Complication 3 on all enemies. regain Legend in the same fashion, subject to the same
Failure to buy off this Complication may result in limitations. Note that drawing on power one isn’t entitled
injuries, delays to reach the heart of the Lair, or to is a good way to draw the ire of powerful beings.
other appropriate difficulties. This option may be Supernal Miracles (•••••)
repurchased multiple times.
Prerequisite: Legend 4
• You are not the only resident in your Lair. You
gain a Creature Birthright with dots equal to your At the height of a Hero’s power, you are capable
Legend + 1 that resides in your Lair. It will not leave of great, world-shaking miracles within your favored
willingly but will fight alongside you. Purview. Select a single Purview you have access to, ei-
ther an Innate Purview or by Birthrights. You may imbue
You may repurchase this Edge a number of times
Legend to perform marvels with that Purview, rather
equal to your Legend. A Lair may also serve as a Font of
than spending it. If the marvel already calls for imbuing
Legend if you have both Edges.
Legend, once per episode, you may do so freely.
Magnified Title (••••)
If you achieve Legend 5, you lose this Edge and are
Prerequisite: Scion, Fame ••• refunded for it.
Your fame aids your Legendary Title. If you Invoke Drawback: Your Marvels are more powerful, but
your Legendary Title in a way that involves your Fame also more destructive. Whenever you use this Edge, add
somehow, you increase Scale by two rather than one. +1 Complication to subsequent actions taken during
Drawback: Any use of this Edge draws significant the scene, up to a maximum of +3. Failure to buy off
attention, particularly from those tied to your Fame. They this Complication results in the destructive overflow of
will judge the use of your power, for better or worse. power: One of the following effects occurs: The Field is
suffused with an aspect of the relevant Purview, disturb-
Occultation (•••) ing or surprising onlookers and drawing attention; An
Prerequisite: Anonymous environmental disaster or friendly fire injuries a single
major ally or a number of bystander in the Field; an
You have occluded your identity from the World object or structure in the Field is damaged or destroyed
itself. The World forgets you, your name disappearing outright; Onlookers become angry with or fearful of your
from databases and all evidence of your identity fading power, lowering their Attitude toward you by one. This
away whenever anyone tries to determine your identity. Complication resets at the end of the scene.
Characters attempting to investigate your character suf-
fer a +3 Complication on rolls to uncover facts about you.
Failure to buy off the Complication causes the information THE LIFEPATH
to become occluded: While they may discover a person was
present at the scene of the crime, identifying information SYSTEM
that could lead back to your character disappears.
This does not affect your Legend, and while you may
be famous (or infamous) for your Deeds, they are attributed
T he existing system of character generation using
Paths provides players with information about their
character’s history and background, but only in a general
to an archetypal figure such as a masked vigilante, an anon- sense. The lifepath system described in this section
ymous monster or another identity not tied to you directly. provides far more detail about who a character is, and
more importantly, the life events that helped them become
Drawback: This effect cannot be turned off. Attempts
who they are when play starts. In addition to offering
to assert your true identity to others must overcome the
considerably more detail about a character’s background,
same Complication, or risk your credit coming back blank,
one advantage of a lifepath system is that it allows players
or an inability to verify your identity. As your Legend
to create characters with drastically different ages in a
grows, the archetypal identity to which your Deeds are
fashion that helps reflect their age and their greater or lesser

120 CHAPTER FIVE: NEW RULES


degree of experience. Players could create bands which can be in any of these four stages, but, in general, should
foreground the characters’ ages, like a band consisting not fall outside this age range. Scion isn’t designed for
of one or more adults and their teenage children, a band people to play children. As a result, characters should
where all members of the band are high school students, be no younger than teenagers — a fourteen-year-old can
or even one where the characters are all residents of the make a good, if quite young, character, but a nine-year-old
same retirement community. Also, because older characters is simply too young and has too little experience of the
naturally possess more skills than younger ones, this system World to work well as a character. Similarly, while older
includes optional rules to help make certain that younger characters can be well worth playing, characters who are
characters are not significantly outclassed by older ones in their 80s or older are typically too old and frail to be
(see p. XX). workable characters for what is typically a relatively ac-
The system detailed here is an alternative system tion-oriented campaign. However, characters who have
of character generation. Step One: Concept remains some form of supernatural vigor, or even immortality
unchanged, required before starting the lifepath system. need not be restricted by age.
This system replaces Step Two: Paths and Step Three: Every character has passed through at least one of
Skills. The last six steps — Step Four: Attributes to Step these four age categories, but it’s up to the player and the
Nine: Finishing Touches are unchanged. Refer to Scion: Storyguide to determine what age the character is, and
Origin or Scion: Hero for information about these how many other stages of life the character has passed
portions of character generation. Also, while characters through. Also, it’s important to remember that each of
generated with this system are mechanically quite similar the four age categories are ranges of ages. Players are
to characters generated using standard character genera- free to make characters who are any age within the age
tion, there will be some differences between characters range they call info. For example, young adulthood covers
created using the standard character generation system ages 18–29, so one character in this age range might be
and those created using the lifepath system. As a result, 19, while another might be 29, and these two characters
Storyguides should have all players use the same charac- would be generated identically.
ter generation system.
AGE & VISITATION
AGE RANGES In Scion: Hero, the default assumption is that char-
This system divides characters’ ages into four age acters have their Visitation shortly before play starts —
categories: adolescents (13–17), young adults (18–29), it’s typically their last major life event. The character’s
mature adults (30–59), and elderly (60–80). Characters Visitation may have happened a few months earlier, or it

The Lifepath System 121


and players can select each life event only once. In addi-
tion to the three life events that characters gain at this
BUT WHAT ABOUT stage of life, all characters also gain the connections listed
DENIZENS? next to each Origin Path (see Scion: Origin, pp. 100–103).
Your character should meet at least some of their con-
The numbers given here apply for human nections in the course of one or more of their chosen life
characters — Denizens, naturally, complicate events. Also, every character must choose at least one life
matters, frequently taking far longer than humans experience from the three listed under their Origin Path.
to reach equivalent developmental markers or
plateauing at a certain stage. In such cases, ADVENTURER
apply the appropriate age category and level of
relative experience to the character, regardless Even from an early age you’ve led a dangerous and
of their numerical age. daring life.
Life Events
• Behind the Wheel — To go on adventures you
could have happened a day or two before play starts, but need freedom, and in the modern World that re-
in either case, characters have not been Heroes for long quires the ability to travel where you will. You’re
and are still learning the full extent of who they now are a skilled driver and may even know the basics of
and what they can do. This is also the default assumption piloting a glider or even a small plane, and you also
in the lifepath. However, near the end of this section (p. know how to perform basic maintenance on your
XX), there is a discussion of how to incorporate Visitation vehicle and other equipment. Gain one dot in Pilot
into the lifepath system, so that (for example) a character and one dot in Technology or two dots in Pilot.
might have their Visitation when they were 15, even if
they don’t start play until they are 30. • Rough and Tumble — At least one of your adven-
tures took a dangerous turn, and you had to fight
ADOLESCENCE your way out. Gain one dot in Close Combat and
During their childhood and adolescence, characters one dot in Firearms, or two dots in either Skill.
start becoming the people they will be as adults, but they • Self-Reliant — You understand how to use your
have yet to complete this journey. During their adoles- body effectively and also how to perform basic
cence, characters learn some of the basic skills they will first aid on yourself and others. Gain one dot in
later hone into expertise, while also discovering how the Athletics and one dot in Medicine or two dots in
World works and what place they hope to occupy in it. either Skill.
As with the standard character generation format, the CHOSEN
first step in this portion of the lifepath system is choosing
Even more than other scions, you have a destiny that
an Origin Path. Characters can come from a vast diversity
dates from the moment of your birth, if not before.
of backgrounds, including everything from an unexcep-
tional urban or suburban adolescence, to unusual, but Life Events
mundane experiences like growing up ultra-wealthy,
• Combat Training — Having a destiny is danger-
homeless, or as a refugee, to exotic options like being a
ous. You may have had one or more attempts on
statue who was brought to life or someone who grew up
your life, or perhaps a parent or mentor simply
in a Terra Incognita.
made certain that you were ready to face such
Instead of simply obtaining all Skills associated with threats. Gain one dot in Close Combat and one dot
that Path, each Path contains a series of life events that in Firearms, or two dots in either Skill.
players must decide if their character has experienced.
Each of these events provides different Skills to the char- • Mystical Tutelage — As befits your destiny, some-
acter. In addition, there is a list of general events that one arranged for you to study the deep, mystical
could have happened to any character, regardless of their truths of the World and the Terra Incognita, as
Origin Path. All of these events are quite general, and it’s well as lessons on how to meet your destiny. Gain
up to you to fill in the details, and also to decide how these one dot in Leadership and one dot in Occult, or two
events affected your character. dots in Occult.

