Scion - Titanomachy (Final Download) 2
Scion - Titanomachy (Final Download) 2
© 2020 Onyx Path Publishing. All rights reserved. References to other copyrighted material
in no way constitute a challenge to the respective copyright holders of that material. “Scion” and all
characters, names, places, and text herein are copyrighted by Onyx Path Publishing.
Keep up to date with Onyx Path Publishing at theonyxpath.com.
2 TITANOMACHY
Su Dáji 43
HOMECOMING 6
The White Eyebrow, Betrayer of Shaolin 45
Birthrights 46
INTRODUCTION 10
Before We Begin 11
TITANS OF THE TEŌTL 47
Citlali, Tzitzimime from Behind the Stars 47
CHAPTER ONE: THE TITANS 12 Coyolxāuhqui, Who Gathered the Four Hundred 48
The Taxonomy of a Titan 13 Tenoch, Quinametzin of the First Sun 49
Titan Callings 13 Tlaltecuhtli, the Hungry 49
Adversary 13 Birthrights 50
Destroyer 13 TITANS OF THE THEOI 51
Monster 14 Cronus 51
Primeval 14 Echidna 52
Tyrant 14 Gaea 53
TITANS OF THE ÆSIR 15 Birthrights 54
Jörd 15 TITANS OF THE TUATHA DÉ DOMNANN 56
Nidhoggr 16 Balor, The Evil Eye 56
Surtr 17 Belenus The Bright 58
Ymir 17 Bres The Beautiful 58
Birthrights 18 Cernunnos, The Horned One 59
TITANS OF THE DEVÁ 20 Domnu, Mother of Titans 59
Banasura, the Thousand–Armed King 20 Birthrights 60
Rangda, the Witch–Queen of Bali 21 NO SUCH THING AS TITANS 62
Saita, the Untold Story 23 What About Evil Magicians? 62
Birthrights 24 What Do You Even Do All the Time? 63
TITANS OF THE KAMI 26 Birthrights 63
Fūjin 26
Goki 27
CHAPTER TWO: STORYGUIDING 64
Princess Kiyo 29 Titans at the Table 65
Namazu 29 Theocentrism 65
Raijin 30 Titanomachy 65
Birthrights 31 Designing a Chronicle 67
Player Involvement 67
TITANS OF THE MANITOU 32
Deciding Scope 67
Ae-pungishimook 32
Choosing Titans 68
Aniwye 33
Using Titan Scions
Mishibizhiw 34 in Your Series 70
Misiginebig 34 Scions with a Purpose 70
Birthrights 35 One-on-One 71
TITANS OF THE NETJER 37 Enemy Titan Scions and Cults 71
Apep, The Serpent of Chaos 37 Titan Scions as Ambiguous Figures 73
Aten, The One True Sun 38 Playing Titan Scions 74
Isfet, the Disharmonious 40 Encounters with Titans 74
Birthrights 40 Free-Range Titans 74
TITANS OF THE SHÉN 42 Titans Who Seek
the Heroes Out 75
Ào Guāng 42
Prison Visits 75
Kuāfù 43
TABLE OF CONTENTS 3
Common Enemies 76 Qualities 101
Working with Attack 101
Titanic “Allies” 76 Defense 102
Outside Context Problems 76 Utility 102
Titanspawn 76 Social 102
Calamity’s Children 76 Occult 102
Differing Dooms 77 Flairs 103
Procedural Play: Sleights of Mind 77 Attack 103
The Hole Above the Heart 77 Defense 103
Jamming the Gears That Grind Down the World 78 Utility 103
Intrigue Play: Sweet Voices in the Night 78 Social 104
Action Adventure Play: Bloody Handed Reckoning 79 EXAMPLE ANTAGONISTS 105
Titans & Dragons 80
Adze 105
Nomenclature at The Table 80 Aegaeon 105
Double-Dealing Bastards and Other Family Stories 81 Aegaeon’s Fingers 106
Who Are You, Really? 81 Ào Jinru, Scion of Ào Guāng 107
The War Eternal 82 Arachne’s Children (Giant Spider) 107
How to Use These Adventures 82 Banshee 108
Benandonner 108
Diaspora 83
Child of Apep 108
Act One: The Airport 83
Chloe Eirini, Scion of Prometheus 108
Act Two: Intrigue 85 Christopher Swong, Abasom 109
Act Three: Action 86 Daēva 109
Storyguide Characters 87 Dullahan 110
Mortals 87 Ed & Edie Jackson: Scions of Prometheus 110
Scions 88 Elementals and Demons 111
Antagonists 88 Elliot Jones, Druid to Orgos 112
Elric Ash, Scion of Surtr 112
Lunar New Year 88
Fomorian (Giants) 113
Learning of the Threat 89
Fomorian (Beautiful Ones) 113
Onward to New York City 89
Fomorian (Aquatics) 113
Exploring Chinatown 89 Fomorian (Melted Ones) 114
Make a Plan 90 Four-Eyed Dog 114
Lunar New Year’s Day 91 Gashadokuro 114
Conclusion 92 Grant Hicks, Priest of Echidna 115
Bring Forth a Greater Thunder 92 Gremlins 115
