Dodge DV: [Dexterity + Athletics + Legend] / 2
Parry DV: [Dexterity + Melee or Brawl + Defense] / 2
| Situation | DV Modifier | Type | Page |
|---|---|---|---|
| 30% Hard Cover (Shield) | +1 | C | 193 |
| 60% Hard Cover | +2 | C | 193 |
| 90% Hard Cover | +3 | C | 193 |
| Higher Than Attacker | +(1 - 3) | C | 193 |
| Lower Than Attacker | -(1 - 3) | C | 193 |
| Onslaught Penalty | -1 / (Legend) attacks | L | 193 |
| Prone | -1 melee / +1 ranged | C | 198 |
| Suffer Multiple Attacks | -(1 - 2) | I | 193 |
| Taking Actions | -(Defense Penalty) | L | 189 |
| Under Coordinated Assault | -(varies) | I | 189 |
| Unstable Terrain | -(1 - 3) | C | 199 |
| Wearing Armor* | -(Mobility Penalty) | C | 204 |
| Wound Penalties | -(1 - 4) | C | 195 |
| Action | Speed | DV Penalty |
|---|---|---|
| Aim | 3 | -1 |
| Attack | Varies | -1 |
| Attack Twice | Varies | -2 |
| Coordinate Assault | 5 | -2 |
| Dash | 3 | -2 |
| Driving | 5 | -1 |
| Get Object | 5 | -1 |
| Guard | 0 | 0 |
| Hide | 5 | -1 |
| Inactive | 5 | * |
| Jump | 5 | -1 |
| Miscellaneous | 5 | -1 |
| Move | 0 | 0 |
| Rank | Auto Succ | Lifting | Throwing | Pres Reroll |
|---|---|---|---|---|
| 1 | 1 | +500 lbs. | x2 | 1 |
| 2 | 2 | +1,000 lbs. | x4 | 2 |
| 3 | 4 | +2,000 lbs. | x8 | 3 |
| 4 | 7 | +10,000 lbs. | x40 | 4 |
| 5 | 11 | +50,000 lbs. | x200 | 5 |
| 6 | 16 | +125 tons | x1,000 | 6 |
| Rank | Auto Succ | Lifting | Throwing | Pres Reroll |
|---|---|---|---|---|
| 7 | 22 | +625 tons | x5,000 | 7 |
| 8 | 29 | - | - | 8 |
| 9 | 37 | - | - | 9 |
| 10 | 46 | - | - | 10 |
| 11 | - | - | - | 11 |
| Name | Prereq | Cost | Effect |
|---|---|---|---|
| Crushing Grip | Lethal in a clinch | ||
| Holy Bound | Double jump distances | ||
| Holy Rampage | 1L | 1/2 object hardness when you attack it | |
| Hurl to the Horizon | Double throwing distances | ||
| Uplifting Might | 1L | Double lifting capacity | |
| Divine Rampage | Holy Rampage | 1L / Action | If you do not control the object you are attacking, halve it's soak. Otherwise negate it. |
| Divine Wrath | Crushing Grip | 1L | Lethal damage when unarmed, or Agg if spending a Legend in a clinch |
| Knockback Attack | 1W | Attack can deal 1 yd. of knockback per threshold success instead of damage | |
| Mighty Heave | Hurl to the Horizon | 1L | Triple throwing distance, Bashing thrown weapons become piercing and lethal, while Lethal ones ignore armor. |
| Shockwave | 1L | Shockwaves on the ground damage or knock foes prone | |
| Disfiguring Attack | Divine Wrath | 5L | Inflict Aggravated damage (no epic strength bonus) with an unarmed attack. Wounds leave scars that last forever. |
| Divine Bound | Holy Bound | 10L | Jump distance multiplied by 10. If damaged while jumping have one chance per dot of Epic Strength to land safely via (Dex + Athletics). Failure means a dangerous fall. |
| Hurl to the Moon | Mighty Heave | 2L | Throw something with a feat of strength to the same distance he could throw a dart. Damage is Piercing and Aggravated. |
| Knockback Wave | Knockback Attack | 5L | Area of effect out to (Legend) yards may knock others over. Distance is one yard per threshold success on a Strength roll vs. the person's DV. |
| Making It Look Easy | Feats of Strength require barely any effort, and can be combined with multiple actions. | ||
| Hang On | 1L | Continue a feat of strength for (Legend) days. | |
| Armor Crusher | Holy Rampage | 5L | All melee attacks are Piercing for the scene. |
| One Inch Punch | Crushing Grip | 3L | Apply the full force of your strength with a single limb and/or restricted range of motion. |
| Titanium Tools | Your tools are not destroyed by epic strength usage. |
| (Str. + Ath.) | Lift (lbs) | Sample Feat |
|---|---|---|
| 1 | 40 | Lift two microwaves, rip tough plastic |
| 2 | 80 | Lift a grown man, kick through a wooden plank |
| 3 | 220 | Punch through a wooden door |
| 4 | 350 | Lift a refrigerator, bend an iron bar |
| 5 | 450 | Lift a calf, lift a motorcycle or kick a wooden door to flinders |
| 6 | 550 | Punch through a reinforced wooden door |
| 7 | 650 | Snap an iron bar over one knee |
| 8 | 800 | Lift a light horse, rip a chain-link fence apart |
| 9 | 1,000 | Pull a car in neutral by yourself as fast as you can run |
| 10 | 1,200 | Lift a heavy horse or full-grown cow |
| 11 | 1,400 | Pull a car with the parking brake on, knock down a brick wall with repeated blows |
| 12 | 1,600 | Kick a reinforced wooden door to pieces, rip a fence from the ground, rip iron bars out of the wall |
| 13 | 1,800 | Lift ten adults (or five sumos), punch through a metal door |
| 14 | 2,000 | Break out of handcuffs, knock down supporting walls through sheer strength |
| 15 | 2,200 | Punch through a stone wall, kick a metal door to pieces |
| 16 | 2,500 | Lift an average car, kick nearly any door open |
| 17 | 3,000 | Punch through a metal door, pull down walls |
| 18 | 3,500 | Flip an SUV, hold a muscle car in place while the engine revs |
| 19 | 4,000 | Tear steel with your bare hands |
| 20 | 4,500 | Knock semis over with a well-placed shove |
| 21+ | +500 per | Incredible things - do your best to extrapolate! |
| See also the modern weights table |
| Name | Prereq | Cost | Effect |
|---|---|---|---|
| Cat's Grace | Always stay on your feet, regardless of Knockback or terrain. Suffer no dice penalties to actions from unstable terrain | ||
| Lightning Sprinter | 1L | Doubles dash and negates movement penalties from mud or water while dashing | |
| Monkey Climber | Climb at full speed and still take other actions | ||
| Trick Shooter | Double aiming bonus and no penalty for disarming with a ranged attack | ||
| Untouchable Opponent | 1L | Double Epic Dex to Dodge DV and ignore up to Epic Dex in terrain penalties | |
| Divine Balace | Cat's Grace | Walk on almost anything, even if it doesn't support your weight | |
| Escape Artist | (1L) | Add +1 success / Epic Dex dot to escaping clinches, Can spend 1L to escape bonds while not directly being watched | |
| Ricochet Symphony | 1L | Throw around corners, negating up to Epic Dex dots worth of cover. Can also mitigate disarming penalties | |
| Spider Climber | Monkey Climber | 1L | Climb like a spider |
| Whirlwind Shield | Untouchable Opponent | 1L | Parry DV applies to missiles for a scene, including bullets with a stunt and a strong blocking device. |
| And the Crowd Goes Wild | (1L) | Dice from Athletics are automatically counted as success. May spend 1L to count Athletics Arete dice as successes as well. Static values derived from athletics (such as DV) are unaffected. | |
| Anti-Gravity Climber | Spider-Climber | 1L | Climb at Dash speeds and walk upside down. Climbing is no longer an action, so may be combined into multiple actions. Knockback or knockdown requires a (Dex + Athletics) roll to avoid falling. |
| Perfect Partner | Coordinate easily with others' movements, automatically attaching oneself to Coordinated Assault. Automatically coordinated when attacking alongside one other person. | ||
| Photographic Penmanship | 1L+ | Perfectly draw 1 sq. yd. of something previously seen, +1 sq. yd. / Legend beyond the first. | |
| Roll With It | 1L | Add Epic Dex dots to soak in step 6. | |
| Fast As Thought | Lightning Sprinter | 1L | Double dash distance (including Lightning Sprinter) and ignore gravity for short bursts. Lasts 1 scene. |
| Microscopic Precision | 1L | Manipulate absurdly fine objects for one scene. | |
| Omnidexterity | True ambidexterity plus only take half penalties from awkward limb usage. | ||
| Shot to the Heart | Trick Shooter | 3L | Reduce targetting penalties by (Epic Dexterity) for one scene. |
| Name | Prereq | Cost | Effect |
|---|---|---|---|
| Damage Conversion | 1L | Convert Lethal damage from an incoming attack to bashing | |
| Holy Fortitude | Go without food, sleep, or water for twice as long, and double time for strenuous activity | ||
| Inner Furnace | Survive on any organic sustnance and water no matter how polluted | ||
| Self-Healing | 1L | Heal one Bashing or Lethal health level | |
| Solipsistic Well-Being | 1L + 1W | Ignore all damage from one unsuspected attack, usable once per scene | |
| Body Armor | (1L) | Can parry lethal attacks while unarmed, or spend 1L to grow Armor with Bashing and Lethal soak equal to Legend for a scene. The ichor coating has a -1 Maneuver penalty and can be hidden under clothing or other armor. | |
| Devourer | Inner Furnace | Eat or drink practically anything | |
| Divine Fortitude | Holy Fortitude | Doubles how long you can work strenuously, negates the need for food, or negates the need for water. Can be taken once per activity being negated | |
| Regeneration | Self-Healing | 1L | Spend 1L to heal 1 Aggravated health level, or regrow lost body parts. |
| Skin-Shedding | 1L + 1W | Reflexively negate damage from one attack that causes knockback. Knockback still occurs, and the effect can be used once per scene. | |
| Divine Damage Conversion | Damage Conversion | 5L | Reduce incoming Aggravated damage to Lethal. |
| Extended Youth | Never grow old. | ||
| Impenetrable | Body Armor | Upgrade Body Armor to add Aggravated soak equal to 1/2 Legend. Can also extend the armor sheathe around clothing. | |
| Internal Refinery | Devourer | 5L / dose | Immune to poisons and toxins, and can refine any poison or toxin exposed to into an antidote that removes a dose of the toxin from anyone it's administered to if done within one scene. |
| Tireless Worker | Divine Fortitude | Work tirelessly. | |
| Raise Your Glass | Use drinking to regain Legend, but can't use Epic Stamina to resist its effects. | ||
| Whale's Breath | 1L | Triple time without breathing. Can speak underwater and need not fear losing breath from damage. | |
| Invulnerable Nail | Body Armor | 2L | One small part of your body gains (Epic Stamina) hardness, and lowers damage pools by the same amount. Can keep full unarmed Parry DV when otherwise restricted (such as in a clinch). |
| Raging Bull | 3L | Gain +2 dice instead of -2 when 4 health boxes are full. Gain +4 dice if health levels from high Epic Stamina are full. Also, can spend 1L to regain 1W whenever damage is taken. | |
| Under Pressure | Never harmed by pressure or atmospheric changes. |
| Name | Prereq | Cost | Effect |
|---|---|---|---|
| Benefit of the Doubt | 1L | Force someone not to dismiss your next statement | |
| Blessing of Importance | 1L | Once per scene replenish Mortal Willpower, or (Epic Charisma) Willpower for supernaturals. | |
| Charmer | 1L | Convinces someone to help you, if you can say the right words. Lasts one scene. | |
| Inspirational Figure | 1L | Give an inspiring speech to give all listeners a point of Willpower when it's over | |
| Never Say Die | When knocked down, reassure your Band to replenish 1W per health level of damage taken. Once per scene, triggerable before being knocked unconscious (but not dead). | ||
| BFF | Blessing of Importance | 1L | Treat a Scion like a friend to replenish their Willpower. If mortal, they also gain a dot of temp Willpower for the scene. When the dot goes away, their Willpower replenishes again. |
| Crowd Control | 1L + 1W | Calm a crowd for a scene, either via roleplaying or a (Cha + Pres) roll that calms three people per success. May require an opposed roll if the mob is being controlled. | |
| Pied Piper | 1L + 1W | Mortals flock like paparazzi until sunrise. Resisted by (Will + Int + Leg), difficulty is your Legend. | |
| Preach On | Inspirational Figure | 1L | Give an uplifting speech to a willing audience. Mortals and Scions have their Willpower replenished. Can also be used to replenish 1W for a group of titanspawn. |
| Unimpeachable Reference | 1L | Confer the effects of the Benefit of the Doubt knack to someone acting on the Scion's behalf. | |
| Borrowed Credibility | Unimpeachable Reference | Lend Epic Charisma to others (see God, pg. 67 for effects and duration) | |
| Boys Will Be Boys | 1L | Target person with lower or equal Legend you've offended is no longer upset. Those of equal Legend resist your (Cha + Leg + Pres) vs. their (Will + Int + Leg). | |
| Divine Figurehead | Pied Piper | 1W + 1L | As Pied Piper, but the party comes to you and includes Scions and other supernatural beings. |
| Engender Love | Charmer | 1L | (Cha + Pres + Leg) vs. (Will + Int + Leg) to cause love for (threshold successes) days. |
| Hapless Cool | 1L | No matter what happens, for the rest of the scene you're Cool. | |
| Blame James | Boys Will Be Boys | 2L | Activate along with the prereq knack to blame someone else. |
| Instant Seminar | Inspirational Figure | 2L | After 1 minute lecture roll (Charisma + Presence + Legend) to give that many targets the ability to use one of your abilities in place of theirs. Can grant 3 dots at Hero, 4 at Demigod, and 5 at God. |
| Paragon of Virtue | Inspirational Figure | 2L | After 1 minute lecture roll (Charisma + Command + Legend) to give that many targets 1 temporary dot in a virtue you possess. |
| Name | Prereq | Cost | Effect |
|---|---|---|---|
| Blurt it Out | 1L | If the subject of someone's guilt has come up in conversation, force them to say it. | |
| God's Honest | 1L | Make a gesture of trustworthiness while telling a lie to make it completely believed. | |
| Overt Order | 1W | Bark out a command that the target must obey. | |
| Stench of Guilt | Know when someone is hiding something about the current topic. | ||
| Takes One to Know One | Always know when a lie is told. Those using God's Honest trigger a normal detect lies attempt. | ||
| Advantageous Circumstances | Coincidences fall for you like dominoes, resulting in a temporary personal gain. | ||
| Hard Sell | Overt Order | 1W | As Overt Order but affecting a group. |
| Instant Hypnosis | Overt Order | 1W | A moment of eye contact hypnotizes. Scions of lesser or equal (Willpower + Legend) can resist; those with higher totals are immune. Success allows the implanting of a single command. |
| Knowing Glance | 1L | When you are aware that another is hiding a secret, make eye contact to drain their Willpower pool. Works once per day and fails if they are not actually hiding the secret. | |
| Rumor Mill | 1L | Roll (Man + Pres) to seed a rumor. See Demigod pg. 61 for timing and distance. | |
| Implant False Memory | Instant Hypnosis | As Prereq | Implants false memories into those you have hypnotized. |
| Kill the Messenger | Blurt It Out | 3L | As Borrowed Credibility, but for Epic Manipulation. Can also seed a message other than the one the messenger believes he carries. |
| Mass Hypnosis | Instant Hypnosis | 1W + 1L | Roll (Man + Cmd + Leg) vs. the target audience's average (Will + Leg), a post-hypnotic suggestion is implanted in up to (successes) members. Resisted as Instant Hypnosis. |
| Secondhand Persuasion | Use Epic Manipulation through the written word. | ||
| Trendsetter | Rumor Mill | 2L | Roll (Man + Pres) to start a new trend. See God, pg. 70 for details. |
| Deprogramming | Takes One to Know One* | X + 1L | Pay 1 more Legend than the target knack to remove its effects from another. Must beat the original roll and know the knack. |
| Not the Face | 1L | Once per scene, beat your attacker in a (Man + Emp + Will) vs. (Will + Int + Leg) roll to delay their attack by one tick. | |
| Return to Sender | Overt Order | 1L | Force a target on an Epic Manipulation inspired task to return when it is finished. |
| Name | Prereq | Cost | Effect |
|---|---|---|---|
| Center of Attention | 1L / minute | All eyes turn to your entrance. Supernaturals can spend 1W to resist the knack for one minute. | |
| Come Hither | 1L | Anyone seeing you (even a picture) and being asked to join you will make all due haste to join you. Does not work on Scions with more dots of Epic Appearance than you. | |
| Dreadful Mien | Hideous Appearance | 1L | Target flees until sunrise. Does not work on hideous Scions with more Epic Appearance. |
| Lasting Impression | 1L | Your impression lingers, granting +1 Will and +1 die for skills if you're beautiful, or -1 Will and -1 die if you are hideous. One target at a time for 24 hours. See Hero for abilities affected. | |
| Serpent's Gaze | 1L | Force someone to maintain eye contact as a diceless action. Targets with Legend >= your own can escape one action after the gaze starts by spending 1 willpower. | |
| Blinding Visage | 1L | Blind the target for the scene. If you're beautiful they wander; if ugly, panic. | |
| Compelling Presence | Serpent's Gaze | 1L / Person | As Serpent's Gaze without eye contact on up to (Epic Appearance + Legend) targets. |
| Inescapable Vision | Lasting Impression | 1L + 1W | The victim is plagued with reoccuring visions of the Scion's face. |
| My Eyes Are Up Here | 1W | Mortals ignore your Appearance for a scene. | |
