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Scion Players Guide - Saints and Monsters
Scion Players Guide - Saints and Monsters
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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
table of contents 5
“I do not know whether there are gods, but there ought to be.”
— Diogenes
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
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
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, 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.
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
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,
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
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
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
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
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 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.
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
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
HUMANOID for rolls where this sense is useful. However, you cannot
pass as human, and because people cannot read your
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
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
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
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).
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.
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
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.
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).
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.
SORCERY and how she can use her magic, the Sorcerer draws
on some of the power of Fate itself. If she breaks
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
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
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
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
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
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
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.
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
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
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
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
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.
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
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.
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.
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.
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.
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
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,
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
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.