Act 1: The Heir Apparent 92 Grootslang 115
Harionago 116
Act 2: Drawing Lines 93
Hecatoncheires 116
Act 3: Minutes to Midnight 94
Hyakki Yakou, the Night Parade of
Epilogue: Titanomachy Looms 95 One Hundred Demons 117
Indech, Son of Domnu 118
CHAPTER THREE: ANTAGONISTS 96 The New Indrajit 118
Designing Titanic Fights 97 Internet Trolls (Greater) 119
Type of Encounter 97 Jameson Beaumont III, Scion of Gaea 120
Which Antagonists 97 Jiāolóng 120
Jishin, Scion of Namazu 120
Using the Terrain 100
Jötunn 121
Archetypes 101
Kelpie 121
Spawn 101 Khalkotauroi 122
Titanic Minion 101 Kongamato 122
4 TITANOMACHY
Kraken 122 Solomonar 137
Lamia 122 Soucouyant 137
Lillin 123 Starlight Solutions 137
Maneto 123 Stymphalian Birds 138
Mary Li, Scion of Kuāfù 123 The Thing in The Deep 138
Merfolk 125 Tikoloshe 139
Micaela Standish, Scion of Fūjin 126 Timothy Allgood, Titans’ Advocate 139
Mokele-mbembe 126 Tzitzimime Intruders 139
The Monster 126 Vardoger 140
Mukade 127 Wendigo 140
Nian 127 Wombyn of the Moon-Water,
Nipahâhkatosow 127 Followers of Rayven Silverhair 141
Omukade 128
Oni 128 APPENDIX 142
People of Gold 129 New Alternate Rule: Collateral 142
Phouka 130 Building the Pool 142
Pierre Levett, Scion of Ae-pungishimook 130 Birthrights 143
Prince Annapolis, Scion of Metis 130
Creatures 143
Rakshasa 131
Cyclops (••••) 143
Rayven Silverhair, The True Diana, Scion of Nyx 131
Fenrir’s Pups (•••) 143
Roc 132
Gu (•••) 143
Rogue Kallikantzaros 132
Rahu’s Chariot (•••••) 143
The Saturnian Society 132
Followers 144
The Scorpion Folk 133
Selkies 133 Guides 145
Silent Storm 134 Relics 146
Silent Storm: Acolytes 134 Knacks 150
Silent Storm: Undercover Agents 134 Knack Notes 150
Silent Storm: Crafters 135 Adversary Knacks 150
Silent Storm: Summoners 135 Destroyer Knacks 151
Silent Storm: Thunderbolts 135
Monster Knacks 152
Silent Storm: The Inner Circle 136
Primeval Knacks 155
Sirens 136
Tyrant Knacks 156
TABLE OF CONTENTS 5
Between the crush of the crowd, the flashing lights Maybe she had asked for all this trouble. The job
on the stage, and the music pumping from speakers, was just to clean up and tidy the condo of some big wig,
getting her bearings was impossible. The revelry of the self-described producer: fold his laundry, sign for any
ecstatic faithful increased with every thundering note. packages that came while he was out, put the dishes
Wherever she turned, she pressed into another mass of in the dishwasher, and maybe take the dog out for a
blurred-together faces — the same dim look of innocent walk. All standard tasks she had done before without
hope wrapped up in the moment. Glancing down at the incident. Besides, he came recommended by one of her
flyer gripped in her hand and then back up, Jennifer regular contacts, a kindly, retired screenwriter who
Walker shielded her vision toward the front stage and had worked with the fellow just shortly before taking a
wondered what it was she had stumbled into. much-deserved vacation.
••• The money would at least pay for another couple of
nights in the co-living space she had found in La Jolla,
Two weeks prior
and that definitely beat trying to jockey for a bed in a
The blazing sun set as the Greyhound’s engine shelter that could go to a family in need. Having grown
churned, coughing out thick clouds of black exhaust up without any semblance of actual family, Jennifer
that obscured the view from the back of the bus. It took wasn’t going to be the one to see one split up on account
everything to keep herself from shaking in her seat, even of her circumstances. It just wasn’t right. If it were any-
knowing that what happened back in San Diego was one other than a family, though? They’d probably have
soon to be hundreds of miles behind her by morning. a broken nose and a missing wallet.