| Perfect Actor | 1W | Perform an emotion so well that viewers also experience it. | |
| Detail Variation | My Eyes Are Up Here | 1L | Change a minor physical detail. Can also become perfectly clean or incredibly filthy. |
| Doin' Fine | Always look perfectly fine no matter the injuries sustained. | ||
| Tailor Made | Detail Variation | 1L | Create clothing from your ichor. |
| Undeniable Resemblance | Detail Variation | 5L | Make radical alterations. Impersonations require (Dex + Empathy) roll difficulty (1 + Legend). |
| Unusual Alteration | Undeniable Resemblance | 1L | As prereq, but can look nonhuman. Lasts until changed back by another activation. |
| Game Face | Beautiful Appearance | 1L | Target flees until sunrise. Does not work on beautiful Scions with more Epic Appearance. |
| Do Not Want | Dreadful Mien | 3L | Roll (App + Pre + Leg). When someone first attacks you they must beat your roll with (Will + Int + Leg) or the difference becomes a DV bonus until the end of the scene. Doesn't work if they're more epicly hideous than you. |
| Meet Me Backstage | Come Hither | 1L | As Come Hither, but have them meet you somewhere else. |
| Visage Great and Terrible | 3L | Shift epic appearance from hideous to beautiful and vice versa. |
| Name | Prereq | Cost | Effect |
|---|---|---|---|
| Perfect Pitch | Perfectly identify the quality of sounds, and can recognize security codes and phones numbers by the sound of their beeps. | ||
| Predatory Focus | Track by scent or near-invisible physical traces with a successful Perception + Survival roll. | ||
| Refined Palate | Analyze compounds with a sniff or tentative taste and can sniff out poisons or other harmful additives. | ||
| Subliminal Warning | Add (Epic Perception) dice to the Wits + Awareness roll to detect an ambush. | ||
| Unfailing Recognition | (1W) | Automatically recognize those Fatebound to you. Can spend 1 Willpower to lock a non-Fatebound person into the knack and be able to recognize them from there on out. | |
| Broad Spectrum Reception | Senses extend up and down the spectrum, far beyond mortal boundaries. | ||
| Environmental Awareness | Subliminal Warning | Perfectly in tune with and can detect all aspects of the local environment. also has an unfailing sense of the passage of time. | |
| Spatial Attunement | Can navigate an area with only aquick glance, and ignore blindfighting penalties. | ||
| Supernal Hunter | Predatory Focus | Follow a trail no older than 24 hours no matter where the prey flees, even through the air or water. | |
| Telescopic Senses | Sense things from the limit of their range. | ||
| Clairvoyance | Telescopic Senses | 5L | See, hear, and smell a location you've spent a scene at in the past. Taste and touch become line of sight. Sensing something on another plane of existence triples the cost. |
| Hear Prayers | Legend 9+ | Hear the prayers mortals direct your way. | |
| Parallel Attention | 3L | Need never fear being overwhelmed by simultaneous sensory input. Can perfectly discern amongst all inputs. Lasts one scene. | |
| Rarefied Electromagnetic Perception | Broad-Spectrum Reception | (1L) | Need not concentrate for Broad-Spectrum Reception. 1L allows watching tv signals, hearing radio waves, etc. |
| Sense Fatebond | (1L) | Detect nearby active Fatebondings. 1L reveals who is Bound one and who is the target. | |
| In Your Dreams | Subliminal Warning | 1L | Retain nonvisual knowledge of what occurs while you sleep. |
| Real McCoy | 1L | See through shapeshifted disguises (but not illusions). | |
| Scent the divine | 1L | Smell other Scions' ichor, and possibly recognize their pantheon. | |
| Fool Me Once... | 2L | See through illusions for a scene, and recognize the creator if it is familiar. |
| Name | Prereq | Cost | Effect |
|---|---|---|---|
| Fast Learner | 1/2 xp to learn Academics, Medicine, Occult, Politics or Science. | ||
| Know-it-all | You're a wellspring of obscure trivia that can help when the band is stumped. | ||
| Math Genius | Perform instant calculations and estimations. | ||
| Perfect Memory | Remember everything. | ||
| Teaching Prodigy | 1/2 xp for your students to learn abilities you possess. | ||
| Cipher | Break any non-Epic encryption without a roll. Can also write codes for a spcific individual that cannot be broken without Epic Intelligence. | ||
| Language Mastery | Learn a language by hearing a few sentences. | ||
| Multitasking | Simultaneously perform up to Legend simultaneous mental actions with no distraction or multiple action penalties. | ||
| Star Pupil | Fast Learner | 1/2 xp cost for Athletics, Brawl, Craft, Control, Investigation, Larceny, Marksmanship, Melee, Survival and Thrown. | |
| Wireless Interface | Can access a computer you can see, albeit at a -2 distraction penalty. Multitasking negates the -2. | ||
| Blockade of Reason | 1L | Add bonus succecces from Epic Intelligence when resisting supernatural influence with (Willpower + Integrity + Legend). | |
| Instant Translation | Language Mastery | Read anything. | |
| Speed Reader | Read two facing pages in the time it takes to blink. | ||
| Telepathy | 1L / thought | Send mental messages to someone you can see. | |
| Well-Read-Virgin | Know-It-All | Add Epic Intelligence bonus successes to rolls to gather information even without having any dots in the ability. | |
| Fight with Your Head | 1L | Negate up to (Epic Int auto-Successes) bonus dice or successes from an opponent for the rest of the scene. | |
| Axiom | 3L | Roll (Intelligence + ability + Legend) to state an assumption based on evidence and immediately learn if it is true, false, or misguided. See Companion for difficulties. | |
| Concept to Execution | Fast Learner, Star Pupil | 5L | Create gadgets to replace another item's function, temporarily replace a relic, or perform a specialized new function. Roll (Intelligence + Craft + Legend) vs. a difficulty laid out in the Companion. |
| Tactical Planning | Use Intelligence rather than Wits for Join Battle unless you're surprised. |
| Name | Prereq | Cost | Effect |
|---|---|---|---|
| Instant Investigator | 1L | Wits + Investigation to instantly investigate a crime scene. | |
| Meditative Focus | -1 Environmental distraction penalty per dot of epic Wits. | ||
| Opening Gambit | 1L | Go first in a Join Battle roll (highest Wits + Epic Wits if multiples use this). | |
| Rabbit Reflexes | Double your DV against unexpected attacks. | ||
| Social Chameleon | Must dress the part, but won't accidentally embarass yourself or stand out in a social environment. | ||
| Cobra Reflexes | If attacked by surprise your lightning quick return attack surprises the atacker as well. | ||
| Eternal Vigilance | Cannot be taken by surprise, even with supernatual means. Can roll to notice attacks while sleeping. | ||
| Instant Assessment | 1L | Instantle assess another's combat abilities in relation to your own. | |
| Monkey in the Middle | Suffer no coordinated attack or onslaught penalties. | ||
| Perfect Imposter | Social Chameleon | Know what the people you're around expect of the person you're impersonating. | |
| Jack of All Trades | 2L | Add Epic Wits dots as bonus successes to abilities with no dots in them. | |
| Opening Salvo | 1L | A witty insult costs the target 1 Willpower. | |
| Psychic Profiler | Instantly size someone up with lower Legend. Tells age, height, weight, presence of divine heritage. A short conversation reveals Nature, calling, primary Virtue, and current Fatebond. | ||
| Scathing Retort | Opening Salvo | 1L | A devestating comeback strips them of all their Willpower and prevents them from being regained for one full day. Can defend against an Opening Salvo, possibly starting a chain reaction of insults. |
| Talent Mirror | Instant Assessment | 2L / pool | Copy someone else's dice pool or DV. Usable once plus once per extra Legend spent to activate. A DV may be copied up to (Legend times). |
| Adaptive Fighting | 1-3L | When you miss someone, spend 1L to add Epic Wits dice to your next attack against them (max = 3). Demigods may spend 2L to set the cap at 6, and Gods may spend 3L to use their full Epic Wits. | |
| Between the Ticks | Opening Gambit | 3L | Interrupt after any action, once per scene. |
| Don't Read the Manual | 1L | Use any item as if you had 1 dot in the appropriate ability. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Animal Communication | Int + Animal Ken | Can communicate with an animal | |
| 2 | Animal Command | 1W | Cha + Animal Ken | Command a single immediate action or one with a single condition. Must have Animal Communication (Animal •) or be restricted to simple nonverbal cues. |
| 3 | Animal Aspect | 1L / Action | Sta + Animal Ken | By meditating on a token of his animal for one Speed 3 action, can enhance an attribute associated with the animal by adding one die per activation to all tests using that attribute. |
| 3 | Faunaphagia | 1L + 1W | Sta + Animal Ken | Borrow up to (successes) dots of abilities from an animal by eating a piece of it. Lasts the scene. |
| 4 | Ride Animal | 1L | Int + Animal Ken | As Horse (Cheval ••••) , but for an animal or Birthright Creature only. Non-birthright creatures impose a penalty to the activation roll equal to their Intelligence. If a Nemean is targetted, multiply the difficulty by (Legend + 1). |
| 5 | Animal Feature | 1W + 1L / Feature | Sta + Animal Ken | Changes portions of your body to match the chosen animal. Up to one feature per 5 successes can be gained, and a general rule is that no dice bonus can be higher than the Scion's Legend. |
| 6 | Animal Form | 1W + 1L | Sta + Animal Ken | Transform into a specimen of the chosen animal. Physical attributes are as a mundane version, Mental attributes are unchanged. Mental Epic Attributes and Knacks are retained, physicals are lost. |
| 7 | Create Animal | 1W + 1Lethal / Creation; 1L / set of units | Create mundane animals of your chosen type. Number and size are determined by Legend spent (see pg. 71) | |
| 7 | Paper Tiger | 1W + 5L+ | Int + Art | Create animals from artwork. See Companion pg. 29 fordetails. |
| 8 | Epic Enhancement | (1W + 3L) / Attr and (1W + 5L) / Epic Attr | Int + Animal Ken | Increase beast's mental and social attributes to a max of 5. Increase Dex up to double. Higher cost allows up to 3 Epic dots per physical attribute or size increased by 50%. Usable only once, and increases beast's Legend by 1. |
| 9 | Hybrid Chimera | 10L, 15L, or 20L | Int + Animal Ken | Combine multiple animal types, diffficulty is total Stamina of base creatures.See God, pg. 81 for stats and size of the newly created animals. |
| 10 | Protean Understanding | Apply animal boons to all animals. | ||
| 11 | The Beast | 1W + 30L | Hear thoughts of animals. Devour extras by the dozen. Crush homes underfoot. Set perfect ambushes, hunt/track perfectly, immune to mortal weapons, and can never be snared. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Eye of the Storm | 1L / Scene | Become an island of calm in a chaotic setting. No damage will be taken from incidentals, but directed attacks are unaffected. | |
| 2 | Hornet's Nest | Int + Awareness | Learn what action will cause or defuse the most chaos in the scene. | |
| 3 | Paralyzing Confusion | 1W | Wits + Empathy | The target freezes, unable to speak, think, or act. Lasts 1 action per activation success, and retroactively erases memory for that long as well. Targets of greater Legend are immune. Those of equal Legend resist with (W + I + L). |
| 4 | Sabot | 1W | Int + Craft | Break a chine by looking at it. Activation successes set the difficulty for the Dex + Craft roll to fix it. |
| 5 | Recurring Distraction | 1L / Point | Wits + Empathy | Unless resisted with (W + I + L) you stick a small bit of inanity in the subject's head that they can't get out. They then suffer a penalty of up to your Legend for 24 hours. |
| 5 | Labyrinthine Lingering | 5L | Wits + Awareness | Stand in a crossroads and prevent anyone from determining direction within it. Does not affect anyone of higher Legend, but others with Legend can resist with Per + Awareness + Legend |
| 6 | Crawling Chaos | 1W + 3L | Wits + Empathy | As Paralyzing Confusion (Chaos •••), but communicable by touch and lasts 1 hour / Legend. |
| 7 | Instant Riot | 1W + 5L | Cha + Presence | Start a riot of 5 people per activation success and spiralling from there. It lasts one hour per Legend unless stopped by an external force. Rioters lose all Willpower for a week from shame. |
| 8 | Insanity | 5+ L | Man + Empathy | Affects up to Legend targets, plus Legend more for each 1L spent beyond the starting 5. Legend 1-4 creatures go permanently insane. Those of Legend 5-8 are insane for one day per threshold success. Legend 9+ lasts for only hours. Victims have no memory of their period of insanity. |
| 8 | Unlikely Pattern | 1W + 10L | Wits + Craft | Throw a collection of items into the air and have them come together in the form desired. See Companion 2 for difficulties. |
| 9 | Shuck Fate | (1W + 5L) / bond | Wits + Occult | May push Fatebonds onto others. See Sep 2007 Quarterly (pg 23) for details. |
| 10 | Unintended Purpose | 1W + 10L | Wits + Craft | Use any item as if it were a completely different item if the size of the intended use is of equal or lesser size to the object being used. |
| 11 | The Void | 1W + 30L | Areas you pass over or through are wreathed in chaos as matter reshapes itself and even Titanspawn find themselves going against their natures. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Night Eyes | Darkness no longer causes visual penalties. | ||
| 2 | Shadow Mask | 1L | Dex + Larceny | Face unrecognizably wreathed in shadow and voice becomes an unidentifiable whisper. Lasts up to 24 hours and resists even the brightest of lights. |
| 2 | Afraid of the Dark | 1L | Man + Empathy | Target loses 1W. Does not affect those of higher Legend. Those with equal or lower resist with (W + I + P). |
| 3 | Shadow Refuge | 1L | Dex + Stealth | Hide within any shadow that can hold your body size. Mundane detection automatically fails. Can move within the shadow, but may require Dex + Stealth rolls. |
| 4 | Shadow Step | 1L | Step into one shadow and emerge from another within line of sight. Works as part of a normal Move action. | |
| 4 | Absorb Light | 2L | +(Legend) dice for stealth. Immune to the Sun purview of those with Legend lower than yours. Lasts 1 scene. | |
| 5 | Shadow Craft | 1W or (1W + 1L) | Dex + Art | For 1W can reshape shadows. For 1W + 1L can create non-mechanical items from shadow. Difficulty is based on complexity and size (see pg. 72). |
| 6 | Shadow Shroud | 1W + 3L | Strength | Create pitch black in an area out to (successes x 5) yards. Lasts as long as the Scion stays within it and wills it to, although direct sunlight drops the radius by 10 yards per hour. |
| 7 | Shadow Bodies | 1W + 5L | Cha + Presence | Create one shadow copy of yourself per 5 successes. They have your mundane physical stats and can wield physical weapons or those created by Shadow Craft (Shadow ••••). They are immune to bashing damage. Their mobility and actions are limited, see pg 74 for details. |
| 8 | Strike Blind | 5+ L | Wits + Medicine | Blind (Legend) targets you can see. Each extra 1L spent blinds another (Legend) targets. Resisted by (Sta + Fortitude) and is permanent for mortals, or lasts (threshold successes) days for supernaturals. |
| 9 | Oubliette | 10L | (Dex or Str) + Brawl | Break a clinch by throwing the victim into a world of blackness. May be retrieved by anyone with this boon. If the rescuer is not the creator, it requires a successful (Per + Awareness) roll to find them. |
| 10 | Eclipse | 1W + 15L | Str | As Shadow Shroud (Darkness ••••• •) except radius is (successes) x 5 miles. Lasts (activation successes) hours or until ended prematurely by the creator. |
| 11 | The Abyss | 1W + 30L | All creatures fear The Abyss's approach. It strikes mortals blind and engulfs those of greater importance. Those inside stand still, and emerge weakened and pale or vibrant. some disappear forever. Even a Titan can be blinded by The Abyss. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Death Senses | Can see, touch, smell, and hear ghosts, although the sense of touch is illusory and no physical contact is actually made. Can also look at a dead body and get a general cause of death. | ||
| 1 | Delay Rot | Int + Medicine | 1L | Target will not decay for (successes) days. |
| 2 | Euthanasia | 1L | Per + Empathy | Speed 6. When a being is at incapacitated with a Lethal or Aggravated wound, the Scion can end their suffering. Scions and Titanspawn must be willing. |