Players are free to choose either events from their • Threats and Rivals — Not all of those who know
Origin Path or events from the list of general childhood of you and your destiny wish to see you fulfill it.
and adolescent experiences at the end of this section. The You may have had to face down threats, or perhaps
only limitation is that characters can gain no more than simply people attempting to find a way to bend you
six dots in Skills at this stage in their lives, and so you can to their will so you would become their puppet.
select a maximum of three life events for your character,

122 CHAPTER FIVE: NEW RULES


Gain one dot in Integrity and one dot in Subterfuge • Political Maneuvering — You grew up in a
or two dots in either Skill. home and social environment filled with intrigue,
back-stabbing, and one-upmanship, as you and
CREATED your relatives and friends all battle for status. Gain
Unlike ordinary people you were not born and did not one dot in Persuasion and one dot in Subterfuge, or
grow from infancy, or if you did you didn’t do so as a hu- two dots in either of these Skills.
man. Instead, some entity transformed you into a person.
• Top Notch Education — You may have had private
Depending upon the exact circumstance of your creation,
tutors, or simply have gone to an excellent school.
you may have come into existence looking 15, and then
In either case, you learned a great deal. Gain one
age normally – at least as long as you’re mortal. However,
dot in Academics and one dot in Culture, or two
in most cases like this you came into being looking like a
dots in either of these Skills.
young adult, and while your creator gifted you with var-
ious skills, your experience of the World is quite limited, MILITARY BRAT
often far more so than most human adolescents. You’re not a soldier yet, but you grew up around
Life Events them, and possess a profound understanding of military
life.
If you select Created Fully Formed, do not select any
other life events. You must select either Created Fully Life Events
Formed or Created as one of your life events.
• Basic Training — Maybe you excelled at watching
• Created Fully Formed — Your creator made you and learning from the people around you, or maybe
in your adult form with all of your basic Skills, but your parents or other soldiers taught you some of
little knowledge of the World. Divide 6 dots be- what they know, but you can maintain and repair
tween Athletics, Empathy, and Survival, placing no many devices and know the basics of handling fire-
more than three dots in any single skill, and at least arms. You gain one dot in Firearms and one dot in
one dot in each Skill. If you choose this option, you Technology or two dots either skill.
cannot select any other events in this age range.
• Experience of the World — Military families can
• Created — Your creator made you and instilled be sent all across the globe and you grew up not
you with some basic Skills. Place one dot each in merely moving from city to city, but from country
any two of Athletics, Empathy, or Survival. If you to country, absorbing different customs, as you
do not choose Created Fully Formed, you must learned to adjust to a multitude of different envi-
select this event. ronments and met and interacted with multitudes
• Living With a Human Family — Either your of people. Gain one dot in Culture and one dot in
creator placed you with a human family, or one Persuasion or two dots in Culture.
took you in. Gain one dot in Culture and one dot in • In Command — You’ve grown up around the mili-
Empathy or two dots in either skill. tary’s formal power structures and you understand
how they work and how to give and take orders,
• Memories of Your Prior Existence — You retain
and as part of these experiences you also became
fragments of your existence as a tree, rock, or ani-
physically fit. Gain one dot in Athletics and one dot
mal. Place one dot in both Athletics and Survival,
in Leadership or two dots in either of these Skills.
or two dots in either Skill. If you were previously
a tree, rock, or something else that was not mobile, POTEMKIN WORLD
gain one dot in Integrity and one dot in Survival, or You grew up in a completely artificial environment,
two dots in either Skill. as your parents or mentors prepared you for you place in
LIFE OF PRIVILEGE the World.
You grew up wealthy and may have been sufficiently Life Events
sheltered that you don’t know how much harder most
people’s lives are. • Exotic Travel — Ordinary children and teens went
on vacations to theme parks, or for the well-off,
Life Events
distant nations. Your “vacations” were consider-
• Leader of the Pack — The confidence you’ve ably less mundane and involved visits to Strange
gained from being born at the top helps you learn Places and Otherworlds. Gain one dot in Culture
to take charge of any situation. Gain one dot in and one dot in Survival or two dots in either Skill.
Integrity and one dot in Leadership, or two dots in • Honorable Combat — You received specialized
either of these Skills. combat training designed to hone your mind and
your body so that you could defend yourself, while

The Lifepath System 123


also having the confidence to face fearsome, and Culture and one dot in Empathy or two dots in
perhaps profoundly inhuman foes. Gain one dot in either Skill.
Close Combat and one dot in Integrity or two dots • Techie — Your family was well off enough to pro-
in either Skill. vide you with computers and other devices, and
• Lessons in the Supernatural — You’ve studied you took classes at school or elsewhere to learn
myths, legends, and ancient sages about Gods, more. You may even have built the computer you
Titans, and denizens, while also studying some use, and you also learned how these devices work.
of the deep and ancient truths behind these tales. Gain one dot in Science and one dot in Technology
Gain one dot in Academics and one dot in Occult or or two dots in Technology.
two dots in either Skill.
SURVIVALIST
CHILD OF THE STREETS Maybe you grew up in a rural area, perhaps you were
Your life was harder than most, and you learned bru- exceptionally outdoorsy, or maybe your parents were in a
tal truths about the World that most do not understand cult that lived in isolation. Regardless of the reason, you
until they are far older. spent a lot of time in wild areas.
Life Events Life Events
• Gang Life — Maybe you were in a street gang, per- • Hunting — Few people grow up learning to hunt
haps some of your friends were, or maybe you had anymore, but you did. Not only can you shoot a
to face down gang members who were determined deer, but you can track it and butcher it. You’re a
to force you to join their gang. You gain a dot in lot less squeamish than many people your age. Gain
Athletics and a dot in Close Combat, or two dots in one dot in Firearms and one dot in Survival or two
either of these Skills. dots in either Skill.
• Hack the Planet — Most teens want video games, • Responsibility — Due to circumstances or natural
cellphones, TV, and music, but you had to make do inclination, you ended up in a position of respon-
with fixing broken items you found in dumpsters sibility. Maybe people simply looked up to you, or
or low-end resale shops, or perhaps finding a way perhaps you were the one to step up when condi-
to unencrypt stolen goods. You may also have got- tions became more difficult than expected. Gain
ten good at stealing personal electronics or even one dot in Integrity and one dot in Leadership or
stealing power for the vacant building you were two dots in either Skill.
living in. Gain one dot in Subterfuge and one dot in • Well Prepared — You know basic first aid, as well
Technology or two dots in either Skill. as how to use your body effectively. Gain one dot
• Struggle to Survive — Occasionally, or perhaps in Athletics and one dot in Medicine or two dots in
often, finding sufficient food or a roof overhead was either Skill.
difficult for you and your family, and so you needed
to sneak into abandoned buildings and steal food to
GENERAL CHILDHOOD & ADOLESCENT
survive. Gain one dot in Subterfuge and one dot in
EXPERIENCES
Survival or two dots in either Skill. Regardless of their background, some experiences
are common to many adolescents. In addition to choosing
SUBURBIA at least one experience from the list associated with your
You didn’t grow up rich, but your life was comfort- characters particular Origin Path, you are also free to se-
able and mostly relatively easy. lect any of the other general experiences.
Life Events • Bookish — Your love of learning was evidence
from an early age gain one dot in Academics and
• Suburban Life — You were good at coloring with- one in Science, or two dots in either.
in the lines — you got good grades, were polite to
adults, learned to drive responsibly, and likely • Car Enthusiast — You love fixing up and driv-
got a used car for your birthday. Gain one dot in ing cars and gain one dot in Pilot and one dot in
Academics and one dot in Pilot or two dots in ei- Technology.
ther Skill. • Cosmopolitan Experience — Perhaps you accom-
• Multicultural Neighborhood — Even suburbia is panied your parents as they traveled the World for
more diverse than it used to be, and you lived in work or pleasure, or maybe you lived in a particu-
or near a multicultural neighborhood and learned larly diverse city or a multi-cultural neighborhood.
how a wide variety of people lived and gained a Regardless of the reason, you know a great deal
deeper understanding of people. Gain one dot in about one or more other cultures, and may also be