When she boarded the bus, the driver was half-inclined Surviving on her had own desensitized Jennifer to
to toss her off, believing the rail-thin young woman to a lot of things that would disturb more well-adjusted
be a homeless street kid attempting to hitch a ride with individuals; it wasn’t uncommon to look away from do-
an unpaid fare. mestic violence among indigent populations and pre-
To the bus driver’s credit, his assessment of her tend you saw nothing. It was easier (and safer) to ignore
was mostly correct; Jennifer spent the past two years it than to get involved. After a while, she had learned to
after aging out of the foster care system drifting from disassociate from scenes of brutality — almost as if she
shelter to shelter, or couch surfing with acquaintances hadn’t seen them at all. But this? This took the cake. She
or distant relatives that usually wanted her gone before couldn’t have known what she was going to walk into.
the week was out. It was difficult to hold down a job •••
without a permanent address, so she got by as best she
could with odd jobs she found on the internet. That was It’s all fuzzy, though, and when Jennifer came to,
its own sort of trouble. she found herself on Black’s Beach, covered in sand and
drenched in sweat, sea water, blood that — as far as she
6 TITANOMACHY
could tell — wasn’t hers. A banging headache pounded Starting over was always a pain in the ass, but she
deep in her skull, pulsing behind her eyes and making it had done it so many times before that it was more like
difficult to focus on even the simple task of putting her- a minor inconvenience. After a week or so, she man-
self back together. Thankfully, her time on the streets aged to integrate herself into a small collective of other
made getting back home without drawing attention runaway youths who pooled everything together as a
easy, even in her compromised state. Pulling on the means to get by. Meals were meager, and on more than
cleanest shirt she could find and stealing a black hoodie one occasion she went whole days without eating, but
from one of the other occupants, she was packing up at least the sense of community gave her a feeling of
her duffle when a newsflash came on the television that security after fleeing San Diego.
was influencing the dreams of the passed-out druggies Between losing weight and her freshly dyed, dark
on the dilapidated couch. red hair, her appearance had changed enough to keep
A candid shot of the big wig was full screen, under her under the radar — if the search for the apparent
which the breaking news ticker displayed: murderess had gone national. Truth be told, she hadn’t
even bothered checking the news. None of the locals
LOCAL SAN DIEGO PRODUCER FOUND
asked about her past, and she wasn’t about to tell them
DISMEMBERED IN OWN HOME
that she might have accidentally murdered someone,
All color drained from her face; by the time the even if her memory of that night was murky.
newscaster finished describing possible suspects, she Still, a feeling of constant dread settled itself in the
cleared the door and booked it to the nearest bus sta- pit of her stomach. If she had done it, it was self-defense.
tion. The where didn’t matter; she later recalled asking Probably.
the cashier at the ticket window, “How far will $60.32
get me?” “Hey, Jenny!”
Phoenix it was. The words pulled her from her thoughts as a chipper
young woman bounced up to her, cropped blond hair
streaked in a veritable rainbow. How Caleeia managed
HOMECOMING 7
to remain so effervescently wholesome despite her Caleeia managed to vanish into the crowd, and
homelessness had by and large remained a mystery. Jennifer cursed under her breath — they weren’t sup-
Thrusting a crumpled-up flyer toward Jennifer’s chest, posed to get separated. Pushing her way forward, it
she beamed. wasn’t until she made it to the front of the stage with
“You gotta check this out! Jamie said this guy legit her body slamming against a steel barricade that she re-
has set up a village of tiny houses to help the homeless. alized her friend was nowhere to be found; her stomach
You’ve been talking about wanting a fresh start, and churned.
this can’t possibly hurt at all!” The whole arena went pitch black as two spotlights
Unfolding the wrinkled page, her dark eyes illuminated the man on the stage and the black hood-
scanned over the text: ie-clad waif desperately trying to keep a low profile. All
the other bodies and sounds faded out as he spoke.
PASTOR ZECHARIAH “ZECK” DENTON
“All you need is to allow yourself to rise up from
& THE CHURCH OF ILLUMINATION
the darkness that binds you to where you are. You’ll
CORDIALLY INVITE ALL WAYWARD
never rise any higher than the way you see yourself.
YOUTH TO THE NEW CENTER OF
Yes, even you, Jennifer Walker.”
ENLIGHTENMENT FOR REFRESHMENTS
AND COMMUNION The hair on the back of her neck prickled, and as
she turned to look to the stage, she was face to face with
“New beginnings: Stepping out of the darkness and Pastor Zeck. That gleaming smile that seemed warm
into the light — a new approach to life.” Her gaze then and welcoming from so far away was more predatory
flitted up to Caleeia, regarding the younger woman up close.
with amusement as she handed back the flyer with a
shrug. “Not like there’s anything much better to do. “H-how—” Jennifer stuttered before she was cut
There’ll be free food, right? off.
The sunny blonde beamed brightly, fingering a “How do I know your name?” A rich chuckle fol-
pendant in the shape of a bird around her neck. lowed his words. How could something so bright sound
so dark? Zeck held a hand out to Jennifer, gesturing for
“Let’s go together, then!” her to take it as he pulled her up effortlessly onto the
••• stage with him. “A little bird told me, of course.”