| 3 | Unquiet Corpse | 1W + 1L | Cha + Command | Raise a corpse as a zombie. Zombies raised remain until destroyed or the animating Scion dies. |
| 4 | Summon Ghost | 1L | Cha + Occult | Summons a ghost by holding an item of the ghost's or a relative's hand. Resisted by (W + I + L), and no compulsion is created beyond the summons itself. |
| 5 | Mother's Touch | 1L | Grapple ghosts or deal Lethal damage with attacks. If attacking someone possessed, roll the damage seperately against both the ghost and the victim. | |
| 6 | Exorcism | 1W | Cha + Occult | Force out a possessing ghost by touch and getting more successes than their possession successes. Alternatively, can banish a ghost to the Underworld by touching their incorporeal flesh. The latter lasts (Legend) days and is resisted with (Str + Athletics). Finally, can clap hands together and force back 1 ghost per 3 successes. They are forced incorporeal and driven by 10 yards / Legend, and cannot come closer to the Scion than that for (Legend) hours. |
| 7 | Haunted Mists | 1W + 1L | Expel mist out to (Legend) yards and become Inactive for (Legend) actions. Any ghosts in the mist cannot leave, and are forced material for the duration. The mist lasts until the end of the scene. | |
| 8 | Open Underworld Portal | 5L | Dex + Occult | Open a one-way portal to a safe portion of The Underworld owned by your pantheon. Can bring (successes) willing living creatures along, but mortals are trapped forever as ghosts. |
| 9 | Ghost Control | Varies | Cha + Occult | Give commands to a ghost whose memento you hold. Opposed with (Will + Integrity + Legend). Successful resisters must still follow the letter of the command, but may pervert the spirit. |
| 10 | Strike Dead / Deny Death | 10L | Man + Medicine | Kill or revive any being of Legend 8 or lower. |
| 10 | Death of the Soul | 1W + 20L | Str + Occult | Target resists with (W + I + P). Success makes them effectively mortal for 10 ticks. Does not work on Titans or avatars of Gods. |
| 11 | The Reaper | 1W + 30L | Mortals die in droves and your Scythe kills non-Avatar gods with a touch. Can kill or deny death to a wounded Titan. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Safely Interred | Never harmed by being buried or collapsing rubble. | ||
| 2 | Echo Sounding | Per + Awareness | Stomp or knock on the ground to learn its depth and find holes, or to get distance and depth to a specific item underground. Reading is hemispherical to a distance of one half mile per dot of Legend. | |
| 3 | Shaping | 1L | Dex + Craft | Can shape stone, clay, or other earth with hands. Affects up to one cubic foot at a time. |
| 4 | Earth Armor | 1L | Earth surrounds the target like plate armor and a helmet. Hardness = 1/2 Scion's Legend. Mobility penalty is -2. The armor lasts the scene. Scions with Shaping (Earth •••) can spend extra time to make it look nicer. | |
| 4 | Rust / Shine | 2L | Halve a metal object's hardness or restore a rusted object to normal. | |
| 5 | Earth Travel | 1L | Move through the earth like a swimmer. | |
| 6 | Earth Body | 1L or (1W + 3L) | Become a statue with Hardness = Legend, and a similar amount of B and L soak. Adds 15 pounds per dot of Legend. Lasts the scene. Must pay the increased cost to be mobile, but the difference can be paid at any time. | |
| 7 | Landslide | 1W + 3L | Strength + Craft | Change the shape of bare earth within (Legend x 50 yds). Works on (successes * 5 cu. yds.) and mental control lasts for one scene. |
| 7 | Imprisoning Crystal | 5+L | Str + Craft | Beat the target's (Str + Fortitude + Legend) roll to capture them in crystal. See Companion 2 for details. |
| 8 | Earth Creation | 1L / cu. yd. | Sta + Craft | Create a sphere of anything the Earth domain would cover, up to (successes) cu. yds. |
| 9 | Property Infusion | 5L / property | Int + Science | Give an Earth material the properties of another. |
| 10 | Magma Control | 10L | Dex + Craft | Immune to and can animate lava. Attacks with it deal (10 + successes) lethal levels, which then sticks and inflicts one less health level per action until gone. Attacks use Dex + Craft. |
| 11 | The Shaper | 1W + 30L | Rebuild or destroy fortifications, pin a god in his temple, or trap a Titan's limb for just long enough. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Green Thumb | 1L / Plant / Year | One plant or patch survives for a year without food or water. | |
| 2 | Cleanse | 1L | Sta + Survival | Immediately end a blight or infestation in a number of large plants equal to the successes. |
| 2 | Toxic Thorn | 1L | Int + Science | Grow a poisonous thorn on yourself. See Companion 2 pg. 31 for details. |
| 3 | Bless or Blight | 3L | Sta + Survival | Protect a patch of land from blights and infestations for a year. Alternatively, can trigger a blight or infestation in the area. Area is one acre per activation success. |
| 3 | Greenskin | 2L | +1 Lethal and Bashing soak, photosythesis, and no blood loss from injuries for (activation success) scenes. | |
| 4 | Natural Camoflague | 1L | Dex + Stealth | In an environment with plants you are almost impossible to detect. Mortal atempts to find or track fail. Predatory Focus or Arete (Survival) allows tracking attempts,. but can only reveal the general location. Supernal Hunter is required to find you. |
| 5 | Twist Plants | 2L | Int + Survival | Up to (activation successes) large plants reshape themselves to your desire, then grow as normal. |
| 6 | Accelerate Growth | 1L - 5L | Sta + Survival | (Legend) acres of plants grow to maximum size at a highly increased rate. See pg. 76 for rates. |
| 7 | Verdant Creation | 1W + 3L | Int + Survival | (successes) sq. yds. worth of large plants spring into existence, and take root as if affected by Green Thumb (Fertility •). |
| 8 | Eternal Bloom | 2L / plant or patch | Sta + Survival | 2L per sq. mile, up to (successes). Plants in the area are granted eternal life regardless of environment or nutrition. |
| 9 | Impossible Hybrid | 10L | Int + Survival | Create a new kind of plant hybrid from any two species. |
| 10 | Endless Season | 15L | Int + Survival | All plants in an area act as if in a diffferent season. Minimum is 1 mile and 1 year. Activation successes can be spent on extra miles or years. |
| 11 | The Green | 1W + 30L | Extend consciousness to any point on the same plane with plants. Plants act as an extension of The Green's will. Can hedge in a titan or dizzy it with poisons. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Fire Immunity | Never take damage from fire, and need not fear smoke inhalation. Does not protect any gear except the Birthright item channeling the boon. | ||
| 2 | Bolster Fire | 1L / Scene | Removes a fire's need for fuel. Must be able to see the fire to bolster it, but can then leave its presence. Fires bolstered cannot be larger than a campfire. Alternatively, can create a candle flame on your fingertip or the Birthright Relic channeling the boon. | |
| 3 | Fire's Eye | 1L | Per + Awareness | See out of any fire within line or sight or that has previously been affected by Bolster Fire (Fire ••). Lasts as long as desired, but blocks normal sight while active. |
| 4 | Blazing Weapon | 1L / Weapon | Reach into a fire and pull out a weapon. The weapon is based at Acc +0, Dmg +0, Def -1, and Spd 6. You get (Legend) points to distribute amongst the stats. Fire Immunity (Fire •) is required to handle the weapons, and anyone with it cannot be harmed by them. Alternatively, you may add the (Legend) points to an existing melee weapon's Acc, Dmg, and Def. LAsts one scene. | |
| 4 | Flamin' Bullets | 1L / Scene | Ammunition gives +1 accuracy and damage, and sets flammable targets on fire. Requires Fire Immunity (Fire 1) to wield safely. | |
| 5 | Flame Travel | 1L | Enter a flame and emerge from one that is either within line of sight or has been previously affected by Bolster Fire (Fire ••). The fire is not actually touched, so Fire Immunity (Fire •) is not needed. | |
| 6 | Inferno | 3L | Cha + Craft | Fill an area up to (activation successes) radius and (your height) tal with bonfire intensity flames (Scion pg. 184). Those in the area can attempt to escape by getting more than (successes) on a Dex + Athletics roll. Flames last (Legend) minutes. |
| 7 | Devil Body | 1W + 3L | Body becomes flame. Touch causes (Legend) lethal health levels. Fire Immunity (Fire •) prevents (your Legend - their Legend) of this damage. Can climb across flammable surfaces as if possessing the Spider climb knack. Gain Fire Immunity (Fire •). If you have Flame Travel (Fire •••••) you may use yourself as the entrance flame. Finally, you may throw an unending supply of flame projectiles, they use strength for range and damage, and have a base of Acc +0, Dmg +10, and Range 10. Fire Immunity prevents damage as with the touch, | |
| 8 | Control Fire | 5+L | Wits + Control | Control (and partially create if necessary) 10 uc. yds. + 10cu. yds. per extra Legend of fire. Actions made by the fire use Wits + Craft. Attacks deal Lethal and then burn with 5L/ action trauma. Lasts the scene. |
| 8 | Hotter than Hot | 5L | Wits + Control | Your fire boons trump Fire Immunity (Fire 1) if the target does not beat your successes on a (Sta + Fortitude + Legend) roll. |
| 9 | Ifrit | 5+ L | Cha + Command | Turn (Legend) willing mortal worshipers into beings of fire, + (Legend) more per extra 1L spent. Grants Devil Body, your pantheon's virtues, and 1/2 your Legend as phantom Legend. Lasts (successes) days and then they die. |
| 10 | Rain of Fire | 15L | Cha + Survival | (successes x 100) sq. yds rains fires of bonfire instensity that burn for the scene. Rain lasts 10 minutes, and those in it compare Dodge DV to (activation successes) each action. Hits deal (threshold + Legend + 1)L and burn with liquid fire like a bonfire. |
| 11 | The Devourer | 1W + 30L | Your touch obliterates and your heat drives back or burns. You scorch forests and boil oceans. You can scour a god to the bone or blind and drive away a titan. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Frost Immunity | Need never fear the cold. | ||
| 2 | Uller's Stride | 1L | Add 5 yards to Move and Dash while on reasonably flat surfaces for the scene. | |
| 3 | Hrimmthurssar's Touch | 1W + 1L | +(Legend / 2) bashing cold damage to unarmed attacks. Metal weapons can transfer the damage as well. Lasts the scene. | |
| 4 | Frozen Panolpy | 1L / Creation | Special | Conjure objects of ice. See Ragnarok, pg. 37 for details. |
| 5 | Winter's Mercy | 1L / Recipient | Grant self or others Frost Immunity for the scene. | |
| 6 | Chill the Blood | 1L | Per + Marksmanship | Reduce victim's Dex by 1 and slow their actions by 1 tick. Difficulty is their Legend. |
| 7 | Blizzard Call | 1W + 3L | Sta + Craft | Summon cold in (Legend x 50) yards. Temperature drops (successes) degrees Celsius per tick until freezing, then per minute. Can also alleviate cold. See Ragnarok, pg. 37 for details. |
| 8 | Frozen Heart | 4L | Man + Empathy | Quell virtues and willpower by one dot per threshold success. Resisted by (Willpoer + Legend). Lasts (Legend x 5) ticks. |
| 9 | Flash Freeze | 5L | Sta + Survival | Roll vs. target's Legend to deal (threshold successes + Legend) Bashing levels that ignore soak. |
| 10 | Ymir's Hand | 15L | Dex + Craft | Inflict glacial cold over (Legend) miles. Those in the area not near warmth lose 1 dot of Dex and slow their actions by 1 tick. |
| 11 | The Cold | 1W + 30L | Your touch freezes and cracks, and passions quell. Can even freeze a Titan for a time, or allow others to flee it. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Vigil Brand | 1L (to brand) | Per + Empathy (to check) | Touch a person to lay a mystical brand upon them. Thereafter when they are in physical danger you receive an intuitive warning. Success on the roll gives a clearer understanding of the danger. Can check up on them at any time, but only one at a time. |
| 1 | Warning Line | 1L | Per + Awareness | Trace a line and name a creature. You know if that creature passes the line in the next (successes) days. |
| 2 | Aegis | 1W + 1L | Sta + Fortitude | Grant a mortal Hardness equal to successes for 24 hours. |
| 3 | Ward | 1W + 1L | Sta + Fortitude | Create a ward that bars entrance to a certain type of threat. The ward is a sphere with a surface area of 500 sq. ft. per dot of Legend and lasts for 1 day per activation success. Characters of higher Legend can attempt to break the ward. It has Hardness equal to the Scion's Legend and can take a number of health levels equal to [(Legend x 5) + successes] |
| 4 | Unseen Shield | 1W + 2L | Sta + Fortitude | Create a sphere of force around self up to 500 sq. ft. in area / Legend. Ghosts, spirits, and physical beings of lesser Legend cannot pass. Equal or higher Legend beings may try to batter it down. It has [(Legend x 5) + successes] health levels. Lasts one scene. |
| 5 | Come Running | 3L | When Vigil Brand (Gaurdian •) triggers a warning, may instantly travel to the location. | |
| 5 | I Say Thee Nay! | 1W + 3L | Sta + Integrity | Add (successes) to difficulty of attempts to distract you from defending the chosen person or place. Lower penalties and resistance difficulties by (successes), and add (successes) to DV. The protected thing also shares your DV. Lasts the scene or until death. |
| 5 | Watcher at the Threshold | 5L | Must have Vigil Brand (Guardian 1). Instantly pass through one Branded portal to another when another creature passes through it. | |
| 6 | Confer Knack | 1W + 3L | Bestow any Epic Stamina knack you possess on a mortal if they ingest some of your ichor. Only one may be loaned at a time, and a mortal may have only one borrowed knack. Mortals must spend W instead of L to activate knacks. Lasts (Legend) days. | |
| 7 | Confer Immunity | 1W Dot | Confer the effects of an immunity boon on a mortal you have marked with Vigil Brand (Gaurdian •). Lasts (Legend) years. Conferably immunities are: Eye of the Storm (Chaos •), Night Eyes (Darkness •), Safely Interred (Earth •), Fire Immunity (Fire •), Sky’s Grace(Sky •) (surviving falls only), and Water Breathing (Water •). | |
| 8 | Apprpropriated Vigil | 1L or 5L | Perception + Empathy (to check up) | Check up on the subject of a Vigil Brand (Gaurdian •) created by one of your Scions. 5L allows a blanket passive awareness of all of that Scion's brands for one day. May be used in conjunction with Come Running. |
| 9 | Divine Resolve | 5L | Int + Empathy | Grant (activation successes) bonus successes to another's (W + I + L) roll to resist a supernatural effect. |
| 10 | Salvation Sacrifice | 2L / Attack | Absorb all damage from an attack on someone you have Vigil Branded (Gaurdian •). Damage is compared to the Scion's Hardness, Immunities, and Soak instead of the target's. | |
| 11 | The Sentinel | 1W + 30L | You have armor and a shield, but no weapon. Your armor protects any who hide behind you, and your shield can protect an entire city. None may pass, not even the most fearsom Titan, without your permission. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Assess Health | Automatically assess the medical condition of a living person in your presence. Tells health levels, addictions, and illnesses or diseases. | ||
| 2 | Blessing of Health / Curse of Frailty | 1L | Sta + Medicine | Take away or restore reproductive capabilities in a target for one year per activation success. If they're already pregnant, the fetus can be given or cured of various negative effects. |
| 2 | Bolster | 1L | Sta + Medicine | The target gains (successes) bonus health levels for the remainder of the scene. |
| 3 | Heal / Infect | 1L or 1W | Sta + Medicine | Heal (activation successes) bashing levels for 1L, or downgrade that many levels of lethal to bashing. Can also cause bashing or upgrade it to lethal at the same rate. Works once per day per target. |
| 3 | Virility / Muleoprity | 3L | Sta + Medicine | Guarantee that the next sexual act of the target will or will not produce offspring. |
| 3 | Antidote | 1L | Int + Medicine | Defeat te original poisoner's successes to cure someone of a toxin. |
| 4 | Cradlesong | 1L or (1L + 1W) | Man + Medicine | Speed 5, DV -2. Put (activation successes) people of equal or lower Legend to sleep. Those of equal Legend resist with (W + I + L). Lasts (Legend) hours. You must not be performing strenuous activity. If they are active, you must pay the higher cost. |
| 5 | Control Aging | Varies | Sta + Medicine | Your touch greatly slows or increases the target's aging rate. See pg. 80 for ratios. Lasts (successes) days. Usable only on those with no Legend rating. |