124 CHAPTER FIVE: NEW RULES


multi-lingual. Gain one dot in Culture and one dot
in Empathy, or two dots in Culture.
CREATING ADOLESCENT
• Fascination with Medicine — Some children and
CHARACTERS
adolescents love cars or sports, but biology and If the player stops character generation when their
medicine fascinated you from an early age. You character is still an adolescent, the character only pos-
loved dissecting animals in biology class and read sesses two Paths – the Path corresponding to their origin,
stories about heroic doctors and nurses. Gain one and the Path corresponding to their Pantheon. As a result,
dot in Medicine and one dot in Science. the character starts with fewer Skills than characters who
are adults. The character may have never been a normal
• Fighter — You’ve gotten in a lot of fights, and adult, and instead goes from being a teenager to being
you gain one dot in Athletics and one dot in Close someone with divine power who actively participates in
Combat or two dots in Close Combat. the Titanomachy. Such a character lacks anything like an
• Friends and Companions — You found others understanding of who they are or what their role in soci-
to spend time with that you cared about and who ety is, except that of being the Scion of a deity.
cared about you. You learned about friendship, YOUNGER CHARACTERS IN PLAY
while also learning about others. Gain one dot in
Culture and one dot in Empathy or two dots in All across the World, characters who are in their
either Skill. teens, or at least who are younger than 18 have fewer
rights and freedoms that adults. Even if you are the child
• Geeky — You like building things and learning how of Zeus or Huitzilopochtli, if you are 16, you are going to
they work, gain one dot in Technology and one dot have trouble buying a drink in a bar, and in some locations
in Science, or two dots in Technology. you won’t be able to rent a car or a hotel room. Also, if
• Jock — You enjoy sports and excel at them, gain characters look too young, then people are far more likely
one dot in Athletics and one dot in Leadership or to wonder about their presence in places where adoles-
two dots in Athletics. cents don’t normally belong, like office towers or deserted
warehouse districts. There are ways around these issues,
• On Your Own — Maybe you spent a summer hitch-
but which ones a particular character can use depends
hiking around your nation, maybe you ran away
upon the character. Many adolescents who are 16 or 17
from home and were homeless for a few months.
can pass for 18 or even 21. With a good fake ID and a rea-
Regardless of the reason, you found yourself hav-
sonable ability to lie, they won’t get anything more than a
ing to make your own way in the World and learn-
few jokes about looking really young, and the occasional
ing a great deal about the people you met on your
police officer or security guard asking to see their ID.
journey. Gain one dot in Empathy and one dot in
Survival and or two dots in Survival. However, most people who are 13 or 14 look too
young for this to be believable. In these cases, either the
• Supernatural Study — Either due to interest, or player must accept that their character will be treated
to help explain unusual experiences you had or like a child and their freedom of action and movement
witnessed, you have studied the supernatural. Gain will be considerably less than an adult, or the player must
one dot in Academics and one dot in Occult, or two
dots in either of these skills.
• Terrorized — Maybe your peers bullied you,
perhaps a relative or family friend was abusive. In BALANCING
either case, you learned hard lessons about surviv- CHARACTERS OF
ing difficult circumstances that most people don’t
learn at this early age. You may have trouble trust- DIFFERENT AGES
ing people. Gain one dot in Integrity and one dot in IN PLAY
Subterfuge or two dots in either Skill.
In any campaign with characters of different
• Uncanny Experiences — While you lived most ages and stages of life, adolescent characters
of your life in the more mundane portions of the have notably fewer skills than older ones. To
World, you’ve seen more than most people old- balance this, and also to represent the fact that
er than you. Maybe you briefly stumbled into a younger characters have had less time to make
Strange Place or an Otherworld, or perhaps you mistakes and thus may learn more from doing
so, when adolescent characters fail a skill roll,
spied on a group of Denizens, or maybe even be-
they gain a minimum of 2 Momentum rather than
friended them. Regardless of the reason, you have the 1 point other characters receive. In addition
experience with the supernatural and convincing to this extra Momentum, the character also gains
others to believe you. Gain one dot in Occult and a +1 Enhancement to their next roll.
one dot in Persuasion, or two dots in Occult.

The Lifepath System 125


be willing to accept other solutions. The right Purview or
other supernatural ability can avoid most problems, since
ROLE PATHS
few people talk down to someone who they saw throwing Characters may have the same Role Path for their
bolts of lightning. Alternately, if another one of the other entire adult life, or they may change their Role Path.
characters is obviously an adult and is, or can convincing- However, almost no one has more than two Role Paths.
ly pretend to be, the younger character’s parent or guard- In addition to the three life events that characters gain
ian, people may talk down to the adolescent character, at each stage of adult life they experience, all characters
but they will be mostly free to move and act as they wish. also gain the connections listed next to each Role Path
(see Scion: Origin, pp. 103–104). Your character should
ADULTHOOD meet at least some of their connections in the course of
The remainder of the lifepath system is somewhat one or more of their chosen life events. In addition, all
simpler, because the range of possibilities of people’s characters must choose at least one life event listed under
lives typically narrows somewhat as they get older. Many each Role Path they possess.
people choose or fall into a direction for their life in late CHARISMATIC LEADER
adolescence or early adulthood and continue along this
You may have a formal position of leadership or per-
same path as they grow older. Others drift from one ca-
haps you’re simply the person all your colleagues natu-
reer and set of circumstances to another, and after a while
rally look to when there’s conflict or other problems that
even this drifting becomes the pattern of their life. As a
require someone to solve them, or at least smooth them
result, the same table of general life events applies for
over.
everyone. Players can select each life event only once per
stage of adult life, but they can (if desired) select the same Life Events
life event once for every stage of adult life.
• In Charge — You’re the boss and people depend
The three stages of adult life are: on you to keep the organization or other group
• Young Adulthood: Your character is an adult with you command working well. Gain one dot in
all the freedoms and responsibilities this entails, Leadership and one dot in Persuasion, or two dots
but they have had relatively little experience of in Leadership.
adult life. • Smoothing Over Conflict — One difficulty with
• Mature Adulthood: Your character has been an being a leader is resolving conflicts among your
adult long enough to have substantial experience employees or other subordinates. Gain one dot in
of the World. Culture and one dot in Empathy, or two dots in
either skill.
• Elderly: Your character is now growing old, and
they have both a unique perspective on life and a • Subtle Maneuvering — Sometimes the key to
different social position from younger adults. success is manipulating events to go the way you
want without seeming to give orders or be respon-
For each stage of life, characters choose three more sible for the changes being made. Gain one dot in
life events from either their Role Path or from the list Integrity and one dot in Subterfuge, or two dots in
of General Adult Life Events. Characters can choose either skill.
a different Role Path from one stage of life to another.
Someone could be enlisted in the military, a soldier with COMBAT SPECIALIST
the Combat Specialist Path for a number of years, and You may be a soldier, a member of a SWAT team, or
then leave the military and go back to school and become perhaps a freedom fighter or a member of a violent gang.
a physician or nurse. However, such changes are rare, and However, you are all too experienced with violence and
often happen before someone turns 30. situations where violence occurs.
Characters who change their Role Path when they Life Events
move from one age range to another have chosen to radi-
cally change the direction of their life. The player should • Distant Death — Perhaps you were a fighter pilot
consider why the character did this and what events or or part of a tank crew, or maybe you flew drones,
circumstances instigated this change. Did something hap- but your primary combat roll involved vehicles.
pen in their previous career that upset them? Was there Gain one dot in Pilot and one dot in Technology, or
some external event that made them realize that their life two dots in either skill.
needed to change, or were they fired or otherwise forced
• In Combat — You engaged in some form of com-
to give up their previous career and Role Path.
bat, which could be anything from fight fights to
fire fight. Gain one dot in Athletics and one dot in
either Close Combat or Firearms, or two dots in
any one of these skills.