Saturday, August 3rd The words were met with a quizzical expression —
brows quirked and chapped lips pursed so tightly they
“You weren’t created to live selfishly — you were might as well have vanished. It was a look that said she
created to serve the highest of beings and to be granted was frankly unconvinced, and her crossed arms and de-
His blessings in return,” the voice boomed over the fensive posture only furthered that aura of incredulity.
loudspeaker, warm and welcoming. The giant screens
projected the image of the speaker for those who “Your friend, the blonde girl. Caleeia, I believe it
couldn’t manage prime seats: an impeccably groomed was.”
man, somewhere in his late 30s or early 40s. He was Folding her arms across her chest, Jennifer’s scowl
dressed in a manner that was both couture by design deepened, which led Pastor Zeck to smile more as he
but also incredibly approachable — if there was a way raised both hands up to show he was harmless.
to be both unbelievably wealthy and humble about it, “She’s the reason you’re here, isn’t it? Caleeia is,
he nailed it. how do you say, an associate of mine. One that I very
The crowd roared in ecstatic response, some sobbed much value and appreciate for bringing you to me.” He
hysterically, hands reaching outstretched toward the flashed another smile.
man on the stage as he knelt down, smiling a smile Jennifer took three steps back and away from the
so bright it was near blinding. When the lighting was man who seemed to glow brightly, even with the spot-
just right, he looked as though a halo of brilliant light light still on the two of them. “Look, Pastor Zach —”
surrounded him. Jennifer had to admit the guy had cha-
risma, and clearly what he was saying resonated with “Pastor Zeck.”
so many. “Whatever,” Jennifer spat, pushing her bangs out
“You’re going to go through tough times; that’s life. of her eyes. “Look, whatever the hell this is,” she ges-
But I say this: Nothing happens to you, it happens for tured widely to the dark space that had been, until a
you, and it happens for a reason that you cannot yet scant few minutes ago, filled to the brim with energetic
fathom. We are in the midst of a war for the very soul of youth seeking salvation, or something darker. “I don’t
the world. There are those out there who wish to cloud want any part of it, okay? There isn’t anything you
the world in darkness with lies, guiding you away from could offer me that I need.”
the singular truth — only the light will free you from Rich laughter once more echoed, and it was so
your sins and guide you toward the one righteous and consuming it forced Jennifer to cup her ears against the
true path.”
8 TITANOMACHY
reverberation of it all. She felt as if the walls were clos- Zeck came to a stop just short of her and rested a
ing in on her. The bright, glowing heat of the spotlight hand upon her shoulder in an almost fatherly way. His
and sudden lightheadedness made her feel ill at ease. other hand tilted her chin up to look at him. Jennifer
“Tell me, Jennifer, have you never wished to have knew something wasn’t entirely right here, that this
someone look after you? To take care of you?” Even as whole surreal scenario was something that couldn’t
he stepped out of the spotlight, he still radiated light. possibly happen. Here she was, in the presence of some-
“It must have been hard for you, growing up without thing beyond human and beyond her meager compre-
a family. Your mother passing before you could walk, hension. She was so tired of running and wondering
your father... Well, he never was one to do much after where her next meal would come from.
sundown but cower, but I digress…” “I just… I just want to belong. To be wanted, in-
The pit in her stomach, one she could never seem stead of seen as a burden,” she managed to eke out as
to escape, blossomed wholly into a longing she hadn’t her defenses fell with the tears she didn’t realize had
realized she had. As Zeck continued to approach her his welled in her eyes.
radiance only shined brighter, and she averted her eyes “It doesn’t matter who wants you or doesn’t want
to stop them from burning. you, all that matters is that I want you. I choose you,
“Aren’t you tired of all the running, Jenny? Of all bloodied hands and all. What more could you ask for?”
the uncertainty of your life? Isn’t it time to finally put Nothing. Absolutely nothing.
down roots with a family that wants you and cares for Then, Aten smiled at his Chosen.
you? All you need to do is believe in the one righteous
path, to strike at the false Gods who would wish to see Yes, she would do nicely.
the world fall into darkness. You’ve fought and won
before, why not do it with a holy purpose?”
HOMECOMING 9
CONTENT WARNING!
As an antagonist book full of challenges for the children of the Gods, Titanomachy is full of frightening
things like abusive parents, trans-exclusionary radical feminists, climate change, and centipedes that eat your
brain. Storyguides using this book are encouraged to read Chapter Three: Antagonists in its entirety,
and then discuss content that may appear in their chronicles with the players before they start to run.
Always play safely!
before we begin 11
Well, that’s history for you, folks.
Unfair, untrue and for the most part written by folk who weren’t even there.