| 6 | Restore / Wither | 1L | None or Int + Medicine | Touch heals a mortal of all bashing, 3 lethal, or 1 aggravated damage. Can also restore a lost limb, organ, etc. Alternatively, may inflict 1A damage instead. No roll is necessary unless inflicting damage on a Scion or Titanspawn with equal or greater Legend, in which case it is resisted with Sta + Fortitude. |
| 7 | Holy Font / Epidemic | 1L or 1W | Sta + Medicine | As Heal / Infect (Health •••), but works on (Legend x 3) people per activation. |
| 8 | Human Clay | 10L | Dex + Medicine | Shape a mortal's flesh like clay, changing (successes) features as if using Undeniable Resemblance and Detail Variation knacks. |
| 9 | Human Hybrid | 1W + 10L | Int + Medicine | As Human Clay but using the Unusual Alteration knack.Alternatively may merge human and Animal (with Animal ••••• ••••), plant (with Fertility ••••• ••••), or inanimate object (with Chaos ••••• •••••). Difficulty for hybrids is twice the human's Stamina. |
| 10 | Plague / Cure | 15L | Int + Medicine | Create or eradicate a disease. Creation puts (successes) into a pool to be used to set the disease's Virulence, Untreated Morbidity, Difficulty to Treat and Difficultyto Diagnose (which start at 1). Treated Morbidity is half Untreated. Incubation starts at 30 days, minus one per success spent. |
| 11 | The Savior / The Scourge | 1W + 30L | Anyone who looks at The Savior feels no pain and is healed of all wounds and diseases. Addictions ease and chemical imbalances right themselves. Those who see The Scourge are plagued with weakness, vomiting, and disease. The Savior can heal and God torn asunder, while the Scourge can drive away a Titan. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | The Subtle Knife | 1L / item | Man + Lar | Hide a small item until it is blatantly used. Those wth Legend resist using their Per + Awa vs. the user's Man + Ste. Can also hide small creatures in plain sight. |
| 2 | Stolen Face | 1W + 1L | Man + Pre | Magically disguise yourself as someone else. See Ragnarok p. 39 for complete effects. |
| 3 | Fool's Gold | 2L / item | Man + Art | Conceal an item and then reveal it as being another, similar, item. Lasts for one scene and only one activation roll is used to set the difficulty of an observer's Per + awa test to see through the illusion. Only inanimate objects can be affected, and only inanimate illusions can be created. |
| 4 | Dreamcraft | 2L / subject | Wits + Art | Add, subtract, or transform entities in the subjects' percetion. See Ragnarok, p. 40 for diffictulties and effets. |
| 5 | Loaned Identity | 5L | Man + Pre | As per Stolen Face, but can be applied to other creatures or objects. |
| 6 | Fantastic Voyage | 1W + 3L | Man + Sur | Use illusion to disguise terrain up to (Legend x 50) cubic yards. Lasts for one scene, and can be extended for another scene by paying 3L. |
| 7 | Hidden Name | 1W + 4L | Wits + Stealth | Powers and abilities used to detect the user must overcome the activation successes in order to function. True invisibility is not gained. Even Mystery or Prophecy can be foiled, but the contested roll ignores the trickster's Epic Wits successes. Magical and mundane attempts to gain information about the user can be redirected to another if desired. |
| 8 | Dreamworld | 1W + 5L / Participant | Varies | As Dreamcraft, but the victim finds themself in a completely illusionary world where the trickster can make anything happen. All interaction becomes social. See Ragnarok, p. 42 for details. |
| 9 | False Pretenses | 5L / Scene | Wits + Pre | As Stolen Face, but not limited by size, and can be changed at will for the rest of the scene. |
| 10 | The Best Trick | 15L | Man + Craft | Using a tiny bit of matter as a foundation, craft an illusion that is completely real. The illusion's capabilities are limited to the user's Legend / 2, and any changes it causes, including damage or ongoing effects, are only real until the boon expires. At that time, reality reasserts itself. Lasts 5 ticks per activation success. |
| 11 | The Trickster | 1W + 30L | - | appear to be anyone or anything, indistiguishable from the real thing unless you desire to be. Illusionary powers kill mortals, trap entire citiess in dreamscapes, and make any lie plausible or any plan sound like a good idea. Even titans can be tricked into agreeing to a plot or seeing the Trickster as a fellow titan. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Judgement | Per + Empathy | Intuitively tell whether a suspect is guilty of something the Scion suspects. Failure gives an indeterminate reading and prevents trying again for 24 hours. Botch gives a false result. | |
| 2 | Guilt Apparitions | 1L | Man + Integrity | If guilt is known, the target will be cursed with periodic guilty hallucinations. They are randomly timed, last for (successes) days, and prevent regaining of Willpower. The efect ends early if the offender makes amends or confesses his crime. |
| 3 | Shield of Righteousness | 1L + 1W | Prevents damage from the next attack if it is being made against an innocent victim. | |
| 3 | Guilt of the Damned | 1L | Per + Empathy | Call out a foe's failing while striking them to reduce their Virtues by one dot. Those of equal or hight Legend resist with (W + I + L). Works once per scene per target. |
| 4 | Dream Wrack | 1W | Int + Empathy | The (possibly unrelated) victim is wracked with nightmares of a crime, draining his Willpower pool and preventing it from being regained for (Legend) days. Those of higher Legend resist with (W + I + L). |
| 5 | Scarlet Letter | 1W + 1L | Touch the skin of the guilty to place an indelible mark there. Later you may spend 1L and command the victim to draw attention to the mark and explain why it was placed there. Lasts (Legend) years, but can be removed if the Scion spends 1W + 1L. Alternatively, the dot of Willpower can be sacrificed to make the mark permanent. | |
| 6 | Sympathy Pains | 1W + 1L (+1L / extra Person) | Wits + Command | Tie multiple peoples' health levels together. If one takes damage the rest take it too (ignoring soak). If one dies, they all die except for the initiating Scion. Those about to die may break the bond with a successful Sta + Fortitude roll. Success means they instead fall unconscious with one health level remaining. |
| 7 | Psychic Prison | 3L | Int + Empathy | Stare into a victim's eyes for one minute and win a roll versus (W + I + L) to confine them to a psychic prison for (Legend) minutes. It feels like (Legend x 5) years. See pg. 83 for details. |
| 7 | Star Chamber | 3+L | Cha + Politics | Target is cursed by Justice for all their misdeeds. Higher Legend beings resist with (W + I + L). costs 3L +1L / Legend of the target. |
| 8 | Sanctify Oath | 10L | Charisma + Command + Legend | Those who fail to resist with (W + I + L) are bound to the oath by Fate. Breaking it causes (threshold successes) botches. |
| 9 | Overworld Judgement | 15L | Man + Presence + Legend | Those of equal or lesser Legend must accept your statement as law unless they resist with (W + I + L). The character must spend 1W and fail an appropriate virtue roll to break it. If the virtue is tied the user's pantheon, the virtue roll must be botched. |
| 10 | Divine Enforcement | 5+L (+1W) | Per + Empathy | Spend a scene in a society to learn it's laws. For 1L may cite a law from another area. For 5L learn of all within (successes x (cost - 5)) miles who have or are breaking the the law. Spend 1W to enforce it (see Scion: God, pg. 95 for effects). |
| 11 | The Arbiter | 1W + 30L | See in all directions and silence all dissent. Mortals cannot be unrighteous and no one can lie. Past sins burn and even Titans must remain imprisoned. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Smoking Mirror | 1L | See a bird's eye view of the area reflected in the moon. Does not function on a new moon, but can see through cloud cover. | |
| 2 | Tidal Interference | 1L / DV Penalty | Str + Presence | Close combat opponents suffer a DV penalty until the end of the scene. |
| 2 | Silver Blessing | 1L | Item has all of the Supernatural qualities of silver for a scene. | |
| 3 | Phase cloak | 1L | Dex + Stealth | Once per scene, and lasting the entire scene, can attempt to turn a portion of your body invisible. See pg. 145 for difficulties and bonuses gained. A botch forces a -3 penalty to further stealth rolls as the Scion takes on the aspect of the Full Moon. |
| 4 | Lunacy | 1L / Extremity and person | Man + Presence | Up to (Legend) targets suffer one or more virtue extremities. The extremities are applied in order. |
| 5 | Eclipse Halo | 1L | App + Presence | A halo of fire appears behind your head. Those looking directly at the Scion are blinded for (Legend) actions. Usable once per scene and lasts (activation successes) ticks. |
| 5 | Mirror of Lunacy | 1W + 2L | Man + Empathy | Once per Story pull another out of a Virtue Extremity by beating their (W + I + L) resistance roll. |
| 6 | Phase Body | 5L | Dex + Stealth | As Phase Cloak (Moon •••) except the portion of your body are intangible. Usable once per scene. See pg. 84 for difficulties and bonuses. |
| 7 | Moon Chariot | 1L per 200 lbs. | Str + Control (to drive) | Creates a flying chariot capable of supporting up to (Legend x 200) lbs. Max speed is 500mph. Control requires a difficulty 8 Str + Control test. Failure causes the horses to run wild, while a botch causes an crash as well. The Control test need be made only once per night. |
| 8 | Tranquility | 5L or 10L | Int + Empathy | Roll vs. (W + I + L) to remove mental afflictions or calm someone completely. Use on those of Legend 8 or lower costs 5L, 9+ costs 10L. |
| 9 | Lunar Estate | 5+L | You have a fully stocked and staffed estate on the moon which can only be found by invitation and unwanted travel there requires powerful Psychopomp boons. See Scion: God, pg. 96 for details on lunar travel and exiting the estate. | |
| 10 | Finger Moon | 15L | Dex + Occult | Pluck a silver disc from the sky and bring it back later. It orbits you and automatically blocks mundane projectiles. Against supernatural ones it grants a bonus of (successes + Legend) to DV. See Scion: God, pg. 101 for effects when used with Solar Crown. |
| 11 | The Mirror | 1W + 30L | Look like anything you can see, blot out the sun, and reflect light. Drive mortals mad or pacify them. Redirect a titan's attack to as many targets as desired. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Unerring Orientation | (1L) | If the locale is familiar, know how to get from any point to another. If unfamiliar, know compass directions. Can study a map for five minutes and retain the information forever. For 1L, can tell distance and direction to home. | |
| 2 | Where Are You? | Int + Awareness | If in remote contact with someone, know how far and in what direction they are. | |
| 3 | Unbarred Entry | 1L | Walk through one step worth of solid material. | |
| 4 | Come Along | 1L / Person | May bring other willing people or ghosts whom you are aware of along when using other Psychopomp boons. | |
| 4 | Spirit Lamp | 2L | Cha + Occult | Spirits and ghosts in (successes) miles are drawn to you. In the Underworld, the radiance is visible but drops to (successes) feet. |
| 5 | Terra Incognita | Per + Awareness | Feel your way to the nearest Terra Incognita and get an idea of what must be done to enter. Can also aid in finding a path to the Under- or Overworlds. | |
| 6 | Marathon Sprinter | 1W + 1L | If you do nothing but Dash, your speed is x5 until you stop. Difficult terrain may force a (Wits + Athletics) roll vs. difficulty of (Epic Dex + 1) to avoid being forced to stop. | |
| 6 | Heart of the Maze | 3L, +3L / scene | Cha + Presence | Your image appears in someone's mind along with knowledge of how to get to you. Range is (100 x successes) miles. 15 successes are needed to cross planar boundaries. |
| 7 | Rainbow Bridge | 1L / 200 miles | Int + Awareness | Instant teleportation to anywhere you can see or determine the latitude and longitude of. |
| 8 | Ride Along | 1W Dot + 5L | Confer the effects of Come Along (••••) to all passengers in a vehicle you control. Use Unerring Orientation (•), Where Are You? (••), and Terra Incognita (••••) through the vehicle's guidance system. If you have Marathon Sprinter (••••• •) quintuple the speed or have it match your own. | |
| 9 | Otherworldly Portal | 5L or 10L | Int + Awareness | Open doorways between The World, Overworld, Underworld, and terra incognitas attached to those. |
| 10 | Co-Location | (1W + 5L) per duplicate | Exist in multiple locations at once. See Scion: God, pg. 97 for benefits and limitations. | |
| 11 | The Way | 1W + 30L | Overcome and surpass all obstacles from any place to any other, even the deepest heart of a Titan. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Sky's Grace | 1L | Take no damage from falls of any height or double jump distance. Can also reduce knockback to a single yard. | |
| 1 | Weather Witch | 1L | Int + Science | Predict the weather up to (successes) days in advance. Area is (Legend2) mi. Suffer no penalties from weather you've predicted. |
| 2 | Wind's Freedom | (1W +1L) / Scene | Movement (including dashing) now works vertically as well. If the Birthright item channeling the boon is dropped, the Scion falls immediately. | |
| 3 | Storm Augmentation | 1L / Attack | Appearance + Presence | For (activation successes) actions, the Scion's can spend 1L when an attack hits to double knockback and force a (Sta + Fortitude) roll vs. (raw damage - victim's Legend). Failure stuns the victim, applying a -2 penalty to all non-reflexive rolls until the Scion's next action. |
| 4 | Wind Grapple | 1L / action | Wits + Brawl | Use wind to grapple someone at range. Bonuses from knacks and Epic Strength do not apply. Up to (Legend) opponents may be grappled simultaneously. |
| 4 | Divine Threnody | 2L | Int + Art | Dampen or increase sound. See Companion 2, pg. 35 for details. |
| 5 | Cloud Sculptor | 1L | Dex + Art | Reshape the clouds in your field of vision. |
| 6 | Levin Fury | 3L / Target | Wits + Marksmanship | Hurl a 15L bolt of lightning at up to (Legend) targets. Can also attempt to parry bolts cretated by this boon, and thereby gain control of them. |
| 7 | Tornado Tamer | 4L / dot of Epic Str (max ••••) | Wits + Control | Keep a pet tornado at your call. It is (Legend) yds. in radius at the top, and has up to 4 dots of Epic strength. Directing requires a roll every action. The tornado can be used to carry yourself at 100mph, though you cannot attack from within. |
| 8 | Create Air | 5L | Sta + Fortitude | Create (Legend x 1,000) cu. yds. or pure air or blast a 90 degree arc out to (Legend x 10) yds. Those inside resist with Strength or be knocked back (threshold successes x 10) yds and must roll (Dex + Athletics) or be knocked down. |
| 9 | Cloud Body | 10L | Your body becomes immaterial like a cloud, and you are immune to physical harm. You fly at your normal Move and cannot Dash. You cannot physically manipulate other items. | |
| 10 | Weather Husbandry | Varies | Str + Survival | Control the weather. See Scion: God, pg. 100 for effects. |
| 11 | The Storm | 1W + 30L | Cover the sky and see with perfect clarity. Drown mortals or drive them away. Destroy their homes and monuments. Scorch a Titan with lightning or force it into shelter. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Penetrating Glare | See clearly through smoke, fog, murky water you're in, and other barriers through which others would see only silhouettes. Can perfectly in dim light. | ||
| 2 | Divine Radiance | 1L | For one scene, emit sunlight (100 watts or lower) in a radius or beam. Alternatively, can flash bright enough to give one victim a -2 penalty until the Scion's next action. Finally, can focus it tight enough to light flammables. | |
| 3 | Heavenly Flare | 1L | App + Presence | Speed 4. Flash of sunlight visible to all in line of sight. This forces a (Sta + Fortitude) roll vs (successes). Exact success causes a -2 distraction penalty until the Scion's next action. Failure causes blindness and the Inactive condition instead. Afterwards, a blinded victim suffers a -3 distraction penalty for (Scion's Legend) actions. Extras automatically fail the roll. |
| 3 | Life-Giving Rays | 1L | Cha + Medicine | Light halves healing times for up to (Legend + successes) people. Getting wounded ends the effect for that person. |
| 4 | Flare Missile | 1L / missile | Ammunition forged from sunolight adds (Legend) levels of lethal damage to your ranged weapon. Base damage is also always Lethal and Piercing. | |
| 5 | Burn | 1W + 1L | Anyone touching you takes (Legend) dice of lethal damage. Lasts one scene. | |
| 6 | Solar Prominance | 3L | App + Presence | Disrupt all television, radio, cell phone, wi-fi , walkie-talkie, CB and satellite signals for (activation successes) yds. Lasts (Legend x 5) seconds and moves with you. |