126 CHAPTER FIVE: NEW RULES


• Squad Leader — Not only were you in combat, but PILOT
you were in charge of a group of other combatants.
Whether you’re a New York City cab driver or a com-
Gain one dot in Close Combat or Firearms and one dot
mercial airline pilot, you know your way around vehicles.
in Leadership, or two dots in any one of these skills.
Life Events
DETECTIVE
Regardless of whether you’re a police detective, a pri- • Difficult Passengers — You’ve had experience
vate detective, or an investigative reporter, you uncover dealing with unreasonable, abusive, or panicked
the secrets that others wish to keep hidden. passengers. Gain one dot in Empathy and one dot
in Integrity or Persuasion, or two dots in any one of
Life Events these skills.
• Coaxing a Source — You know how to convince • Emergency Conditions — You’ve dealt with vehi-
someone to talk about events they’d rather avoid cles in difficult and perhaps even dire conditions.
discussing. You may use trickery and deceit, or you Gain one dot in Pilot and one dot in Survival or
might simply be easy to talk to, but people talk to Technology, or two dots in any one of these skills.
you. Gain one dot in Empathy or Subterfuge and
• Vehicular Violence — Either from violence on-
one dot in Persuasion, or two dots in any one of
board the vehicle, or external threats to it, you
these skills.
have had to fight for the safety of your vehicle and
• Navigating Complex Situations — Others at- its passengers and crew and may also have had to
tempting to intimidate you just makes you more help keep injured passengers alive. Gain one dot in
determined to learn the truth. In addition, you are Firearms and one dot in Close Combat or Medicine,
adept at using all possible tools at your disposal or two dots in any one of these skills.
to do so. Gain one dot in Integrity and one dot in
Technology, or two dots in either of these skills.
SNEAK
Regardless of whether you are a criminal, a spy, a spe-
• Threats and Danger — Sometimes being a detec-
cial forces soldier, or a member of some other profession,
tive of any sort isn’t safe, and you’ve had to talk or
you excel at working from the shadows.
fight your way out of dangerous situations. Gain
one dot in Close Combat or Firearms and one dot Life Events
in Persuasion, or two dots in any one of these skills.
• Life In the Shadows — You understand the crimi-
MEDICAL PRACTITIONER nal underworld, and you also have learned that not
Regardless of whether you’re a physician, a nurse, or everyone who belongs in it is fully human. Gain
an EMT, you practice medicine and are on the front lines one dot in Occult and one dot in Subterfuge, or two
of life and death issues on a daily basis. dots in either of these skills.

Life Events • Second Story Work — You have learned how to


attain your goal even if you need to climb up the
• Interpersonal Complexities — Whether from side of a building or jump between rooftops. Gain
dealing with patients or other medical person- one dot in Athletics and one dot in Subterfuge, or
nel, you have experience handling other people’s two dots in either of these skills.
emotions and difficult interpersonal situation.
• Undercover Work — You have learned to excel at
Gain one dot in Empathy and one dot in Culture or
pretending to be someone or something other than
Leadership, or two dots in any one of these skills.
who you are. Gain one dot in Persuasion and one
• Medical Mysteries — You have encountered one dot in Subterfuge, or two dots either of these skills.
or more complex and difficult to diagnose illnesses
and managed to figure them out. Gain one dot in
TECHNOLOGY EXPERT
Medicine and one dot in Science, or two dots in You excel at fixing and modifying devices for your
either skill. own purposes or to meet the needs of others. Regardless
of whether you’re programing computers or fixing tractor
• Technical Challenges — You have had experience
trailers, you can build, modify, or repair almost anything.
either working with complex pieces of medical
equipment or jury-rigging the equipment you
need from inadequate supplies. Gain one dot in
Medicine or Survival and one dot in Technology, or
two dots in any one of these skills.

The Lifepath System 127


Life Events explored the World, gain one dot in Athletics and
one dot in Pilot, or two dots in either skill.
• Educational Travel — You studied or trained in a
• Continuing Education — Either as part of your
location far from where you live. Gain one dot in
job, a desire to change your career, or simply the
Culture and one dot in Science or Technology, or
desire to learn more, you went back to school in
two dots in any one of these skills.
some format. Gain one dot in Academics and one
• Remote Location — Sometimes you need to repair dot in Science, or two dots in either skill.
or replace devices in exceedingly remote locations
• Experience With Violence — You had to deal with
or locations that are challenging to access. Gain
violent people and situations. You may have fought,
one dot in Athletics or Survival and one dot in
or perhaps you found ways to de-escalate the situ-
Technology, or two dots in any one of these skills.
ation. Gain one dot in Close Combat or Empathy
• Social Engineering — Sometimes the solution to and one dot in Firearms or Persuasion, or two dots
technical problems is teaching people how to use in any one of these skills.
the system correctly. Gain one dot in Leadership
• Making Personal Connections — You’ve met and
and one dot in Persuasion, or two dots either of
become close to new people in your life. Perhaps
these skills.
you found a lover or a spouse, or maybe you be-
General Adult Life Events came part of a tightly-knit group of friends. Gain
one dot in Empathy and one dot in Integrity, or two
The following are experiences that any adult could
dots in Empathy.
have, regardless of their career, background, or Role Path.
• Practical Learning — As training for a career, or
• Brush with the Law — Whether falsely or accu-
simply as a hobby or part of volunteer work, you
rately, you were charged with a crime and may
studied a practical skill, like automobile repair,
even have spent time in jail or prison. You learned
computer programming, or emergency first aid.
harsh lessons, but you survived them. Gain one dot
Gain one dot in Pilot and one dot in Medicine or
in Integrity and one dot in either Persuasion or
Technology, or two dots in any one of these skills.
Subterfuge, or two dots in Integrity.
• Supernatural Study — Either due to interest, or
• Challenging Travel — You have traveled to dif-
to help explain unusual experiences you had or
ficult places on your own. Regardless of whether
witnessed, you have studied the supernatural. Gain
you drove the backroads of your own nation or