– Joanne Harris, The Gospel of Loki
OF A TITAN more than watching her enemies rail against the pressure
of her opposition. She is the fire by which they are forged,
the grain upon which they are refined. Sometimes this op-
TITAN CALLINGS
Each of the Titans presented herein have at least one of the
Failure Deeds: Fail to destroy something priceless, re-
fuse a chance to unmake something, assist another in creat-
ing a new structure or institution, allow yourself or someone
five Titan Callings. to stagnate
ADVERSARY Adoption Deeds: Break something invaluable, perform
an epic show of force, demolish something belonging to an
Where the Trickster accomplishes goals through deceit
enemy until there is no trace left
and becomes a cultural example through their failures, the
titan callings 13
Example Keywords: primordial, vast, infinite, elemen-
MONSTER tal, conceptual, depths, universal
Myths and legends drip with terrible creatures who
Fatebinding Roles: Balm, Nemesis, Worshipper
swallow the sun, who chew at the roots of the World Tree, or
who eat the flesh of humans. These creatures are Monsters; Example Titans: Cernunnos, Fūjin
inhuman and grotesque of body, possessed of terrible might. Failure Deeds: Allow a great source of natural energy to
Monsters are beasts of fear and hunger. They prey upon the be harnessed by artifice or mortal forces, allow mundane or
weak and gnaw at the fabric of reality. Some Monsters can human concerns to guide your use of elemental forces, fail
learn to rearrange their forms, wearing pleasing disguises or to stop the destruction of a font of natural power or place of
bursting into a towering, horrific shape. Wherever a Monster primal majesty
lurks, tales of their fearsome presence spread like wildfire.
Adoption Deeds: Allow something to return to its nat-
Skills: Athletics, Medicine, Survival ural state, advance the cycle of something’s growth or decay,
Example Keywords: shapeshifter, fearsome, bloody, contribute to the damaging effects of a natural disaster
hunger, deceiver, murderer
Fatebinding Roles: Nemesis, Rival, Traitor
TYRANT
While Leaders represent those in power who care for
Example Titans: Echidna, Rangda and guide their people, Tyrants crave power for themselves.
Failure Deeds: Refuse to take advantage of an enemy’s A Tyrant desires unquestioning servants, sycophants, and
fear, fail to reveal your true nature when doing so would yes-men. They cannot abide criticism and spare little
cause panic and terror, spare a terrified foe thought for those they’ve stepped on so long as they rise to
the top. A Tyrant’s word is absolute, inviolable. Their edicts
Adoption Deeds: Terrify an enemy into a change of
must be obeyed, on pain of punishment. Titans with the
heart, devour the flesh of your defeated foe, reveal your true
Tyrant Calling think only of themselves and their own selfish
face to someone you know fears you
gain. While a Tyrant may make fair-weather friends, their
PRIMEVAL selfishness quickly drives them from others’ good graces.
Things of untamed primal power, Primeval Calling Skills: Empathy, Leadership, Persuasion
Titans are literal fixtures of the World. A Primeval is the Example Keywords: stern, unforgiving, absolute, selfish
depths of the ocean, the unforgiving disc of the sun, or the
Fatebinding Roles: Apprentice, Rival, Worshipper
rage of a volcano. They are the land itself, implacable and
austere. These are the most likely to have no shred of hu- Example Titans: Aten, Cronus
manity, for they are too vast to ever understand something as Failure Deeds: Treat your lessers with compassion,
small as the human mind. Whatever the Primeval represents, compromise your goals for someone else, allow one of your
they embody it entirely. edicts to be broken
Skills: Academics, Occult, Survival Adoption Deeds: Coerce an enemy of equal power into
your service, intimidate a large group into obeying you, seize
vast political power unjustly
greater the human suffering and disruption to their society, of the destruction they are inevitably bringing down upon
the better. There is nothing he won’t do, and no one he won’t themselves.
manipulate into doing his dirty work for him. This includes
his Scions, who often suffer from the same circumstances of ANIWYE
birth as their Godly half-brothers — most never know their Aliases: Aniwaaye, Aniwo’ye, Giant Skunk,
father, and even when Ae-pungishimook appears to them, he Mishi-Zhigaag
is detached from the suffering his absence as caused them.
Far from welcomed in civilized circles, Aniwye the
Their needs and wants are secondary to his grand design,
Giant Skunk has embraced that he is forever an outcast
and those that fail to heed the wishes and commands of the
due to his ability to raise a stink so bad that people die from
West Wind eventually find themselves meeting his other
smelling it. Between that, and his habit of hunting down hu-
dominion: death.
mans to devour, he became a beast feared from great lake to
Callings: Judge, Liminal, Primeval great lake. Whole villages would send out their best warriors
Purviews: Chaos, Death, Deception, Epic Dexterity, to prevent Aniwye from coming any closer and infecting the
Epic Stamina, Fertility, Fire, Order, Sky land with his pestilence. Others opted to pack up their lives
and flee, hoping to avoid becoming an entrée or choking on
RELATIONSHIPS AND AGENDA Aniwye’s noxious flatulence. There was little that could be
Ae-Pungishimook knows that Geezhigo-Quae and done against a skunk that was as tall as the trees — at least
Muzzu-Kumik-Quae are nervously watching his every move until Nana’b’oozoo strolled up and clubbed Aniwye so hard
out of genuine concern. He is, after all, still Manitou, even with a peace pipe that he exploded into tens of thousands of
if he actively works against them and all that they have smaller versions of himself scattered around the World.