| 7 | Sun Chariot | 1L / 200 lbs. | Str + Control (to drive) | Creates a flying chariot capable of supporting up to (Legend x 200) lbs. Max speed is 500mph. Control requires a difficulty 8 Str + Control test. Failure causes the horses to run wild, while a botch causes an crash as well. The Control test need be made only once per night. |
| 8 | Inexorable Gravity | 5L or 10L | Str + Presence | Those within (Legend) yards who fail to resist with Strength cannot move away. If 10L is spent, only those the god wants to be trapped will be. |
| 9 | Bleach | 1W + 5L | App + Presence | Those within a (Legend) yd. radius take (Legend) lethal health levels. Can also activate Burn simultaneously (2W + 6L total) and thereafter anyone touching you suffers (Legend x 2) lethal. |
| 10 | Fusion | 10L + 1W | Str + Science | Convert matter, including creatures, into composite materials. See Companion 2, pg 36 for details. |
| 10 | Solar Crown | 15L | Dex + Occult | Pluck a crown from the sun and later create a miniature sun that protects against ranged attacks for ascene. Mundane projectiles you could lift are vaporized. Against supernatural ones you gain (successes + Legend) DV. See Scion: God, pg. 101 for effects when used with Finger Moon. |
| 11 | The Glory | 1W + 30L | The glory pushes back all darkness and can be seen from all points on the plane. It can sooth cold mortals or blind them and burn them to dust. It can make a Titan stare in awe or steal it's sight. It's heat can dry a Titan's flesh rigid. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Blessing of Bravery | Cha + command | All allies who hear the blessing gain a point of Willpower and 2 temporary dots of Valor until the battle ends. | |
| 2 | Battle Cry | 1L | Cha + Presence | War cry strips foes of one die on attack rolls for (Legend) attacks. Usable once per scene, and enemies of higher Legend are immune. |
| 3 | Warrior Ideal | 1L | Cha + Presence | The Scion adopts a stylized warrior aspect and forces a -(Legend) penalty to attack rolls against him. Lasts (successes) actions, and opponents of higher Legend are immune. It can be activated only once per scene. |
| 4 | Battle Map | 1L | Per + Survival | Create up to a 4 yd. virtual 3-D map of a battlefield you've scouted within 24 hours. Lasts one scene. |
| 4 | Fury of War | 1W + 3L | Sta + Fortitude | Spend 2 miscellaneous actions to gain (ssuccesses) bonus dice that can be added to attacks, damage, and intimidation tests for the rest of the fight. All dice must be spent violently before the rage ends. |
| 4 | Riastrad | 1W + 3L + other costs | Transform into a hideous paragon of courage and battle. See Scion Companion, pg. 16 for benefits and penalties. | |
| 5 | Morale Failure | 1L / 5 troops | Man + Presence | Troops affected will not attack the Scion's forces unless their commander wins an opposed test with (W + I + L). Opposing Scions with Blessing of Bravery (War•) can cancel this if they have higher Legend and get more successes on the activation roll. |
| 5 | Mortal Stroke | 1L + 1W per weapon | Touched weapon deals aggravated damage on its next successful attack before the scene ends. | |
| 6 | Army of One | 2L / duplicate | Sta + Command | Create up to (Legend) duplicates of yourself. They have your abiltiies, attributes, relics, and epic attributes. You may use no boons or activated knacks while duplicates exist, but any currently active ones are shared witht he copies. You share one Legend pool with all of them. Lasts one scene. See pg. 89 for restrictions on actions. |
| 7 | Colossus Armor | 1W + 10L | Wear a 15' tall, 1,000 lb. suit of armor with 20 soak and 10 Hardness. The armor adds 15 dots of strength and may be equipped with an appropriately sized weapon for an extra 2L. The weapon does not change your damage, but allows the use of Melee instead of Brawl for attacking. Attacks inflict bashing or lethal (Scion's choice). Lasts one scene. | |
| 7 | Siege Juggernaut | 10L | Attacks reach out to (Legend x 5) feet, deal +10 dice of damage, and halve hardness of objects. Vs. creatures they deal +5 dice of damage and inflict automatic knockback. Lasts the scene. | |
| 8 | Blessing of Ammunition | (1W + 5L) or 1W dot | Give a weapon infinite ammo for a scene, or forever if the willpower spent is permanent. | |
| 9 | Follower Army | 10L | Cha + Command | Difficulty is equal to the number of dots the target followers represent. Success increases their number by (Legend) for one scene. After the scene, only the maximum number available to the birthright's dots will remain. |
| 10 | Surreal Draft | 15L | Man + Command | Create (activation successes x Legend) followers from a substance whose purview is associated with you. They are Seasoned Cops or Grunt Soldiers (Scion: Hero, pg. 282) and wear Riot Gear (+5L/+8B, -2 Mobility). They are armed as you see fit. |
| 11 | The General | 1W + 30L | The General is armed, armored, and commands an army with perfect loyalty and morale. Extras die in droves and lesser heroes fall easily. You may call out an opposing general for a duel that cannot be refused, even by a Titan. Even if you lose the enemy is sorely wounded. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Water Breathing | Can breath water and is immune to extreme water temperatures. When moving from water to air or vice versa, one action must be spent Inactive and purging one substance from the lungs to let the other in. Waterborne toxins have the same effect as airborne toxins if breathed. | ||
| 1 | Potability | 1L | Touched water (up to bathtub sized) becomes safe to drink. | |
| 2 | Water Control | 1L | Dex + Craft | For (activation successes) actions can exert limited control over water touching you. Can increase Dodge DV by Legend if no other actions are taken. See pg. 149 for other examples. Affects 5 cu. yds. per point of Legend. |
| 3 | Changing States | 1W + 1L | Dex + Craft | Change the state of a body of water by touch. Affects 5 cu. yds. per point of Legend. Can create weapons or use blasts of steam and ice projectiles. See pg. 149 for specifics. |
| 4 | Create Water | 2L / quantity | Sta + Craft | Create (activation successes) gallons of water / 2L spent. Takes one minute per 2 gallons. |
| 5 | Desiccate | 1W + 1L | Str + Medicine | Touch deals (successes - soak) lethal damage. |
| 5 | Drown | 1L + 1W | Touch bare skin to make them drown. They take 1B / 3 ticks unless they beat (successes) with (Sta + Fortitude + Legend). Ends when they beat it or die. | |
| 6 | Water Mastery | 5L | Dex + Craft | As Water Control (Water •••) but allows the application of the Scion's full Strength and Epic Strength. can also stiffen the water so that others may walk on it. Affects up to (Legend x 10) cu. yds. of water. |
| 7 | Water Vortex | 4L / dot of Epic Strength | Wits + Control | As Tornado Tamer (Sky ••••• ••) but requires a sufficient quantity of water to form. |
| 8 | Purify Water | 1W + 5L | Sta + Medicine | Purify (Legend x 100 x successes) cu. yds. of water completely. Purification cannot be reversed for (successes) days. |
| 9 | Liquid Form | 1W + 5L | Your body becomes water and you gain the benefits of Water Breathing (Water •). You are undetectable by mundane means while in water and add (Legend) successes to (Dex + Stealth) rolls when hiding from the supernatural. You are immune to non-electrical / non-heat lethal. Electrical damage has its normal effect, and your soak against heat damage is increased by your Legend. You take half damage (after soak) from bashing sources. | |
| 10 | Tsunami | 15L, 5L per dot of Epic Strength | Dex + Craft | As Water Control (Water ••) with up to 10 Epic Strength dots. If a dot of Willpower is spent, the water will never evaporate or leave the shape you give it. Volume is increased to (Legend x 1,000) cu. yds. of water. |
| 11 | The Flood | 1W + 30L | The Flood is vast, shapeless, and strong. It can drown mortals and crush gods in its depths. It can freeze, scald, or drown a Titan. |
| Rank | Bonus Dice |
|---|---|
| 1 | 1 |
| 2 | 2 |
| 3 | 4 |
| 4 | 7 |
| 5 | 11 |
| 6 | 16 |
| 7 | 22 |
| 8 | 29 |
| 9 | 37 |
| 10 | 46 |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Rada's Eyes | 1L | Per + Empathy | Can see through someone's eyes if you have a genetic token of the victim, something they created, or a picture. They are unaware of the intrusion, but you remain partially aware of your surroundings (requiring Per + Awareness rolls to notice things which would normally be obvious). See pg. 150 for duration. |
| 2 | Petro's Hands | 1W | Int + Control | While using Rada's Eyes, can force the victim to take a single action. Scions of greater Legend resist with (W + I + L). Use your physical dice pools without Epic attributes. |
| 3 | Horse | 1W + 1L | Int + Control | As Rada's Hands, but lasts the scene. Dealing enough damage to incapacitate the victim forces the possessor out. |
| 4 | Mind Riding | 1L | May listen in on the victim's thoughts while using Rada's Eyes (Cheval •). | |
| 5 | Waking Zombie | 1W | Man + Cheval | Take the spirit out of an incapacitated or otherwise helpless victim and boss the body around. Resisted with (W + I + L). See pg. 91 for limitations and abilities. |
| 6 | Met Tet | 1W + 3L | Int + Control | As Horse (Cheval •••) except your body becomes incorporeal and enters the target's body, where you can continue to ride or take control. Lasts (Legend) days. Any Aggravated damage or more Lethal than the controller's Stamina will force the Scion out. |
| 7 | Team | 1W + 5L | Int + Control | Use Horse (Cheval •••) on multiple targets. See pg. 92 for restrictions on actions. |
| 8 | Met Tet's Claim | 10L | Cha + Command | Disrupt currently active Cheval boons on the subject, and protect from future attempts by letting the target use your traits instead of their own. If the attempt succeeds, you may immediately make another anctivation roll to negate the use. You may disavow the claim(s) at any time, but must tell the subject to their face and in no uncertain terms. |
| 9 | Upside Down Horse | 1W + 5L / person | Man + Cheval | Inhale and capture inside you a victim whom you have complete control over. May keep up to (Legend) victims and spend 1L to call upon their knowledge. May also shunt damage inflicted on yourself onto the victims, which will never heal until released. Dead victims are vomited up as a Miscellaneous action. |
| 10 | Ugly Mule | Varies | Varies | Use Cheval on titanspawn and other supernatural creatures if their Legend is lower than your own and they are not a Titan or a God. The cost for these uses doubles. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Brehon's Eye | 1L | Per + Empathy | Read Nature, highest virtue, and lowest virtue from (successes) individuals, starting with the highest Legend. |
| 2 | Hero's Geas | Choose a Legendary Geas. Additionally, when purchasing a nonassociated boon, may choose a geas in order to buy it as if it were associated. Breaking the geas removes access to the boon. | ||
| 3 | Lay Token Geas | (1L + 1W) or (1L + 1W dot) | Cha + Presence | Difficulty (Legend + 1) roll opposed by (W + I + L) to apply a Token geas to another for two months per success (max year and a day). Or permanent if a permanent Willpower dot is spent. You do not choose the geas. |
| 4 | Body and Spirit | 1L or (1L + 1W) | Man + Presence | Declaim a virtue to gain bonuses. See Scion Companion pg. 19 for difficulty and benefits. |
| 5 | Bard's Tongue | 2L | Man + Presence | Describe aterrible insult or glowing compliment for one whom you have previously viewed with Brehon's Eye. The roll gets automatic successes equal to the virtue being discussed. See Scion Companion pg. 20 for benefits and penalties. |
| 6 | Lay Potent Geas | (5L + 1W) or (5L + 1W dot) | Cha + Presence | As Lay Token Geas, but Potent. |
| 7 | Assumption of the Land | 5L + 1L | Cha + Occult | Spend two actions attuning yourself to the land. See Scion Companion, pg. 21 for benefits and penalties. |
| 8 | Lay Mortal Geas | (12L + 1W) or (12L + 1W dot) | Cha + Presence | As Lay Token Geas, but Mortal. |
| 9 | Twist Geas | 5-12L + 1W | Man + Presence | Change a Geas if you know it's full details. Can change type or source. Costs 5L for Token, 8L for Potent, and 12L for Mortal. The target does not know there has been a change. |
| 10 | Beyond the Ninth Wave | 20L + 1W | Choose a purview and remove yourself entirely from that concept in the world. See Scion Companion, pg. 21 for benefits and penalties. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Ren Harvest | Cha + Empathy | When someone speaks of your deeds, regain (successes) Legend. The tale must be uttered or written without the Scion's interference. | |
| 2 | Sekem Blaze | 1L | An animal who meets your gaze flees instantly. A mortal or ghost is cowed for the scene. A Scion or Titanspawn of lower Legend is cowed. Scions or Titanspawn of equal Legend may spend 1W to resist. Those with higher Legend are immune. An aggressive action by you ends the effect. | |
| 3 | Sekem Barrier | 1L | App + Command | As Sekem Blaze but against all who can see you. |
| 4 | Influence Ba | 1W | Man + Presence | Overwrite someone's personality by capturing their gaze for (Virtue Rating) minutes, resisted by (W + I + L). They get one of your Virtues at your rating. If they are a Scion, it causes that Virtue Extremity for (threshold successes) hours. |
| 5 | Heart Scarab | 1L | Dex + Craft | Crafted scarabs are implanted in a corpse, preserving the body and sending the ghost to the underworld. If the body is raised as undead, double its Stamina for the purposes of soak. The scarab has 5 soak, 5 hardness, and 5 health levels. Targetting it imposes a -5 penalty to the attack. |
| 6 | Khaibit Trap | 1W to create, 1L to activate | Int + Occult | Create a seal on a wall, floor, or sturdy object which remains for (Legend) months or until the surface of the target is broken. If the seal is within line of sight, it may be activated for (Legend) hours by spending 1L. Any sentient being's shadow that overlaps the seal is firmly affixed to it. See pg. 93 for effects of being trapped and ways to get free. |
| 7 | Awakening the Akh | 1W + 5L | Cha + Occult | Leave your body as a flying intangible duplicate. You may see ghosts and spirits, as well as interact with them physically. Physical Epic Attributes and non-Heku boons are unavailable. Without using your action, you may also fire (Legend) beams of energy using (Per + Marksmanship) that deal 15L, although only once per beam. Lasts up to (successes) minutes. If unable to return to your body, the akh sinks into the ground and the body take 1L / (Legend) minutes. |
| 8 | Ka Repository | 2L and 1 lhl / Bandage | Take one Lethal health level per bandage, wrap the wounds in them, and lie for a day. The bandages are then removed and locked in canopic jars. They may be used to bind wounds, healing one level of the worst damage type present. Bandages last (Legend) years or until used. | |
| 9 | Khaibit Guide | 1W + 15L | Int + Presence | Make yourself a Guide and open constant communication. This requires a roll vs. a difficulty of (target's Legend + user's Legend) with and interval of one hour. Thereafter the subject may look into a mirror and request a conversation with the god. A botch creates the link in reverse. |
| 10 | Ren Theft | 1W | Int + Empathy | Learn someone's True Name and compel them with it. This requires watching them for a year, at least eight hours per day. See Scion: God, pg. 106 for the difficulty of the roll after the year. The name remains unchanged until their Legend changes or they become an Avatar or use an Ultimate Attribute. Once their name it known, spend 1W, say it and a comand and they will want to follow the command (no resistance). |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Maguey Sting | 1 Lethal Health Level | Regain 1L. Usable once per day. | |
| 2 | Combat Sacrifice | 1W | Sacrifice up to (Legend) DV against one attack. If it deals damage, regain Legend equal to the DV penalty taken. | |
| 3 | Obsidian Mutilation | 1 Lethal Health Level / Legend | Conviction | As Maguey Sting (Itztli •) but with no limit to health levels traded or uses per day. |
| 4 | Obsidian Extraction | 1 Lethal Health Level / Legend | May use Obsidian Mutilation (Itztli •••) on others. If done within one hour, the heart of an opponent killed in combat or a victim who dies to this boon may be sacrificed for 1W + 5L. | |