128 CHAPTER FIVE: NEW RULES


PLAYING AND STORYGUIDING ELDERLY CHARACTERS
Like with playing teenage characters, exactly how old a character is, or at least looks, matters a great
deal. To most people, someone in their 60s is distinguished, or “middle aged”, but a character who looks to
be in their 70s is old. Agism is a real phenomenon in most of the developed world, and an obviously elderly
character searching for someone or something may have someone younger asking to assist them, and they
could easily have people asking them if they are lost, confused, or require medical help, even when there is
no evidence that any of this is true.
As with adolescents, people who are obviously elderly who act in atypical ways cause more concern
than a younger adult acting in the same fashion. Also, a substantial minority of people who offer to “help”
elderly people have difficulty taking no for an answer and may well become annoyed or angry if an elderly
character insists they do not require assistance. Naturally, none of this matters if the character is running as
fast as a sports car or tossing lightning bolts. No matter how old someone looks, or what the observer’s
thoughts on elderly people are, if someone is performing impressive supernatural feats, few people are
going to care if they look 20 or 80.

one dot in Academics and one dot in Occult, or two had as a mature adult or choose a new Role Path. While
dots in either of these skills. few people change careers at 60, some people retire to
pursue a serious hobby, and others find a new way to ap-
• Surviving A Disaster — You were in a region
proach their career as they grow older. As before, players
overrun with war or that faced a serious natural
can select three experiences for the character, choosing
disaster. You learned how to survive and how to
from either their current Role Path or the list of General
take charge in a crisis. Gain one dot in Athletics or
Adult Life Events below.
Leadership and one dot in Survival, or two dots in
any one of these skills. While they are notably more experienced than
younger characters, characters who are 60 or older must
• Teaching — You found yourself in charge of teach-
take the Elderly Persistent Condition.
ing others, perhaps in a formal situation, perhaps
as part of a hobby. Gain one dot in Academics or ELDERLY
Science and one dot in Leadership, or two dots in Effects: The character increases the Difficulty of all
either of these skills. rolls involving Strength or Stamina by +1.
• Technical Issues — You’ve had to solve issues Momentum: Every time you fail a roll solely due to
relating to either problematic technologies or this increase in Difficulty.
problems with how people were using these de-
Resolution: Other than divine miracles, nothing
vices. Gain one dot in Persuasion and one dot in
can reverse the ravages of old age. However, a charac-
Technology, or two dots in either of these skills.
ter increasing their Tier becomes increasingly more
• Travel — For either work or pleasure, you have divine than human. Characters who are Heroic Tier
traveled extensively and have encountered people begin to push back the debility of old age, eliminating
and cultures previously unfamiliar to you and have the increased Difficulty to either Strength or Stamina
learned more about others and also about yourself. rolls — the player can choose which penalty to eliminate.
Gain one dot Culture and one dot in Integrity or Characters who are Demigod Tier or higher have passed
two dots in Culture. beyond the limitations of mortality, and no longer suffer
• Uncanny Experiences — While you lived most of from this Persistent Condition.
your life in the more mundane portions of the World,
you’ve seen more than most people. Maybe you brief-
VISITATION DURING
ly stumbled into a Strange Place or an Otherworld, CHARACTER GENERATION
or perhaps you spied on a group of Denizens, or As an optional rule, characters can have their
maybe even befriended them. Regardless of the rea- Visitation well before they start play. As was mentioned
son, you have experience with the supernatural and above, a character may have experienced their Visitation
the World’s oddities. Gain one dot Culture and one when they were a teenager, but that the same character
dot in Occult or two dots in Occult. may not start play until their late 20s. However, it is both
too difficult and complex, and also less interesting and fun
PLAYING OLDER CHARACTERS to work out all of the mighty adventures and complex so-
Players can choose to play elderly characters (ages cial and political interactions with other scions and deities
60–80). These characters may retain the Role Path they that such a character has had over the course of a decade or

The Lifepath System 129


more. Instead, the default assumption for characters who ready to take on responsibilities that would be daunting for
had their Visitation years before play starts is that the char- most adults, but once the character completed high school,
acter either was not yet ready to delve into divine politics and perhaps college, they finally felt ready to embrace their
and conflict, or that they did so in a hesitant and tentative destiny. Alternately, perhaps the character was caring for a
fashion. As a result, the character gains their Society/ sick or young relative and did not feel able to travel around
Pantheon Path and any Purviews or supernatural Knacks the World engaging in dangerous activities, when someone
normally, but they gain no additional supernatural abilities depended so heavily on them, but now that this person no
beyond those possessed by any character gains immediate longer requires their assistance, they are ready to delve
after their Visitation. With the Storyguide’s permission, the into the politics of apotheosis.
player is free to create anecdotes about their character’s If you want your character to have had their Visitation
previous interactions with other mythic beings, but their well before play starts, select your Society/Pantheon
character hasn’t yet played a significant role in the World. Path. Use the rules for choosing this Path found in Scion:
Also, because the character avoided her mythic desti- Hero, except your character automatically gains two dots
ny for years, the player needs to determine why their char- in each Path Skill. After this, continue using the Lifepath
acter suddenly decided to go from mostly ignoring their System normally. For example, if a character had their
divine power to eagerly using it and involving themselves Visitation in adolescence, but did not start play until
in the supernatural world. Depending upon the age of the they were a young adult (18–29), then you generate their
character, one obvious answer is if their Visitation occurred Origin Path normally, add on the Society/Pantheon Path,
when they were a teenager, the character did not yet feel and then choose their Role Path.

DRACONIC LIFEPATH
If you want to play a Dragon character (see Scion: Dragon),
Dragon), always treat this as a pre-play Visitation,
with the exception that your Society/Flight Path replaces the Society/Pantheon Path.

130 CHAPTER FIVE: NEW RULES


MYTHIC SCION: to develop over the course of play, and for the mechanical
underpinnings of that character to do so in tandem.

NARRATIVE CORE SYSTEM


The follows rules serve as the basis for the Calling
SYSTEM OPTIONS Dice system, and also as a heuristic to make other Scion
rules compatible with it.