created. Far from winning father of the year awards, Ae- Defeated and stripped of his might (and still annoyed
Pungishimook continues to taunt his sons, distracting them about that), Aniwye has been patiently waiting for his time
from the hunting of wendigo, and generally ensuring that his to come again. His influence over his avatars across North,
own influence continues to grow unabated. Central, and South America has grown as their natural
OTHER PANTHEONS predators’ populations shrink. While diminished in size,
Aniwye and his children appear as less threatening; small
There is good reason for the Manitou to be wary of oth-
and easily concealable in bushes makes it easier to spread
er pantheons — they’ve watched as the worshipers of these
their putrid scent and mark their territory. They love to
Gods come to their shores, multiply, and take more and more
wreak havoc, causing mischief and getting into fracases
from the earth than they have ever given back. These Gods
with domesticated pets or getting into power transformers
claim to be righteous and willing to help others, but the
and cutting power to manufacturing facilities, disrupting
Manitou have a long memory and the wounds of the recent
local businesses, and hurting small communities reliant on
past ache still. Ae-pungishimook has found readily available
those industries. Who cares if it inconveniences humans or
allies among the Æsir, who also seek their own end of days.
disrupts economies? Skunks (and their old-world cousins,
It does not matter how it happens so much that it does; that
the stink badger) do what they want. On occasion, a group
would be enough to please him.
of these skunks band together and form a super-skunk remi-
CURRENT PRIORITIES niscent of Aniwye’s true glory and terrorize a neighborhood
Some people want to rule the World, others would before being quashed by a Scion of Nana’b’oozoo.
rather see it destroyed and made anew in their vision. Ae- Easily manipulated, Aniwye has been the unwitting
pungishimook, more than any other Manitou, sees humanity patsy of many a ne’er-do-well who wish to utilize his pro-
as a blight that needs to be brought to heel for the sake of digious stench and minions for their own goals. Even Ae-
creation. As the World edges nearer to climate catastrophe, pungishimook, whose son was the cause of Aniwye’s initial
Ae-pungishimook finds himself egging it on and encouraging defeat, managed to get the giant skunk on his side in hopes to
humanity to further glut upon their own willful ignorance force Muzzu-Kumik-Que’s hand in raising up Turtle Island
Purviews: Chaos, Darkness, Deception, Passion Re Watch News Network: The largest anti-Netjer
media company, their writers, podcasters, radio hosts, and
RELATIONSHIPS AND AGENDA television personalities aggregate news of the Netjer. As a
No one should trust Isfet. She breathes deception and cult of Isfet, they exist only to make propaganda about the
misleads the remet, or people of Egypt, into acts that weigh Gods. As Isfet prospers in a post-truth world, the RWNN
down their heart. That said, Isfet is always willing to work gets plenty of views.
with any Titan who undermines the Netjer Gods and their
THE WHITE EYEBROW, His eponymous fighting style is direct and aggressive,
overwhelming foes with rapid combinations of explosive
BETRAYER OF SHAOLIN hand strikes and the occasional kick. These boxers rapidly
Aliases: Bak Mei (Cantonese), Bái Méi (Mandarin) change level to disorient foes, dropping low to reduce their
target silhouette as they defend before springing up and us-
Stories about the White Eyebrow are as numerous as
ing the strength of their legs to drive the next attack home.
the mentions of his name, but a few details remain constant:
Of course, they always wield weapons given the opportunity:
• He was a Chán Buddhist monk at the Shaolin swords wielded singly or paired, whips, staves, crutches,
Monastery who studied Daoist esoterica. rakes, and wooden benches.
• He achieved immortality through sinister means: If you’re in a Buddhist, Daoist, or Chinese cultural orga-
Daoist black magic, slaughtering a Titan and devour- nization, sooner or later the White Eyebrow will come call-
ing its heart, something like that. ing. Got a titanspawn problem? Opposing pantheon’s Scions
kicking sand in your face? The old man can help, providing
• He belonged to the Shàolín community during one
human resources, training, weapons, or money — he has lots
of the monastery’s many destructions and was widely
of cash to spare after several centuries’ careful investment.
implicated in said destruction, but his involvement was
He knows you don’t trust him. He knows you know better.
never proven.
But when you’re desperate, and he’s powerful and can offer
• He is a hand-to-hand combatant of legendary skill, help… well, sometimes beggars can’t be choosers. Especially
who founded the White Eyebrow boxing style. when those beggars are titanspawn pushed to the edge.