| 5 | Sacrifice of Will | 1W | Conviction | When you contemplate a goal that is important to yourself and the Atzlanti, gain (Conviction + Legend) dice to add to rolls that pertain to the goal, and (Conviction) dice to attempts to resist anything persuading you from achieving it. Also, regain 1L every time you inflict damage in combat. Lasts one scene, during which you suffer the Fanatic Zeal Virtue Extremity. If you fail to achieve the goal before the scene ends, your Willpower pool is emptied. |
| 6 | Poco A Poco | 1 Aggravated Health Level / 5 (or 6) Legend | Remove parts of a victim's body to deal aggravated damage and regain 5L. If the part comes from you, regain 6L / health level instead. | |
| 7 | The Burning Heart | One Heart | Tear the still-beating heart from a victim to increase your Legend for the scene. See pg. 95 for hos much is gained based on victim type. While under this effect, Courage and Conviction rolls always succeed, and the two virutes cannot be suppressed. | |
| 8 | Reception of Sacrifice | 1W | Cha + Legend | Gain (activation successes) Legend Points, up to your normal maximum. |
| 9 | Communal Divinity | Freely transfer Legend Points to any god with a Miscellaneous action (Speed 5 / -2 DV). Ichor must be mixed for the transfer to occur. | ||
| 10 | Familial Sacrifice | 1W | Conviction | Sacrifice a member of your family if you succeed on the activation roll. Failure prevents the attempted use of this boon on that victim for one year. Success increases your Legend Point maximum for one year. See Scion: God, pg. 108 for how much. Only one sacrifice is possible per year. |
| Rank | Name | Cost | Effect |
|---|---|---|---|
| 1 | Bestial Endowment | 1L + 1 LHL | Target beast gains a dot of Strength or Stamina. Loyalty must be renewed every month. |
| 2 | Human Endowment | 2L + 1 LHL | Target human gains 2 dots distributed as desired amongst Strength and Stamina. Loyalty must be renewed every month. |
| 3 | Heroic Endowment | 3L + 1 LHL | Target human gains 3 dots distributed as desired amongst Strength and Stamina. Loyalty must be renewed every 3 months. |
| 4 | Supernal Bestial Endowment | 4L + 1 LHL | Target beast gains 4 dots distributed as desired amongst Strength and Stamina and 2 extra -0 health levels. Loyalty must be renewed every 3 months. |
| 5 | Supernal Human Endowment | 5L + 1 LHL | Target human gains 4 dots distributed as desired amongst Strength and Stamina and 2 extra -0 health levels. Also imposes Loyalty 5, which must be renewed every 3 months. |
| 6 | Epic Endowment | 6L + 1 LHL | Target human gains 5 dots distributed as desired amongst Strength and Stamina and 4 extra -0 health levels. Also imposes Courage 5 and Loyalty 5, which must be renewed every 3 months. |
| 7 | Divine Endowment | 7L + 1 LHL | Target human gains 6 dots distributed amongst Strength and Stamina or one dot of Epic Strength or Stamina. Adding an epic attribute also grants Crushing Grip or Holy Fortitude as appropriate. Grants 6 extra -0 health levels. Also imposes Courage 5 and Loyalty 5, which must be renewed every 3 months. |
| 8 | Dire Endowment | 8L + 1 LHL | Target beast gains 3 Strength and Stamina, and 1 Epic strength and Stamina. It gains +1 Legend, double size, and 4 extra -0 health levels. Loyalty must be renewed every year. |
| 9 | Giant | 9L + 1 LHL | Mortal becomes half again as tall and gains eight dots divided among Strength and Stamina and two dots of Epic Strength and Stamina. His Legend is 2 and he gains Courage 5, Endurance 3, Expression 1, and Loyalty 5. He also gains 8 extra -0 health levels. Should the Loyalty not be renewed, the target becomes a virtueless generic giant. |
| 10 | Eitr Antivenin | 10L + 1 LHL | Destroy Eitr in a thrall and repair any Intelligence damage done. The ex-Thrall is immune to the effects of Eitr for a year. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Fundamental | 1L | +(Scire) dice to all Craft and Science rolls. | |
| 2 | Literati | 1L | "Download" written or electronically stored data. Lasts only one scene without Perfect Memory. | |
| 3 | Intuitive Adaptation | 1L | Bonus dice from Fundamental (Scire 1) apply to any use of technological devices. Lasts the scene. | |
| 4 | Consequence | 1L | Look at a device and learn "What will happen if I...?" Answers only the question of the object's abilities, not the future. | |
| 5 | Proper Tool | 2L | Your carried items are protected by the same immunities and resistances as you have. Lasts the scene. | |
| 6 | Remote Control | 3L | Dex + Control | Manipulate devices from a distance. May need other boons to see what's happening. Affects one item for one scene, and usage tests are capped by (Dex + Control). |
| 7 | Masterful Vector | 3L | Wits + Marksmanship | Leave (successes) targets out of an area attack. |
| 8 | Anticipation | 10L | Foresee the effects of an action and can choose a different one. | |
| 9 | Deep Secret | 1W + 10L | Wits + Stealth | Erase a fact from all memory but the place you wrote it. Living, thinking beings cannot be erased. See Companion 2, pg. 28 for difficulties. |
| 10 | Ultimate Effect | 1W + 15L | Int + Science | Violate causality to escape one occurrence. Cannot negate Fate. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Five-Cycle Augmentation | 1L | Touch another character who is using a boon or spell to have them treat their Legend as one higher. Can be chained with other Taiyi users, to a max of the highest Legend in the chain. | |
| 2 | Yin-Yang Destruction | 1L (+1W) | Legend + Occult or Science | If targeted with an all purpose boon or spell while guarding, roll Legend + Occult or Science to attempt to avoid being affected by it. The difficulty is the user's Legend if a boon for that purview is known, twice their Legend otherwise. Can also counter a boon or spell not targeting the character, but this costs 1W extra and requires a Miscellaneous action. |
| 3 | Five-Cycle Conjunction | Alter a boon to fall within two purviews. Mustknow the boon to be joined and at least one bon from the purview it is being joined to. Use the boon's effects, but visuals of the new purview. The boon is harder to dispel (requiring Legend x 2 instead of just Legend). Each time a dot of Taiyi is gained, choose another boon to conjoin. | ||
| 4 | Eight Trigram Transformation | 3L | Wits + Craft | Transform matter into different forms. See Companion p. 97 for difficulties and effects. |
| 5 | Qi Hand | 2L / item / action | Manipulate objects via telekinesis. Pools remain the same. Strength of the Qi Hand = Legend. Can manipulate up to Wits + Epic Wits dots objects, but all must perform the same basic action. Multi-action penalties apply, but the weapons may be Coordinated. | |
| 6 | Living Hexagram Metamorphosis | 5L | Wits + Medicine | As Eight Trigram Transformation, but can affect living creatures. The user can only transform themselves into the Devil-Body, gaining Epic Appearance 1 and Dreadful Mien if they did not already have it. |
| 7 | Resurrection Anchor | 10L | Via a permanent Fatebonding with another creature of Legend 5 or higher and the permanent expenditure of 10 legend points, the other character can bring the Shen back from the dead. See Companion p. 98 for requirements and aftereffects. | |
| 8 | Divinize Kuei | 10L | Transform a ghost into a lesser immortal with Legend 4 or less. | |
| 9 | Grand Unity Transformation | 15L | Will + Legend + Craft, Occult or Science | Dramatically alter the surrounding environment over the course of 5 minutes. See Companion p. 98 for possible effects and difficulty. |
| 10 | Reshape Shen | 20L | Will + Legend + Command | Win a Will + Legend + Command vs. Will + Legend + Integrity roll against a non-resisting god to reshape them, creating a new character. see Companion p. 99 for restrictions. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | The Wakeful Spirit | Cha + Presence | Can speak to the minor spirit within an inanimate object for a few minutes. The importance and remarkability of the object determines the intelligence of the spirit. Spirit's only usually recognize information relevant to thir object's purpose. | |
| 2 | The Watchful Spirit | 1L | Cha + Presence | The Scion can coax a task from a kami, including things such as watching for aspecific person, observe nearby titanspawn, or remember and repeat a message. Lasts (actuvation successes) days. |
| 3 | The Helpful Spirit | 1L / die of improvement | Cha + Occult | A kami can be tasked to enhance the mundane functions of an item, granting bonus dice in its use equal to the Legend spent to activate this boon. It lasts for (successes) days. |
| 4 | The Summoned Spirit | 1L | Cha + Occult | Call upon a kami whose name you know by crafting a temporary shrine. You may communicate with the kami or view it's location. Lasts (successes) minutes, and can be ended prematurely if the Scion offends the kami. |
| 5 | The Impressed Spirit | 1L (to transport) | Dex + Craft | Create (activation successes / 6) tiny replicas of an item, which may be carried and used to summon the item. See pg. 96 for Legend requirements for different sizes of object. |
| 6 | The Blinded Spirit | 3L (+1W) | Man + Occult | Convince a stolen Relic's kami you are it's true master, and thereafter use the relic without Legend tests. Lasts (successes) days or until the relic is reclaimed by the owner, afterwhich the relic will not work at all for the thief, even for mundane tasks. If 1W is also spent, the use of the relic may be given to another person instead. |
| 7 | The Abducted Spirit | 1W + 1L | Cha + Tsuriko-gami | Force a kami whose Legend is lower than yours to appear and materialize by beating its (W + I + L) roll. For the rest of the scene you may command the Kami as a Follower. A Scion with higher Legend may wrest control of the Kami via this boon by getting more successes. |
| 8 | The Industrious Spirit | 10L (+1W Dot optional) | Cha + Occult | Command a Kami of lesser Legend to instantaneously create a duplicate of the Kami's item. The duplicate lasts (successes) years. Duplicating special powers of an item requires losing one permanent Willpower dot and also results in an item that does not fade in time. |
| 9 | The Dancing Spirit | 5L / scene | Cha + Occult | Items' kamis make them act on their own. Up to (Legend) simultaneously active items may follow the character and they must maintain a line of sight to the user. |
| 10 | The Relocated Spirit | 1W + 15L | Man + Occult | Attach a kami of lower Legend to another object, resisted by (W + I + L). The kami loses 1 Legend and its old item becomes completely mundane.A rogue Kami can be put back in the item, possibly restoring functionality. |
| Rank | Name | Cost | Pool | Effect |
|---|---|---|---|---|
| 1 | Ariadne's Thread | 1L | Per + Survival | Track someone by following the threads of fate. |
| 1 | Measured Foe | 1L | Per + Empathy | Learn highest level purview or Epic Attribute per success. |
| 1 | Peaceful Meeting | 1L | Cha + Command | Start a scene with a symbol of truce, and those within it must spend 1W to initiate violence. Also stops accidental quarrels and flares of temper. Those breaking it are Fatebound to the caster. If unbroken, the Scion is Fatebound to a random person who becomes a friend while the binding lasts, or the Fatebinding targets the place. |
| 1 | The Unlidded Eye | 1W | Per + Occult | See magic that would normally be invisible. Can also determine a being's Legend score. |
| 1 | Traitor's Toast | 1L + 1LHL | Wits + Art | A vessel containing poison breaks, and the Scion gains a hostile fatebinding to the wouldbe poisoner. |
| 2 | Bona Fortuna | 1L | Wits + Occult | Gain (activation successes) dice that can be spent on actions in the scene. No more than 1/2 Willpower can be spent per roll. |
| 2 | Evil Eye | 1L | Man + Presence | Cause a -(your Presence) penalty to the next (successes + 1) actions. |
| 2 | Illwind Curse | 1L | Man + Med | Victim breaks wind when rolling for social feats, losing 2 successes. This can create a botch. Happens once per activation success. |
| 2 | Legendary Surge | 1L+ | Wits + Empathy | Transfer up to (successes) Legend to another. Extra is lost. |
| 2 | Trading Fates | Dice Penalties + Fatebinding | Wits + Presence | As Bona Fortuna on another, except the cost is that the caster must accept a like penalty to his next roll on which he spend a point of Legend. |
| 3 | Blood Mead | 1L | Int + Craft | Brew mead from a legendary victim with at least one attribute and one ability rated 4 or higher. Taks a week for 3 pints. Drinker gains a dot each for the Attribute and Ability from the target's highest (Attribute + Ability) pool, chosen randomly in case of a tie. Bonus dots last one day. Killing them produces (Legend + 2) pints that last for one month. |
| 3 | Deus Ex Machina | 1 or more Legend + Fatebinding | Cha + Presence | The caster calls to Fate for help and is saved by coincidence. This results in a strength 3 Fatebinding (-1 / extra Legend spent, minimum 1). |
| 3 | Demand a Labor | 1L + Fatebinding | Man + Presence | Force a geas that prevents spending Willpower on any actions not taken to fulfill the geas. the difficulty of the quest sets the difficulty of the casting (see pg. 155 for examples). It is resisted with Willpower. |
| 3 | Tugging Heartstrings | 1L+ | Cha + Presence | Increase the strength of a Fatebinding by 1 step per 2 successes. Costs the total of the two targets' Legend scores. |
| 4 | Bound Spirit | 1L+ | Man + Occult | Target's ghost is trapped at a spot. Those of your Legend or higher can resist with (W + I + L). |
| 4 | Fateful Connection | 1L | Int + Occult | Use a sympathetic link to target boons and spells remotely. |
| 5 | Fate Prison | 1W + 1L | Cha + Command | Bind a person to a location up to (Legend x 500) sq. ft. Resisted by spending 1L and rolling (Cha + Legend). |
| 5 | Sanctify Band | 1W + 1L / person | Cha + Presence | Those in the affected band can give each other Willpower as a reflexive action on a tick they can act on. |
| 6 | Avoid A Fate | 3L + 1W | Man + Occult | Name a fate to which the target becomes immune until the next full moon. Can target creatures and objects. Multiple castings intensify the fatebinding. |
| 6 | Beast Shape | 3L | Man + Animal Ken | as Animal Form (Animal ••••• •) except that it takes one minute, wears off at sundown, other animals are uneasy around the user, and the user cannot communicate with them. Must be learned once per animal form. |
| 6 | Fate and Switch | 1W + 2L | Man + Empathy | Switch personalties between two bodies. SeeScion: Demigod pg. 98 for effects. |
| 6 | Meddlesome Fates | 1W + 5L | Man + Command | Fatebind two people, shoosing the recipient and nature. Creates 1 level per 2 successes. |
| 7 | Transform Person | 1L / dot of boon | Dex + Occult | Use one of your transformational boons on a person whose Legend is not higher than yours. Resisted with (Stamina + Fortitude + Legend) even if the target is willing. See Scion: Demigod, pg 99 for the list of valid boons. |
| 7 | Transient Visitation | 1W + 5L | Cha + Presence | Grant a Visitation in the world of Dreams. |
| 8 | Birthright Bond | Varies |
Man + Occult | Bind a Birthright to a Scion. Living beings resist with (W + I + L). Costs (1L per pt of Birthright) + (1L per target). |
| 8 | Steal Birthright | 1L+ | Man + Stealth | Costs 1L per dot + 1L per creature or object (and has the same difficulty). Steals a birthright for (Manipulation) days. |
| 9 | Scion Adoption Rite | 10L | Cha + Occult | A Scion becomes the child of a different God. |
| 10 | Divine Unweaving | Varies | Dex + Occult | End a spell you do not know by paying its cost and getting more successes. 8+ dot spells cannot be unwoven, nor can those cast by a god of higher Legend. |
| 10 | Heart of Mine | 1W + 10L | Sta + Empathy | Target and caster share Fatebindings and will die together. Lasts (successes) days. |
| 10 | Magical Purge | 1W + 15L | Int + Occult | One target must get more than (successes) successes on activation rolls in order to cast spells. Lasts (Int x Legend) hours. |
| 11 | The Wyrd | 1W + 30L | Become the tool of Fate. In return Fate ends an ongoing subplot satisfactorally. If killed while The Wyrd, become an agent of Fate and the plotline may not be ended happily. |
To use this Purview, the Scion clears her head and looks at the World around her without analysis or expectation. Based on what she sees, the character makes heretofore-denied intuitive leaps of logic as objects in the World around her spark off subconscious connections. The player then rolls her character’s (Intelligence + Mystery), without adding bonus successes from Epic Intelligence. The player may then ask her Storyteller pointed, specific questions about various events that have occurred in game—one question per success on the roll. The Storyteller need not expound upon his answers (they can be quite terse and to the point, in fact), but he must answer them as honestly and directly as he can.
