Combat

DV Calculations

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
C: Conditional penalties. Effective until cause removed.
L: Lasting penalties. Effective until DV refreshes.
I: Instant penalties. Effective for one instant, the duration of one attack.
* Mobility penalties apply only to Dodge DV.

Action Summary




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
* An inactive character has a 0 DV.

Attack Sequence

  1. Declare Attack
  2. Declares Defense
  3. Attack Roll vs. Defense
  4. Calculate Raw Damage
  5. Apply Hardness
  6. Roll Damage, Apply Soak
  7. Apply Results

Attributes

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

Strength

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.

Feats of Strength

(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

Dexterity

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.

Stamina

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.

Charisma

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.

Manipulation

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.

Appearance

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.

Perception

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.

Intelligence

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.

Wits

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.

Animal Purview

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.

Chaos Purview

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.

Darkness Purview

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.

Death Purview

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.

Earth Purview

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.

Fertility Purview

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.

Fire Purview

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.

Frost Purview

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.

Guardian Purview

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.

Health Purview

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.

Illusion Purview

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.

Justice Purview

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.

Moon Purview

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.

Psychopomp Purview

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.

sky Purview

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.

Sun Purview

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.

War Purview

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.

Water Purview

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.

Arete Purview

Choose one Ability to enhance. Ranks of Arete grant bonus dice to those rolls as shown below. Additionally, Arete grants the option of rerolls at a cost of 2 Arete dice per reroll desired.
Rank Bonus Dice
1 1
2 2
3 4
4 7
5 11
6 16
7 22
8 29
9 37
10 46

Cheval Purview

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.

Enech Purview

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.

Heku Purview

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).

Itztli Purview

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.

Jotunblut Purview

Mortals and animals who receive the benefits of Jotunblut remain loyal thereafter, as long as the endowment is renewed periodically. Only one level of Jotunblut may be active on a target at a time, though new endowments may be given to override old.
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.

Scire Purview

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.

Taiyi Purview

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.

Tsukumo-Gami Purview

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.

Magic Purview

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.

Mystery Purview


Dice Pool
: Intelligence + Mystery

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.

Prophecy Purview

Dice Pool: Intelligence + Prophecy

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

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

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 and Vehicles

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

Aesir

Virtues: Courage, Endurance, Expression, Loyalty
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

Amatsukami

Virtues: Duty, Endurance, Intellect, Valor
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

Atlantean

Virtues: Currently Ambition, Malice, Rapacity, and Jealousy; Historically Duty, Intellect, Order and Piety
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

Atzlanti

Virtues: Conviction, Courage, Duty, Loyalty
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

Deva

Virtues: Endurance, Harmony, Intellect, Order
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

Dodekatheon

Virtues: Expression, Intellect, Valor, Vengeance
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

Loa

Virtues: Harmony, Order, Piety, Vengeance
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

Pesedjet

Virtues: Conviction, Harmony, Order, Piety
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

Shen

Virtues: Duty, Harmony, Intellect, Valor
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

Tuatha

Virtues: Courage, Expression, Intellect, Piety
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

Character Generation

Calling

  • Calling
  • Nature
  • Pantheon
  • God

Abilities

  • Note 6 Favored Abilities from God
  • 30 dots, none over 3, at least 6 in favored

Finishing Touches

  • Legend: 2
  • Willpower: total of two highest virtues
  • Legend points: Legend squared

Bonus Points

  • 15, spent at any point in character creation
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)

Attributes

  • Prioritize 8/6/4

Advantages

  • Birthrights (Creatures, Followers, Guides, Relics): 5 points, none higher than 3
  • Boons and Epic Attributes: 10 dots, Boons limited to Legend - 1, Epic Attributes restricted to Base Attribute
  • Virtues: 5, tied to pantheon

Derived Values

  • Values marked with an * are affected by Wound Penalties.
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

Advancement

Increasing a Trait

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

Buying a New Trait

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