• He has resurfaced throughout history in many times The White Eyebrow’s organization is formidable but
and places, far more than one human could accom- vulnerable. Since he recruits betrayers, they can be encour-
plish during a single lifetime. aged to betray him or one another in turn. In fact, his own
organization is well aware of this, to the point he never trusts
• He cannot be trusted.
any individual with all his secrets. Also, like all bullies, he’s a
Since the Monastery’s destruction, the White Eyebrow coward; when he knows it’s really crashing down around his
has disappeared for long periods, then reappeared to at- ears, he’ll be the first one to light foot it out of there.
tach himself to various political organizations. He has ties
both to Wŭdāng Clan’s Daoist priests — notorious for their Callings: Adversary, Sage, Warrior
political machinations — and to the White Lotus Society’s Purviews: Deception, Epic Dexterity, Epic Stamina,
mostly-benign Buddhist-Manichæan syncretists and other Epic Strength, Health, War
fringe religious believers. He participated in the White
Lotus Rebellion at the end of the 18th century, though he
RELATIONSHIPS AND AGENDA
did not commit enough to save Wáng Lún from failure and The White Eyebrow cares about one thing above all
death. Whenever he attaches himself to a new organization, others: himself. He nonetheless recognizes relationships’
he professes allegiance to their philosophy or mission but al- utility in getting him ahead, or at least giving him someone
ways protects his own neck first. His skill and infamy attract to shove in front of him when the shooting starts. The White
the attention of the power-hungry, who break from their for- Eyebrow would never, ever, ever get emotionally invested
mer allegiances to answer to him before all. Through these in a student. Not even a singularly talented, dedicated one
aspirants, he has slowly built up a worldwide following that who actually challenges him as a martial artist and a teacher.
festers wherever there is interest in Chinese boxing. Anyone Nope. Definitely not. Means to an end. That’s all. That’s all!
who finds a Wŭdāng, White Lotus, or even Chán cell any-
OTHER PANTHEONS
where in the world must wonder: Have they fallen under the
sway of the White Eyebrow? The White Eyebrow’s closest friends are in the Chinese
immortal community. The “faerie world” of the Chinese
The White Eyebrow is a competent tactician and strat- backcountry brushes up against the “rivers & lakes” of
egist who well understands that the art of war is based on worldwide martial arts, and the White Eyebrow rules over
deception. His legions of followers will fight to the death to their intersection. He’s really good at scoring invitations to
protect him and his secrets, although most are cannon fod- the Asian pantheons’ social functions, where he acts like a
der with more muscle than sense or technique. The heavily jerk, but an interesting jerk, so people still listen to him. Only
armed teachers and elites are the real threats (they may even the Palas completely refuse to talk to him. He has also won
know a secret technique or two, though none knows all his some positive attention by publicly backing the occasional
tricks). He himself is among the deadliest living martial art- good cause — for example, throwing his network’s weight
ists, notorious for his “death touch” — a series of pressure behind the Atua’s crusade against climate crisis. It’s not just
points which, struck in order, cause cardiac arrest. With
Shàolín iron body techniques, he has immunized himself
WHAT’S IN A NAME
The phrase 'Tuatha Dé' roughly translates to 'godly tribes'. The Titans and Gods from this pantheon of bitter
internecine struggles differentiate themselves by whose folk they are: do they claim membership within the Tuatha
Dé Danaan, following the Goddess Danu, or the Tuatha Dé Domnann, the folk of the Titan Domnu? This matter of
nomenclature matters very deeply to those on either side of this family divide, and characters slip up at their peril.
The Tuatha Titans, led by Domnu, take in all manner Historic Revisionists: If you can’t fix history, you can
of refugee entities — those rejected from other groups — in attempt to rewrite it. Domnann Scions often gather around
order to increase their number. In addition, she’s grown no- themselves any number of new age jewelers, creative histo-
torious for “poaching” the Scions of other Titans, and some- rians with weekly podcasts, and avid Wikipedia editors; the
times the Scions of Gods. Highly speculative and unverified Domnann feed their reconstructionist followers an improved
rumors state she’s even managed to steal away one or two version of history, which casts their parents in a more favor-
dragon offspring. She treats the rest of her pantheon like her able light, often including a false line about the purity of
children, for good or for ill, and while Bres sometimes tries their lineage.
to push her out of control of the pantheon, he always fails. GUIDES
Selkies: Domnu delights in employing selkies, some
she created herself, and others she tempted away from their
TITANS AT cus of the game, you can still include Titans from the other
pantheons, or consider having your Gods declare all other
THE TABLE pantheon Gods as Titans. If you include all or some panthe-
ons, then it might still behoove you to pick a single Titan or
set of Titans to be the focus of your story. The players’ mo-
T he first thing to consider when running a game set in
the Titanomachy is how much Titan do you want your
players’ characters to deal with? Answering this question
tives make the war interesting. You might find it daunting
to run a game centered around the many conflicting goals
requires answering several underlying questions such as: Do of several pantheons’ Titans.
you even want the characters to deal with Titans? Or, just The Titans may present a united front. Maybe a single
titanspawn, or maybe even just their cults; which Titans do Titan keeps them focused on the same goal and taking out
you want to include at your table? How violent and open is the leader could end the war entirely. Think about which
the Titanomachy in your game? pantheons’ Titans make the most sense for teaming up and
These questions don’t necessarily need hard and fast think of reasons why the other pantheons’ Titans are not
answers, though thinking about them before the game involved. Maybe they are still locked away, or maybe they
starts helps you focus your story and provides you with a are all dead now.
framework for ensuring you use the Titans to their fullest.