S torypath is a narrative game engine — you roll dice and


build a collaborative story with your fellow players,
including the Storyguide. That collaborative story becomes
• Character Creation: When building your char-
acter, don’t assign Skill dots through Paths. Take
the basis for decisions, actions, and further dice rolls, which 5 dots of Callings, even if you’re an Origin-tier
further influence and impel the story onward. Over time, it character.
becomes a self-sustaining machine, with plot threads pulled • Dice Pool: When forming a dice pool, add Calling
in, focused on, built upon, and brought to their conclusion + Attribute.
like an assembly line of fiction — the same way that a prestige
television series works, for example, with episodes serving • Neglected Callings: Each time a character rolls
both as self-contained stories and as segments of a larger a Calling, make a mark next to that Calling. If a
story told over the course of a season. character rolls a particular Calling a number of
times greater than the Calling’s rating in succes-
In default Scion’s Storypath system, the narrative is sion, it provokes a Calling Crisis in one of her other
buttressed by mechanics that form the engine that drives Callings (player’s choice); she may then shift a dot
the story. Mythic Scion is a collection of options that from that Calling to another. If the Calling in ques-
create a more narrative version of that engine, designed tion has only a single dot, choose another Calling
to be leaner and more fluid than the standard Storypath the character doesn’t have to replace it. Making a
system while still retaining its overall feel. This allows roll with any other Calling resets all marks, includ-
participants to play a little more “fast-and-loose” with ing the one just made by rolling that Calling. For
character and consequence. The core of Mythic Scion is example, if you’ve got two marks on Warrior and
the Calling Dice System, which streamlines the game’s roll Sage, erase those two marks on Warrior and
core mechanic by allowing Callings to serve the role of don’t add one to Sage. Additionally, erase all marks
Skills. Other options further narrativize the game’s vari- if you suffer a Calling Crisis.
ous subsystems. These options all play well together, but
it isn’t necessary to use all of them — feel free to pick and • Knack Persistence: Don’t worry about adjust-
choose, retaining whatever aspects of the default Scion ing Knacks following a Calling Crisis inflicted
experience you desire. by Neglected Callings until the end of the Act. If
you need to make a Knack Skill roll for a Knack
CALLING DICE you no longer have the Calling for, use the best fit
The Calling Dice rules remove Skills, allowing (Storyguide’s call).
Callings to take their place. Instead of a character being • Knack Skills: When a Knack tells you to make a
highly skilled at Close Combat, for example, they would Knack Skill roll, roll with the Knack’s associated
exemplify their Calling as a Warrior. Callings do not re- Calling. If the Knack isn’t associated with any par-
place Skills one-for-one, of course. As a more fluid system, ticular Calling, roll with the most applicable one.
any Calling can be used for any roll. Callings represent not
ability but a personal style, a way one interacts with the
CHANGES TO GAMEPLAY
World. That style then informs the narrative outcome of The most important change made in the Calling Dice
events. One could roll with Warrior to host a tea party, rules is the reduction of a maximum dice pool at character
but it would be a very confrontational tea party as a result. creation from ten dice to eight, not because it represents
a massive downgrade in a character’s capabilities but
The mechanical changes to Storypath for Calling Dice
because it slightly alters the probabilities assumed in the
are relatively straightforward, but the actual effect in terms
core Scion system. A character with eight dice is rough-
of character and story are profound. Characters can only
ly half as likely to succeed on a Difficulty 5 test (already
interact with the world through their Callings, and those
a major obstacle) and is about as likely to succeed on a
Callings determine the way in which they do so —  this
Difficulty 4 test as a character with a 10-die pool would be
means a character’s Callings are going to define much more
to succeed on a Difficulty 5 test. In short, the Storyguide
about them than they normally would. Callings aren’t set
should adjust Difficulty numbers downward slightly, un-
in stone, of course, any more than in default Scion; in fact,
til players hit Legend 3 or 4 and have the capacity to build
shifting Callings is even easier with Calling Dice, as you’ll
a 10-die pool by combining a Calling and an Attribute.
see below. This allows a character’s relationship to the world
We recommend a blanket reduction by 1, to a minimum
of 1, slightly compressing the range of potential Difficulty

Mythic Scion: Narrative System Options 131


values but preventing situations where a task is all but something temporary, like the flash of sparks from strik-
hopeless even for the children of the gods. This includes ing swords momentarily blinding one’s opponent. If you
the static Defense values of Antagonists. Because player roll a tie with the target’s Defense, you can narrate a
Defense is based on Attributes and rolled, adjustments to Serious Consequence, which lasts longer than a normal
Antagonist dice pools are unnecessary —  they’re rolling Consequence, like the flash of sparks from striking swords
to hit the same numbers. setting the opponent’s cloak aflame. A Consequence
Complications in particular become significant- needs to make sense for the kind of attack you’re making,
ly more powerful with the reduction in likely suc- and it’s the Storyguide’s call if something makes sense or
cesses, especially in tandem with higher-Difficulty not. If you botch, your target inflicts a Consequence on
tests. Storyguides should be cautious about assigning you instead.
Complications, or about giving them particularly onerous A Consequence can be used as an Enhancement by
effects, in situations where it’s unlikely the players will be another player on a subsequent roll, or it may serve as a
unable to overcome them. We suggest reducing the 1–5 Complication to the target if they attempt an action that
scale of Complication to a scale of Minor, Moderate, and would be affected by that Consequence (lighting a fire
Severe, rated at 1, 2, and 3 respectively. while doused in kerosene, for example). Consequences
With a reduction in maximum standing dice pool size and Serious Consequences stack together to a maximum
at character creation, Momentum and Enhancement both of 5. If a Consequence affects a roll, it disappears. Serious
become even more critical resources in early play. Every Consequences remain in effect until the fight ends or the
additional die added with Momentum adds slightly more target suffering the Serious Consequence does something
probability of success than in core Scion gameplay, mean- (usually requiring his action for the round) to clear it.
ing players will likely spend Momentum much more fre- In the aforementioned example, the swordsman with a
quently than before. With a restricted range of Difficulty, cloak aflame might cleave open a fire hydrant to douse his
Enhancement now has a slightly greater weight, but it cloak.
also has a slightly higher chance of not being applied, If you’re using Clash of Myths, don’t award
since the potential to roll zero successes with a maximum Momentum for failed attacks (since Consequences al-
dice pool is slightly larger — in other words, greater risk ready grant an advantage on failure), but do award it for
for greater reward. Storyguides should keep these details failures on non-combat rolls and non-attack rolls in com-
in mind when awarding Momentum or Enhancement. bat. Since Momentum increases the odds of bypassing
an opponent’s Defense entirely, it’s a valuable resource
CLASH OF MYTHS for players — the fact that they can’t accrue it in battle
Default Storypath rules may be used for combat using should lead them to test other opportunities outside of
Calling Dice as described above. This will result in fights direct combat, further broadening the narrative scope of
having a much more mechanic-oriented and detailed tex- individual encounters.
ture than the rest of gameplay. If this is desirable, great! DEFENDING
If you’d like to bring the narrative feel of Calling Dice to a
fight as well, though, we offer the following system. Player characters have a minimum Defense of 1, as
normal, and may roll their highest Resistance Attribute
Clash of Myths replaces the traditional Action- to reflexively increase that number against incoming at-
Adventure combat system, doing away with stunts, range tacks. Do so the first time the character is attacked in a
bands, and other detail-oriented systems. It retains turn; if she’s not attacked, no need to roll. Each success
Initiative in order to ensure a smooth and fair progression adds 1 to the character’s Defense. That number persists,
of play. until it resets on the character’s next turn. Antagonists
ATTACKING should use a static Defense number as normal.
When you roll to attack during combat, describe A character may choose to actively Defend; in other
what you’re doing and decide which Calling of yours best words, to forfeit their action for the round for the sake
fits that action (the Storyguide may also weigh in, and of guarding against incoming attacks. Players must opt to
has the final decision if she disagrees!). Roll that Calling actively Defend before rolling their Resistance Attribute
+ an appropriate Attribute vs. the target’s Defense. If you roll to increase their Defense. If an actively Defending
exceed the target’s Defense, you successfully hit them. character is successfully attacked (the attacker rolls more
When you do, mark one of the target’s Injury Condition dice than her Defense), she may elect to suffer a Serious
or Armor boxes. Once all Injury Condition boxes are Consequence rather than mark an Injury Condition. If
marked, a character is Taken Out. the attacker doesn’t roll more dice than her Defense, she
doesn’t suffer a Consequence, not even on a tie.
If you fail to meet the target’s Defense, you instead
narrate consequences. Decide what happens as a result
of your attack. This is known as a Consequence, usually