Using this Purview cannot reveal facts about things that will happen in the future, nor can a character use it to gain insight into events that don’t concern either her or the members of her heroic Band. The player can use this effect to gain knowledge only once per story. She can reroll a failed roll until she gets a success, but on a botch she gets no information and she cannot use Mystery again until the next story.
| Rank | Name | Cost | Effect |
|---|---|---|---|
| Avatar | The Wyrd | 1W + 30L | Become the tool of Fate. In return Fate ends an ongoing subplot satisfactorally. If killed while in The Wyrd, a god becomes a permanent agent of Fate and the plotline to be resolved may not be ended happily. |
The player of the Scion with this Purview rolls his (Intelligence + Prophecy)—without Epic Intelligence benefits—and he may do so once per story. If the roll fails, nothing happens, and the player may try again. If the roll succeeds, the Storyteller reveals some prophetic hints about events that will play out in the future. These hints should pertain to either significant plot points in the current story or large, overarching issues that affect the cycle as a whole. The more successes the activation roll garners, the less obscure and more directly helpful the prophetic hints should be. The Storyteller can give out a number of hints equal to the number of successes on the roll, or he can simply reveal a more detailed prophecy as the player gains more successes.
| Rank | Name | Cost | Effect |
|---|---|---|---|
| Avatar | The Wyrd | 1W + 30L | Become the tool of Fate. In return Fate ends an ongoing subplot satisfactorally. If killed while in The Wyrd, a god becomes a permanent agent of Fate and the plotline to be resolved may not be ended happily. |
| Melee Weapons | ||||||
| Weapon | Description | Acc | Damage | Defense | Speed | Tags |
|---|---|---|---|---|---|---|
| Bo | Staff | 2 | +3B | 2 | 6 | - |
| Brass Knuckles | 1 | +2B | 1 | 4 | - | |
| Clinch | Grapple | 0 | +0B | - | 6 | P |
| Flexible Weapons | Flail, Nunchaku | 1 | +6L/B | 2 | 5 | - |
| Garrotte Wire | 0 | +2L | 0 | 3 | - | |
| Hadseax | Knife | 1 | +2L | 0 | 4 | - |
| Hasta | 6' Spear | 1 | +3L | 0 | 5 | - |
| Iklwa | Stabbing Spear | 1 | +4L | -1 | 4 | - |
| Kama | Sickle | 0 | +2L | 1 | 4 | P |
| Katana | Japanese Sword | 1 | +5L | 1 | 5 | - |
| Khopesh | Sickle-Sword | 0 | +4L | 2 | 5 | - |
| Kontos | 3-4m Lance | -1 | +5L | -2 | 6 | - |
| Labrys | Double Axe | 1 | +8L | 0 | 6 | - |
| Macana | Short Club | 1 | +3B | 0 | 4 | - |
| Machete | Chopping Blade | 1 | +3L | -1 | 4 | - |
| Maquahuitl | Spiked Club | 0 | +3L/B | 0 | 5 | - |
| Naginata | Large Spear | 1 | +4L | 1 | 5 | - |
| Scutum | Shield for Bashing | -1 | +2B | 1 | 6 | - |
| Skeggox | Single Axe | 1 | +6L | 0 | 5 | - |
| Spatha | 3' Sword | 1 | +4L | 1 | 4 | - |
| Tepoztopilli | Slashing Spear | 0 | +4L | 2 | 5 | - |
| Tonfa | Wood Baton | 1 | +1B | 1 | 4 | - |
| Trident | 3-Tined Fork | 0 | +3L | 2 | 5 | - |
| Unarmed, Heavy | Roundhouse | -1 | +3B | -2 | 5 | - |
| Unarmed, Light | Jab / Snap Kick | 1 | +0B | 1 | 4 | - |
| Quauhololli | Heavy Mace | 0 | +7B | -1 | 5 | P |
| Wakizashi | Short Sword | 1 | +2L | 1 | 4 | - |
| Weighted End Weapons | Bola, Manrikigusari | 1 | +4L/B | 1 | 4 | - |
| Xiphos | 2' Sword | 1 | +3L | 1 | 4 | - |
| Ranged Weapons | |||||||
| Weapon | Description | Acc | Damage | Range | Clip | Speed | Tags |
|---|---|---|---|---|---|---|---|
| General Ranged | |||||||
| Atlatl | Dart Thrower | 0 | as missile | as missile x 3 | - | 6 | - |
| Boomerang | Returning club | 0 | +1B | 10 | - | 6 | - |
| Crossbow | Bow with a Trigger | 1 | +2L | 30 | - | 6 | P |
| Daikyu | Large Bow | 0 | +3L | 40 | - | 6 | - |
| Dart | Pointy Stick | -1 | +1L | 10 | - | 6 | - |
| Discus (Razor) | 0 | +2L | 30 | - | 6 | P | |
| Hankyu | Short Bow | 1 | +2L | 30 | - | 5 | - |
| Pepper Spray | Aeresol Irritant | 1 | +1B | 5 | 30 | - | - |
| Pilum | Long Javelin | 0 | +2L | 10 | - | 6 | P |
| Shuriken | Returning club | -1 | +2L | 10 | - | 5 | P |
| Taser | Electrified dart gun | -1 | +3B | 20 | 1-2 | 6 | P |
| Yaomitl | Short Javelin | 1 | +2L | 15 | - | 6 | - |
| Firearms | |||||||
| Beretta / Glock | 9mm | 1 | +3L | 20 | 15 | 4 | P |
| Desert Eagle | .50 cal | 0 | +5L | 50 | 7 | 5 | P |
| Peacemaker | .45 cal | 2 | +4L | 20 | 6 | 5 | P |
| FN P90 | 5.7mm SMG | 1 | +3L | 50 | 50 | 5 | P |
| H&K MP5 | 9mm SMG | 0 | +3L | 30 | 30 | 5 | P |
| Remington | Rifle | 3 | +7L | 200 | 4 | 6 | P |
| M16 | Assault Rifle | 0 | +5L | 150 | 30 | 5 | P |
| AK-47 | Assault Rifle | -1 | +5L | 125 | 30 | 5 | P |
| Mossberg | Shotgun | 0 | +6L | 20 | 8 | 5 | P |
| Armor | ||||
|---|---|---|---|---|
| Armor | Soak | Mobility | Fatigue | Tags |
| Biker Gear | +0L/2B | -1 | 0 | - |
| Bulletproof Vest | +2L/2B | 0 | 1 | B |
| Hazmat / NBC Suit | +0L/1B | -3 | 2 | - |
| Heavy Clothing | +0L/1B | 0 | 0 | - |
| Hide / Leather | +1L/3B | -1 | 1 | - |
| Lamellar | +2L/4B | -2 | 1 | - |
| Riot Gear | +5L/8B | -2 | 2 | B |
| UHMWPE Armor | +7L/10B | -2 | 2 | B |
| Yoroi | +2L/4B | -1 | 1 | - |
| Inanimate Objects | ||
| Object | Soak (L/B) | Health Levels |
|---|---|---|
| Cell Phone | 0/2 | 2 |
| Gun | 4/5 | 4 |
| Window | 0/1 | 3 |
| Safety Window | 0/3 | 5 |
| Bulletproof Glass | 3/5 | 8 |
| House Door | 1/3 | 10 |
| Heavy Door | 3/5 | 20 |
| Iron Door | 10/15 | 40 |
| Blast Door | 18/30 | 80 |
| Chain Link Fence | 2/4 | 6 |
| Brick Wall | 8/14 | 40 |
| Stone Wall | 12/18 | 60 |
| Vehicles | ||||
| Vehicle | Armor | Mass | Man | Health Levels |
|---|---|---|---|---|
| Armored Truck | 12 | 4 | -1 | 30 |
| ATV | 4 | 1 | +3 | 10 |
| Bicycle | 1 | 0 | +0 | 3 |
| Canoe | 1 | 1 | -1 | 2 |
| Car | 6 | 2 | 1 | 18 |
| Hang Glider | 1 | 0 | -1 | 2 |
| Helicopter | 5 | 5 | +2 | 20 |
| Jet (Commercial) | 15 | 15 | -3 | 60 |
| Jet (Private) | 10 | 10 | -1 | 25 |
| Motorcycle | 4 | 1 | 2 | 10 |
| Pickup Truck | 6 | 3 | 0 | 20 |
| Plane (Single Engine) | 5 | 5 | +1 | 20 |
| Racing Car | 5 | 2 | +1 | 15 |
| Segway PT | 1 | 1 | +2 | 4 |
| Sloop | 5 | 4 | -1 | 20 |
| Speedboat | 6 | 2 | +1 | 15 |
| Van | 6 | 3 | 0 | 20 |
| Police Car | 8 | 2 | 2 | 20 |
| Rickshaw | 1 | 0 | 0 | 4 |
| Semi | 10 | 6 | -2 | 40 |
| Deity | Associated Powers | Favored Abilities |
|---|---|---|
| Baldur | Epic Appearance, Epic Charisma, Guardian, Jotunblut, Sun | Art, Athletics, Brawl, Melee, Marksmanship, Presence |
| Bragi | Epic Charisma, Epic Perception, Epic Wits, Jotunblut, Magic | Art, Awareness, Brawl, Empathy, Integrity, Presence |
| Forseti | Epic Manipulation, Epic Intelligence, Jotunblut, Justice, Mystery | Academics, Empathy, Integrity, Investigation, Politics, Presence |
| Freya | Epic Appearance, Epic Charisma, Fertility, Health, Jotunblut, War | Art, Craft, Empathy, Integrity, Melee, Presence |
| Freyr | Epic Charisma, Fertility, Health, Jotunblut, Sun, War | Animal Ken, Brawl, Control, Fortitude, Investigation, Presence |
| Frigg | Epic Charisma, Epic Intelligence, Jotunblut, Magic, Prophecy, Sky | Academics, Command, Fortitude, Medicine, Occult, Science |
| Heimdall | Epic Perception, Guardian, Jotunblut, Sun | Awareness, Command, Investigation, Marksmanship, Melee, Stealth |
| Hel | Epic Appearance, Epic Manipulation, Death, Jotunblut | Command, Control, Fortitude, Investigation, Melee, Presence |
| Ioun | Epic Appearance, Epic Stamina, Jotunblut, Fertility, Health | Animal Ken, Empathy, Fortitude, Presence, Science, Survival |
| Loki | Epic Intelligence, Epic Manipulation, Epic Wits, Chaos, Fire, Illusion, Jotunblut, Magic | Brawl, Empathy, Larceny, Occult, Politics, Stealth |
| Njord | Epic Perception, Epic Stamina, Epic Strength, Fertility, Fire, Jotunblut, Sky, War, Water | Awareness, Brawl, Command, Control, Fortitude, Politics |
| Odin | Epic Charisma, Epic Intelligence, Epic Manipulation, Epic Perception, Epic Stamina, Epic Wits, Death, Illusion, Jotunblut, Magic, Mystery, Prophecy, Psychopomp, War | Art, Fortitude, Integrity, Investigation, Occult, Presence |
| Sif | Epic Appearance, Epic Charisma, Fertility, Jotunblut | Athletics, Empathy, Integrity, Melee, Science, Survival |
| Thor | Epic Charisma, Epic Stamina, Epic Strength, Guardian, Jotunblut, Sky | Athletics, Brawl, Control, Melee, Presence, Thrown |
| Tyr | Epic Charisma, Epic Stamina, Epic Strength, Epic Wits, Jotunblut, Justice, War | Academics, Command, Integrity, Investigation, Melee, Politics |
| Uller | Epic Dexterity, Epic Perception, Epic Stamina, Frost, Jotunblut, Justice | Animal Ken, Athletics, Marksmanship, Melee, Stealth, Survival |
| Vidar | Epic Stamina, Epic Strength, Jotunblut, Justice | Awareness, Brawl, Fortitude, Investigation, Politics, Stealth |
| Deity | Associated Powers | Favored Abilities |
|---|---|---|
| Amaterasu | Epic Appearance, Epic Charisma, Epic Strength, Fertility, Sun, Tsukumo-Gami | Art, Awareness, Craft, Empathy, Integrity, Presence |
| Hachiman | Epic Charisma, Epic Dexterity, Epic Wits, Animal (Dove), Fertility, Guardian, Tsukumo-Gami, War |
Athletics, Command, Investigation, Marksmanship, Melee, Science |
| Izanagi | Epic Charisma, Epic Strength, Psychopomp, Sky, Tsukumo-Gami | Academics, Awareness, Fortitude, Melee, Presence, Thrown |
| Izanami | Epic Appearance, Epic Charisma, Darkness, Death, Earth, Tsukumo-Gami | Brawl, Command, Fortitude, Integrity, Occult, Stealth |
| Raiden | Epic Appearance, Epic Dexterity, Guardian, Sky, Tsukumo-Gami | Athletics, Brawl, Fortitude, Marksmanship, Presence, Science |
| Ryujin | Epic Dexterity, Epic Stamina, Epic Strength, Animal (Turtle), Moon, Tsukumo-Gami, Water | Athletics, Brawl, Fortitude, Occult, Politics, Presence |
| Susano-O | Epic Strength, Epic Wits, Chaos, Psychopomp, Sky, Tsukumo-Gami, Water | Awareness, Brawl, Craft, Fortitude, Melee, Presence |
| Tsuki-yomi | Epic Charisma, Darkness, Moon, Psychopomp, Tsukumo-Gami | Academics, Awareness, Empathy, Investigation, Marksmanship, Politics |
| Deity | Associated Power | Favored Abilities |
|---|---|---|
| Amnis | Epic Charisma, Epic Stamina, Epic Intelligence, Earth, Guardian, Health, Water | Empathy, Integrity, Medicine, Presence, Science, Survival |
| Badarus | Epic Intelligence, Epic Stamina, Animal (Sea Snake), Earth, Mystery, Psychopomp, Water | Academics, Awareness, Control, Investigation, Science, Survival |
| Demosia | Epic Appearance, Epic Perception, Epic Wits, Animal (Bat), Darkness, Moon, Magic, Mystery | Awareness, Empathy, Integrity, Larceny, Occult, Stealth |
| Heshon | Epic Appearance, Epic Dexterity, Epic Strength, Animal (Terror Bird), Chaos, Fertility, Magic | Animal Ken, Athletics, Brawl, Melee, Stealth, Survival |
| Kuros | Epic Dexterity, Epic Intelligence, Epic Wits, Magic, Psychopomp, Sky | Academics, Awareness, Investigation, Occult, Science, Stealth |
| Skaft | Epic Charisma, Epic Intelligence, Epic Perception, Epic Wits, Earth, Fire | Academics, Art, Craft, Integrity, Investigation, Science |
| Versak | Epic Intelligence, Epic Manipulation, Epic Perception, Death, Guardian, Justice | Academics, Awareness, Command, Empathy, Integrity, Investigation |
| Deity | Associated Powers | Favored Abilities |
|---|---|---|
| Huitzilopochtli | Epic Charisma, Epic Stamina, Epic Strength, Animal (Hummingbird, Eagle), Death, Guardian, Itztli, Magic, Sun, War | Athletics, Awareness, Brawl, Marksmanship, Melee, Thrown |
| Miclántecuhtli | Epic Appearance, Epic Charisma, Animal (Dog), Death, Guardian, Itztli | Command, Investigation, Larceny, Politics, Presence, Thrown |
| Quetzalcoátl | Epic Charisma, Epic Intelligence, Animal (Resplendent Quetzal), Fertility, Guardian, Earth, Health, Itztli, Justice, Psychopomp, Sky, Water | Academics, Command, Investigation, Medicine, Melee, Science |
| Tezcatlipoca | Epic Appearance, Epic Charisma, Epic Dexterity, Epic Manipulation, Epic Wits, Animal (Jaguar), Darkness, Itztli, Magic, Moon, Mystery, Prophecy, Sun, War | Athletics, Brawl, Fortitude, Occult, Presence, Stealth |
| Tlaloc | Epic Appearance, Earth, Fertility, Health, Itztli, Sky | Academics, Brawl, Command, Medicine, Stealth, Survival |
| Tlazoltéotl | Epic Appearance, Epic Charisma, Epic Manipulation, Earth, Itztli | Art, Craft, Empathy, Investigation, Medicine, Politics |
| Xipe Totec | Epic Stamina, Death, Fertility, Guardian, Health, Itztli | Craft, Fortitude, Integrity, Larceny, Medicine, Survival |