132 CHAPTER FIVE: NEW RULES


STUNTS exceed the Defense, mark two Injury Conditions or
Armor boxes.
Some Traits, such as Guide, are able to grant special
stunts. Since Clash of Myths doesn’t use stunts the same MOTIFS
way default Scion does, use the following rules instead. In addition to their usual effects vis a vis Purviews,
If a stunt expands your capabilities, i.e., allows you to motifs extend a character’s narrative influence in Clash
do something you otherwise couldn’t, treat it like a motif of Myths. When narrating consequences, a player may
(see below) for the purposes of narrating consequences. draw upon any of their motifs to narrate a Consequence
If a stunt says you can do something, you can do it. that otherwise wouldn’t make sense. Typically, this will
If a stunt is designed to set up a later advantage or be a motif from a Relic, particularly a Relic weapon, but
inflict a debility of some kind, add +1 to any Consequence players are encouraged to get creative and draw out the
you inflict though narrating consequences that corre- mythic possibilities of any and all of their motifs.
sponds to the effect or situation the stunt describes. SHIFTING DAMAGE AND CONSEQUENCES
WEAPON TAGS Much like a knife fight, Scions shouldn’t expect to
Most weapon tags (Scion: Origin, p. 122) are narra- walk away from a fight in Clash of Myths without taking
tive in nature, such as Concealable. A few, however, have a hit or two themselves. Scions are a hardy folk, imbued
important mechanical effects that work slightly different- with divine ichor, and so can tolerate more abuse than the
ly in Clash of Myths. average mortal, but even they have their limits. Clash of
Myths offers Scions an additional means of coping with
• Aggravated: When you successfully land a blow potential injury —  offloading the consequences of vio-
(exceed your target’s Defense), narrate a Serious lence through their ties of Fate.
Consequence in addition to marking one of their
Mechanically, this system is straightforward; upon
Injury Condition or Armor boxes.
being struck in combat, a Scion’s player must choose to
• Arcing: Downgrade a target’s Cover by 1 category, either mark an Injury Condition or shift the burden to
to a minimum of none. one of her character’s Fatebindings. If she chooses the
• Automatic: This weapon may make a spray attack, latter, she does not mark an Injury Condition, but instead
targeting more than one enemy in close proximi- compels the Fatebound character, creating a situation that
ty. Make a single attack roll and compare it to all works to the Scion’s detriment. If the Fatebound charac-
relevant Defenses. Allies in the area of effect must ter is present, this event might occur during the fight it-
Defend against the attack as well. self; if they’re not, trouble will rear its head later (though
soon! Fate doesn’t like to be kept waiting). The character
• Brutal: This weapon inflicts particularly nasty or does not receive Legend for compelling this Fatebinding,
messy wounds and may have a tendency toward but it does count as compelling the Fatebinding for the
collateral damage. purposes of doing so this session.
• Piercing: This attack ignores Armor boxes, mark- In a narrative sense, shifting the burden of Fate in
ing Injury Condition boxes directly. this way often takes the form of lucky coincidences; a
• Shockwave: This attack may strike a number of Scion who is shot might be carrying a flask that stops the
targets equal to the value of the Calling rolled for bullet, or the gun might have misfired, or the bullet was
the attack. defective, and so on. If it makes sense for the compelled
Fatebinding, the Storyguide is encouraged to introduce
ARMOR TAGS appropriately themed obstacles as a result of the Scion’s
Like weapon tags, certain armor tags (Scion: Origin, action. A Scion who avoids a nasty burn might need to
p. 125) work differently in Clash of Myths. escape a building on fire due to accidental arson in the
near future if she offloaded the burden onto her Jinx, for
• Resistant: This armor protects against a certain
example.
type of damage or environmental condition.
SCALE STORYGUIDING CLASH OF MYTHS
Clash of Myths changes the flow of combat signifi-
When a rule or Trait in default Scion would allow
cantly —  every blow weakens the defense of a target.
you to employ Scale for an action, you gain the following
Coordinated and sustained action will quickly outstrip
effects for that action in Clash of Myths:
even the most ironclad of defenses, allowing characters
• Improved Consequences: Failing an attack roll al- to land decisive blows. Therefore, combat is less about
lows you to inflict Serious Consequences, and a tie tactical decision-making (what stunts should I purchase,
allows you to mark an Injury Condition or Armor how much Momentum should I spend, etc.) and more
box as if you’d exceeded the target’s Defense. If you focused on the narrative consequences of actions. Even
if a Consequence only affects a single roll, the event that

Mythic Scion: Narrative System Options 133


caused it still happened, and becomes a part of the narra- hand of Fate a far more active participant. For Heroes,
tive flow of events. this occasions a greater frequency of Fatebindings, but
Storyguides should be aware of these differences the mechanical aspect of Fate isn’t the only way to play up
and adjust encounters with enemies accordingly. A flood destiny at work. Be free with omens and portents, espe-
of Mooks, Foes, or similar Archetypes is considerably cially when characters are Overcharged. For Demigods,
more dangerous in Clash of Myths, since each will inflict the strength Fate employs begins to become downright
a Consequence every turn unless they manage to botch, dangerous. As the Scion binds not only individuals but
which is unlikely. They’ll still have only a single Health groups and even nations to their destiny, those reverber-
box and low Defense, so players are likely to take them ations echo ever more loudly. The Enhancement afforded
down quickly, but Consequences add up and if there’s to Fatebinding rolls will ensure that the World changes
tougher opponents on the field it can set players on the in rapid fashion where overcharged Demigods walk, and
back foot against them quickly. not always to the Demigod’s benefit.
STORYGUIDE CHARACTERS AND
CASUAL MIRACLES ANTAGONISTS
Purviews are the rawest expression of a scion’s bur- Applying the Casual Miracles rule modification to
geoning divine power. The Casual Miracles rules modi- Storyguide Characters and Antagonists requires no addi-
fication allows those Purviews to further influence the tional changes, save that Tension used to fuel Storyguide
character’s nature and actions, becoming an iconic part Character marvels is still spent rather than imbued. This
of who they are, making the following changes: frees the Storyguide from having to track their Tension
• Inherent Legend: All effects that would require expenditure to a deeper degree. Instead of treating that
the expenditure of Legend instead imbue that Tension spend as a 1-for-1 event as usual, though, the
Legend until the end of the scene. Storyguide chooses one of the Storyguide Character’s
Purviews, and for the duration of the scene the Storyguide
• Overcharge: Characters may “bank” Legend above Character may employ marvels of that Purview as they
their normal maximum if gained through Sacrifice desire. Activating additional Purviews requires the fur-
or Fatebinding; however, each excess Legend ther expenditure of Tension.
adds +1 Enhancement to all Fatebinding rolls and
adds 1 Tension to the Storyguide’s Tension Pool. UNFURLING LEGENDS
Overcharge Legend cannot be imbued, only spent,
Purviews represent the most nakedly divine part of
as a special exception to Inherent Legend.
a Scion’s incipient divinity, the powers of the World bent
• Inherent Motif: When choosing a starting to their will. Scions access these powers through motifs,
Purview or gaining a Purview via a Guide, choose a either associated with their pantheons, with Guides, or
motif that describes how the character relates to or with Relics. The Casual Miracles rules, above, allows
exemplifies that Purview. If the Purview is gained players to choose character-specific motifs for their
via a Relic, it uses the Relic’s motif instead. innate Purviews; the Unfurling Legends rules go a step
farther, allowing motifs themselves to become a core ele-
• Universal Motifs: Motifs from Purviews (includ-
ment of gameplay.
ing Relic motifs) may be used in Clash of Myths
combat (p. XX) like any other motif. Using Unfurling Legends rules, Purviews become a
Games using the Casual Miracles rules will have a permission, a key that opens a door to power. They grant
“higher power” feel, not because the characters are actu- their innate ability as usual, but everything else that flows
ally hitting any harder but because they’ll have a greater from that Purview takes the form of marvels. Boons are
capacity to employ obvious displays of divine might. That not used in these rules, though players should feel free
greater flexibility when it comes to using Purviews is to use Boons as inspiration for their marvels. Instead,
counterbalanced by the greater demands Fate will make the focus is placed upon motifs, which the characters
in the character’s life, as well as the greater difficulty the will accrue through the course of gameplay, and which
player characters will face as a result of the additional will greatly increase their power and flexibility. Each
Tension afforded the Storyguide. This will create a World motif, encapsulating a simple statement of a relationship
where even the youngest of Scions are forces to be reck- to power, becomes a lens through which that power is
oned with, able to engage with their divine powers from reflected.
the beginning of their Heroic lives, and the Storyguide BASIC RULES
shouldn’t hesitate to play up the larger-than-larger-than-
life feel of a World like this. • No Boons, Only Power: At character creation,
instead of choosing Boons, create a personal motif
By the same measure, those young Scions will be that resonates with the Scion’s Visitation and over-
far more the playthings of Fate than would normally be all character.
the case, and the Storyguide should lean in and make the