| Deity | Associated Powers | Favored Abilities |
|---|---|---|
| Agni | Epic Dexterity, Epic Manipulation, Epic Wits, Fire, Psychopomp, Samsara, Sky | Awareness, Command, Control, Empathy, Presence, Stealth |
| Brahma | Epic Perception, Epic Intelligence, Earth, Fertility, Magic, Mystery, Psychopomp, Sun | Academics, Art, Craft, Empathy, Integrity, Science |
| Ganesha | Animal, Earth, Fire, Magic, Mystery, Prophecy, Psychopomp, Epic Intelligence, Epic Perception | Academics, Athletics, Awareness, Command, Fortitude, Science |
| Indra | Epic Stamina, Epic Strength, Fertility, Samsara, Sky, War, Water | Brawl, Control, Marksmanship, Medicine, Melee, Politics |
| Kali | Chaos, Darkness, Death, Epic Appearance, Epic Strength, Samsara, War | Awareness, Brawl, Fortitude, Melee, Occult, Presence |
| Lakshmi | Epic Appearance, Fertility, Guardian, Health, Mystery, Moon, Epic Perception, Psychopomp, Water | Awareness, Empathy, Integrity, Politics, Presence, Thrown |
| Parvati | Epic Charisma, Epic Manipulation, Epic Wits, Guardian, Health, Magic, Samsara | Craft, Empathy, Medicine, Occult, Presence, Survival |
| Saravati | Epic Appearance, Epic Intelligence, Fertility, Health, Prophecy, Samsara, Water | Academics, Art, Awareness, Craft, Medicine, Science |
| Shiva | Chaos, Fire, Darkness, Mystery, Magic, War, Epic Stamina, Epic Dexterity, Epic Appearance | Athletics, Brawl, Command, Fortitude, Melee, Survival |
| Surya | Animal, Chaos, Fire, Health, Sun, Prophecy, Mystery, Epic Strength, Epic Manipulation | Awareness, Brawl, Investigation, Marksmanship, Occult, Thrown |
| Vishnu | Animal, Fertility, Guardian, Health, Magic, Psychopomp, Water, Epic Perception, Epic Strength, Epic Charisma, Epic Intelligence | Animal Ken (eagle), Awareness, Command, Empathy, Presence, Stealth |
| Yama | Death, Earth, Epic Stamina, Epic Intelligence, Justice, Psychopomp, Samsara | Animal Ken, Control, Integrity, Occult, Stealth, Survival |
| Deity | Associated Powers | Favored Abilities |
|---|---|---|
| Aphrodite | Epic Appearance, Epic Charisma, Epic Manipulation, Arete | Animal Ken, Art, Empathy, Integrity, Larceny, Presence |
| Apollo | Epic Appearance, Epic Charisma, Arete, Health, Prophecy, Sun | Art, Athletics, Medicine, Marksmanship, Presence, Science |
| Ares | Epic Stamina, Epic Strength, Arete, War | Brawl, Command, Marksmanship, Melee, Presence, Thrown |
| Artemis | Epic Dexterity, Epic Perception, Arete, Health, Moon | Animal Ken, Awareness, Empathy, Fortitude, Marksmanship, Survival |
| Athena | Epic Intelligence, Epic Wits, Animal (Owl), Arete, Health, Justice, War | Academics, Command, Craft, Melee, Investigation, Science |
| Dionysus | Epic Charisma, Epic Stamina, Arete, Chaos, Fertility, Mystery | Art, Empathy, Integrity, Fortitude, Occult, Presence |
| Hades | Epic Charisma, Epic Manipulation, Arete, Darkness, Death, Earth | Academics, Command, Occult, Presence, Stealth, Thrown |
| Hephaestus | Epic Intelligence, Epic Stamina, Epic Strength, Arete, Earth, Fire | Art, Control, Craft, Investigation, Melee, Science |
| Hera | Epic Charisma, Epic Manipulation, Animal (Peacock), Arete, Health, Magic | Academics, Command, Fortitude, Investigation, Politics, Presence |
| Hermes | Epic Dexterity, Epic Intelligence, Epic Wits, Arete, Magic, Psychopomp | Athletics, Awareness, Larceny, Occult, Stealth, Survival |
| Persephone | Epic Appearance, Epic Dexterity, Epic Wits, Death, Fertility, Psychopomp | Academics, Empathy, Occult, Politics, Presence, Stealth |
| Poseidon | Epic Charisma, Epic Manipulation, Animal (Horse), Arete, Earth, Water | Animal Ken, Control, Fortitude, Integrity, Melee, Thrown |
| Zeus | Epic Charisma, Epic Manipulation, Epic Strength, Arete, Justice, Sky | Awareness, Command, Integrity, Presence, Politics, Thrown |
| Deity | Associated Powers | Favored Abilities |
|---|---|---|
| Agwe | Epic Perception, Epic Stamina, Animal (Fish), Cheval, Psychopomp, Water | Animal Ken, Awareness, Control, Craft, Fortitude, Thrown |
| Baron Samedi | Epic Charisma, Cheval, Darkness, Death, Earth, Health, Psychopomp | Command, Fortitude, Integrity, Occult, Politics, Presence |
| Damballa | Epic Charisma, Animal (Snake), Cheval, Health, Mystery | Animal Ken, Awareness, Brawl, Empathy, Medicine, Science |
| Erzulie | Epic Appearance, Epic Charisma, Cheval, Guardian, War | Art, Athletics, Empathy, Integrity, Presence, Survival |
| Kalfu | Epic Charisma, Chaos, Cheval, Darkness, Magic, Moon | Animal Ken, Athletics, Occult, Presence, Stealth, Survival |
| Legba | Epic Charisma, Epic Wits, Cheval, Prophecy, Psychopomp, Sun | Command, Empathy, Integrity, Larceny, Occult, Politics |
| Ogoun | Epic Manipulation, Epic Strength, Cheval, Fire, War | Art, Craft, Fortitude, Melee, Politics, Presence |
| Shango | Epic Charisma, Epic Strength, Cheval, Justice, Prophecy, Sky | Art, Command, Fortitude, Integrity, Melee, Presence |
| Deity | Associated Power | Favored Abilities |
|---|---|---|
| Anubis | Epic Perception, Animal (Jackal), Death, Guardian, Heku, Justice | Animal Ken, Empathy, Integrity, Medicine, Melee, Occult |
| Atum-Re | Epic Charisma, Epic Manipulation, Epic Perception, Animal (Falcon), Heku, Sun | Academics, Art, Fortitude, Investigation, Politics, Presence |
| Bastet | Epic Charisma, Epic Dexterity, Epic Perception, Epic Wits, Animal (Cat), Heku, Moon, Prophecy, Sun, Vengeance (often house-ruled to Justice, as Vengeance does not exist as a purview) | Athletics, Awareness, Brawl, Larceny, Stealth, Survival |
| Geb | Animal (Goose), Earth, Fertility, Heku, Justice | Art (Gardening), Command, Empathy, Fortitude, Politics, Science |
| Horus | Epic Strength, Animal (Falcon), Heku, Justice, Moon, Sky, Sun | Athletics, Awareness, Brawl, Command, Melee, Politics |
| Isis | Epic Charisma, Epic Manipulation, Fertility, Guardian, Health, Heku, Magic, Mystery | Academics, Integrity, Investigation, Occult, Politics, Presence |
| Kebauet | Epic Intelligence, Epic Manipulation, Animal (Serpent, Ostrich), Death, Heku, Justice | Academics, Art, Craft, Fortitude, Medicine, Occult |
| Osiris | Epic Charisma, Epic Manipulation, Animal (Centipede, Ram), Death, Earth, Heku, Fertility, Justice | Awareness, Command, Fortitude, Investigation, Politics, Presence |
| Ptah | Epic Intelligence, Fire, Heku, Psychopomp | Art, Craft, Investigation, Larceny, Science, Thrown |
| Set | Epic Manipulation, Epic Strength, Animal (Salawa), Chaos, Guardian, Heku, Sky, War | Brawl, Command, Control, Melee, Presence, Survival |
| Sobek | Epic Stamina, Epic Strength, Animal (Crocodile), Fertility, Heku, Water | Athletics, Awareness, Brawl, Larceny, Presence, Stealth |
| Thoth | Epic Intelligence, Animal (Baboon, Ibis), Heku, Justice, Magic, Moon | Academics, Investigation, Integrity, Occult, Politics, Science |
| Deity | Associated Power | Favored Abilities |
|---|---|---|
| Chang'e | Epic Appearance, Epic Wits, Frost, Moon, Taiyi | Awareness, Empathy, Integrity, Investigation, Larceny, Presence |
| Fuxi | Epic Intelligence, Epic Perception, Epic Stamina, Fertility, Prophecy, Sky, Sun, Taiyi | Animal Ken, Art, Awareness, Craft, Integrity, Occult |
| Guan Yu | Epic Charisma, Epic Manipulation, Epic Stamina, Guardian, Justice, Taiyi, War | Command, Control, Fortitude, Integrity, Melee, Politics |
| Guanyin | Epic Appearance, Epic Charisma, Epic Perception, Health, Mystery, Taiyi | Academics, Awareness, Empathy, Investigation, Medicine, Presence |
| Houyi | Epic Dexterity, Epic Stamina, Epic Strength, Sun, Taiyi | Athletics, Command, Craft, Marksmanship, Stealth, Survival |
| Huang Di | Epic Intelligence, Epic Manipulation, Epic Stamina, Earth, Guardian, Mystery, Taiyi, War | Academics, Awareness, Command, Integrity, Melee, Politics |
| Ne Zha | Epic Dexterity, Epic Strength, Epic Wits, Fire, Sky, Taiyi, War | Athletics, Brawl, Control, Larceny, Melee, Thrown |
| Nüwa | Epic Intelligence, Epic Stamina, Epic Wits, Fertility, Magic, Moon, Psychopomp, Taiyi, Water | Academics, Awareness, Craft, Integrity, Investigation, Science |
| Shennong | Epic Intelligence, Epic Perception, Epic Stamina, Fertility, Fire, Health, Prophecy, Taiyi | Awareness, Command, Fortitude, Integrity, Medicine, Survival |
| Sun Wukong | Epic Dexterity, Epic Stamina, Epic Strength, Animal (monkeys), Chaos, Taiyi, War | Athletics, Brawl, Fortitude, Larceny, Melee, Survival |
| Xiwangmu | Epic Dexterity, Epic Stamina, Epic Wits, Animal (panther, tiger), Health, Justice, Magic, Taiyi | Animal Ken, Awareness, Brawl, Integrity, Occult, Presence |
| Yanluo | Epic Manipulation, Epic Perception, Darkness, Death, Justice, Taiyi | Empathy, Integrity, Investigation, Occult, Politics, Presence |
| Deity | Associated Power | Favored Abilities |
|---|---|---|
| Aengus | Animal (Birds), Enech, Epic Appearance, Epic Charisma, Epic Manipulation, Health | Animal Ken, Art, Empathy, Medicine, Occult, Presence |
| Brigid | Animal (Swan), Enech, Epic Stamina, Epic Strength, Fire, Health, Water | Art, Craft, Empathy, Integrity, Medicine, Melee |
| The Dagda | Animal (Pigs), Enech, Epic Charisma, Epic Stamina, Epic Strength, Guardian, War | Animal Ken, Command, Fortitude, Melee, Presence, Thrown |
| Danu | Enech, Epic Perception, Epic Stamina, Earth, Fertility, Guardian, Water | Animal Ken, Awareness, Command, Empathy, Fortitude, Integrity |
| Dian Cecht | Enech, Epic Dexterity, Epic Intelligence, Epic Perception, Health, Magic, Water | Craft, Empathy, Medicine, Occult, Presence, Survival |
| Lugh | Animal (Dog), Enech, Epic Charisma, Epic Dexterity, Epic Wits, Guardian, Health, Illusion, Magic, Sky, War | Art, Athletics, Integrity, Melee, Occult, Thrown |
| Manannan mac Lir | Animal (Horses), Death, Enech, Epic Manipulation, Epic Wits, Illusion, Magic, Prophecy, Psychopomp, Water | Animal Ken, Athletics, Brawl, Control, Investigation, Occult |
| The Morigan | Animal (Corvids), Animal (Cattle), Chaos, Death, Enech, Epic Appearance, Epic Strength, Fertility, Prophecy, War | Animal Ken, Brawl, Fortitude, Marksmanship, Melee, Thrown |
| Nuada | Enech, Epic Charisma, Epic Strength, Epic Perception, Guardian, Justice, War | Athletics, Command, Integrity, Melee, Presence, Thrown |
| Ogma | Enech, Epic Dexterity, Epic Intelligence, Epic Strength, Guardian, War | Academics, Art, Empathy, Melee, Presence, Thrown |
| Trait | Cost |
|---|---|
| Attribute |
4 |
| Ability | 2 (1 if Favored) |
| Birthright | 1 (2 if raising above 3) |
| Virtue | 3 |
| Willpower | 2 |
| Legend | 7 |
| Epic Attribute | 5 (4 if associated with parent) |
| Knack | 3 |
| Boon | 5 (4 if associated with parent) |
| Additional Spell | 5 (4 if Magic is associated with parent) |
| Value | Formula |
|---|---|
| Dodge DV* | (Dexterity + Athletics + Legend) / 2 |
| Parry DV* | (Dexterity + [Brawl or Melee] + Weapon Defense Bonus) / 2 |
| Join Battle | Wits + Awareness |
| Movement* | Dexterity yards |
| Dash* | Dexterity + 6 |
| Climb Speed* | Dexterity / 2 |
| Swim Speed* | Dexterity / 2 |
| Vertical Jump | Strength + Athletics yards |
| Horizontal Jump | (Strength + Athletics) * 2 yards |
| Bashing Soak | Stamina |
| Lethal Soak | Stamina / 2 |
| Trait Increase | Cost |
|---|---|
| Attribute | old rating x 4 |
| Ability favored by divine parent | (old rating x 2) - 1 |
| Ability | old rating x 2 |
| Virtue | old rating x 3 |
| Willpower | old rating x 2 |
| Legend | old rating x 8 |
| Epic Attribute (associated with divine parent) | old rating x 4 |
| Epic Attribute (not associated with divine parent) | old rating x 5 |
| Pantheon-Specific Purview | old rating x 4 |
| Special Purview (associated with divine parent) | old rating x 4 |
| Special Purview (not associated with divine parent) | old rating x 5 |
| New Trait | Cost |
|---|---|
| Ability | 3 |
| Epic Attribute (associated with divine parent) | 8 |
| Epic Attribute (not associated with divine parent) | 10 |
| Knack | 5 |
| All-Purpose Purview Boon (associated with divine parent) | rating x 4 |
| All-Purpose Purview Boon (not associated with divine parent) | rating x 5 |
| Pantheon-Specific Purview | 3 |
| Special Purview (associated with divine parent) | 3 |
| Special Purview (not associated with divine parent) | 4 |
| Spell (Magic associated with divine parent) | rating x 4 |
| Spell (Magic not associated with divine parent) | rating x 5 |