134 CHAPTER FIVE: NEW RULES


• No Encore: A Scion may employ a given motif and transformation they’ve experienced. The second
to create a marvel once a scene. For example, if a method applies to the entire Band: when completing a
Scion has three motifs, she may create up to three Band-term Deed, the entire Band may choose a common
marvels in a scene, once using each motif. motif they all share, reflecting the ties of legend between
• I Am the Legend: Legend is not spent or imbued them. Unlike with Fatebinding, Calling changes, or in-
to fuel marvels. Trivial uses of a Purview, instead of jury, this motif is optional; however, if the Band wishes
not costing Legend, don’t require the Scion’s player to form their own breakaway pantheon, such motifs are
to expend one of her motifs. an excellent starting point to define their new legend. A
Band wishing to do so, after defying one or more of their
GAINING NEW MOTIFS divine parents with the aid of a collective cult, might
New Motifs are gained through several methods: settle on the motif Greatness is reflected in the smallest
high-level Fatebinding, Deeds, and severe injury. A Scion of acts, an as-above-so-below statement that allows the
may gain one motif per session per method, though gain- Band to draw on the actions of others as a strength when
ing more than one motif in a single session should be employing their Purviews. If the Band succeeds in apo-
highly unusual. theosis and the foundation of a new Pantheon — a Band-
term Deed in and of itself, if ever there was one — they
When a Fatebinding’s Strength rises to 5, the
must define a Pantheon motif, one available to any of their
Fatebound Scion chooses a new motif, reflecting either
Scions in the future. Alternately, if they already possess a
the relationship or the circumstances surrounding it. For
motif they intend to serve in that role, they may elevate
example, if a Scion has a Canary who dies defending his
that motif instead.
beloved Scion, his player might choose the motif My aegis
is passion. Thereafter, he might use that motif with any Finally, serious injuries or other significant and
Purview, so long as the marvel he means to create reso- lingering changes in the Scion’s life may be used as the
nates with that motif — in this case, the motif is mainly basis for a new motif. For an event to qualify, it must ei-
defensive in nature, though clever use could see it spur ther cause a Persistent (or even permanent!) Condition
others to action on the Scion’s behalf as well. or be the narrative equivalent. Tyr is known for having
lost a hand, for example, and Odin his eye. Suffering dire
Deeds may be used to gain motifs in two ways. The
consequences for violating a geas might also qualify, with
first is through Failure and Adoption Deeds for Callings;
Storyguide approval. Such motifs are permanent, regard-
a pair of each, reflecting a successful change of Calling,
less of whether the character employs adaptive technol-
grants the Scion a motif reflecting the personal journey
ogy to circumvent a disability or even employs magic to

Mythic Scion: Narrative System Options 135


cure it — the motif is tied to the experience of injury and Fate into giving her what she wants. The Tempting Fate
sacrifice, rather than the thing itself. Storyguides should subsystem allows players to do much the same with the
not allow players who are too clever for their characters’ Storyguide.
own good to abuse this by repeatedly injuring and magi- The core of Tempting Fate is simple — when you
cally curing themselves. achieve a Deed, you may make a wager with Fate (i.e., the
For assistance in designing new motifs, we suggest Storyguide). The player must make an assertion on behalf
the use of the Legendary Title system (Scion: Hero, p. of their character regarding an event that has yet to hap-
191) for inspiration, choosing either a Calling the char- pen, for example, “If I met a centaur, I would surely drink
acter possesses or one that best exemplifies the event or him under the table!” The outcome of the wager cannot be
Fatebinding that led to the creation of the new motif. something easy or simple; the preceding example is cer-
tainly neither, for centaurs are known for their fondness
STORYGUIDING UNFURLING LEGENDS for drink. The Experience normally awarded for the Deed
Motifs are more than mechanical widgets that let in question is held in abeyance, and the Storyguide will
play Scions do wondrous things with their Purviews, then, in the near future, arrange for a chance for the Scion
they’re also a tool for the Storyguide to relate the player’s to prove it.
character to the World around them. The cloud of mo-
Short-Term Deeds lead to short-term wagers, events
tifs a Scion will collect over the course of play become,
that require no more than a scene to test and can be wo-
in a sense, her Mantle, the divinity surrounding her that
ven into the fabric of the narrative, like a set-piece in a
she will, one day, incarnate within through apotheosis.
movie. The aforementioned centaur drinking contest,
Therefore, a Scion’s motifs inform the deity she’s becom-
for example, could qualify, if the Scion just happened to
ing — the choices a player makes when she chooses a new
run into a centaur at a local dive bar while following up a
motif is a brightly-lit neon sign pointing the Storyguide
lead on a stolen Relic. There might even be a clue hidden
toward the kind of Goddess she wants her character to
behind the drinking contest, for Fate works in strange
become.
ways. If a Scion successfully satisfies the terms of such
Lean into that. Let motifs become themes, not con- a wager, she gains not only the wagered Experience, but
stant but recurring. Players will naturally favor certain an extra Experience to boot. If unsuccessful, she gains
motifs, so pay attention to which get the most use. Play the Experience but also a negative Condition fitting the
along, but test the waters with themes associated with circumstances of her ignominious failure.
motifs that might see less play as well. This not only helps
Long-Term Deeds, by contrast, involve significant
the Storyguide build a legend around the Scions without
effort and danger, and are the sorts of events that an en-
narrowing the focus too much, but also gives players
tire session could revolve around. It might be a side-story,
a chance to use those motifs. In Demigod play, this is
a lull between major events in the story arc, or it might
especially helpful when constructing the circumstances
be intimately tied into the ongoing story. To continue
and tenor of the Scion’s apotheosis, even more so if the
the example, a mere friendly drinking contest with a
entire Band is chasing apotheosis hoping to start their
centaur wouldn’t satisfy the terms of such a wager, but
own Pantheon.
a simple raising of the stakes changes that. Instead of a
TEMPTING FATE: friendly contest, imagine one conducted at spearpoint in
the aftermath of a ruined Thessalian wedding — and if the
ADVANCEMENT OPTIONS Scion loses, it might lead to a new Centauromachy! That’s
Deeds are the primary means of gaining Experience. a wager worthy of Fate’s attention for a Long-Term Deed.
The more Short-Term and Long-Term Deeds a Scion Successfully fulfilling such a wager grants the wagered
completes, the more powerful they will grow. Band Experience as well as either two additional Experience
Deeds keep the Band at the same relative level, in terms or a temporary one-use Path associated with the event. A
of Legend, and provide an overall arc for the story. Scion who fails such a wager gains her Experience back,
Deeds are also a setting element of Scion, an in- but also an appropriate persistent Condition — and she is
World metaphysical event that actively builds a Scion’s likely to be in serious trouble as well!
ties to Fate, slowly binding them to a divine mantle that If possible, wagers should reflect their associated
one day, should they choose to take that path, they will Deeds, sharing themes or aesthetics, but it’s not required.
incarnate into and become a God. A savvy Scion can use Failed wagers may also count as Failure Deeds for the
the Deeds she accomplishes as a kind of leverage, to steer purposes of Callings if they meet the necessary criteria.

136 CHAPTER FIVE: NEW RULES

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