TITANIC PROBLEMS
Scion: Mysteries of the World presents several elements
to change the scope of your game. Using the Theocentrism If you choose to make Titans a background element, you
and Titanomachy elements can help you answer your ques- can easily dial your Theocentrism all the way down to a single
tions about including Titans in your game and ensure both pantheon. Here, Titans might serve as major players who cause
the Storyguide and the players are on the same page about problems all over The World, and the worshippers always
their expectations. know exactly who to call on when problems arise. Your game
might play a bit more as a supernatural enforcement squad as
Theocentrism considers how many and which panthe- the characters get called in to deal with all manner of issues.
ons you want to include. This sets the focus of the game and
provides you with story elements rooted in one or many You could also lean on the fact that most Titans do
pantheons. Titanomachy considers how prevalent Titans not share goals, making each new threat feel different and
are in The World. Are they locked away in presumed safety, unique. Each new titanspawn or Titan cult comes with its
or is there all-out war between Gods and Titans? own agenda, allowing for a more episodic feel to dealing
with Titanic threats.
THEOCENTRISM TITANOMACHY
Theocentrism is an important factor to consider for
any game, and when trying to decide which Titans to in- When deciding how to include Titans in your game,
clude, this can guide you. From single-pantheon focused you need to decide how present they are. Will the charac-
games to all pantheons with equal focus, deciding which ters eventually come face to face with Apep, who has been
Titan to include as your main antagonist can change the antagonizing them through proxy for the entirety of the
tone or theme of the game. game? Or, do they simply need to defeat the Cult of Apep
who has been attempting to thwart them at every turn?
Knowing that you want to include Titan activity, and How present and dangerous is the battle with Titans in The
have it matter, should also help you pick which pantheons World? Even if a Titan is antagonizing the characters, how
to focus on. Focusing a game on Titans and then making much support their Gods are willing to give depends on
the Òrìshà your only pantheon means that the distinction how much the Gods care about what is going on with the
of Titan is lost completely. Meanwhile, centering the Devá Titanomachy right now. If the Gods are at peace with the
means that Titans and their spawn are around every corner, Titans, they are unlikely to want to start up another war by
or at least that the characters are constantly planning for encouraging their Scions to fight or kill a Titan.
war.
designing a chronicle 67
• A titanspawn of Apep has besieged Cape Town the characters stop the Titan plot before Mount
while at the same time another has besieged Lagos. Meru and The World get caught in the crossfire?
Can the characters stop them both at the same • Olympus and Duat have fallen, the other Overworlds
time? are embattled. The Titans are winning, and for now
• A rift has opened from Mag Mell, and Denizens of they wage their wars in Terra Incognitae instead of
that realm are pouring into The World. The only The World. Can the characters turn the tide of the
way to close it is to find a sealing Relic and use it war before the fighting bleeds into The World?
both inside Mag Mell and then The World.
TERRA INCOGNITA
CHOOSING TITANS
Which Titan (or Titans) you choose to focus your game
Games with a scope of Terra Incognita span both The around helps determine what kind of game you’ll be running.
World and the Terra Incognitae. Characters go where they Some Titans focus on ending The World, while others sim-
are needed to handle major threats that could be World- ply want to kill a single God or pantheon, and still others only
ending or impactful enough to make irrevocable changes to want to survive without the Gods interfering. Each Titan has
The World. When the characters save the day, they are sav- a nuance of how they act, what kinds of actions they take,
ing The World from destruction, or an Underworld from and what their titanspawn or cults might be doing.
being taken over, or a Midrealm from collapse.
The following gives some suggestions of Titans found
The characters split their time between The World and in this book including motives and some ideas of what their
Terra Incognitae. The game takes place between multiple followers and children might be up to in various scenarios.
Terra Incognita, with the characters needing to travel all
over to solve issues, find allies, collect rare Relics, and de- Aniwye: Right now, Aniwye is scattered around The
feat hidden foes. World in tiny pieces and wishes nothing more than to re-
unite his parts. He lets himself be manipulated, in hopes
• Cronus has escaped his bonds and is on his way to that he can garner power to hopefully regain his true form.
destroy The World. Can the Scions prevent him Until then, he lets the Gods mock him, as long as they think
from making it to The World before it’s too late? he’s useful enough to give him aid. They’ll soon be sorry.
• Titans are amassing on the island of Lankā, with • A Scion of Aniwye is collecting his pieces from
the intent to make a play to invade Mount Meru around The World and attempting to reunite them.
and bring down the Devá once and for all. For their She works in secret, slowly packing up skunks and
part, the Devá are gearing up for all-out war. Can stink badgers where she finds them and smuggling
designing a chronicle 69
• Namazu’s Scions have teamed up and plan to blow oppose oppressive rules. Do the characters try to
a hole in the underwater caverns she is trapped in stop Surtr’s cult before things get out of hand, or
for her to escape. Unfortunately, they carry enough utilize them to see what new changes they can
firepower to crack open the whole of Honshū create?
island. Will the characters try to redirect their
• Natural disasters are wreaking the west coast of
course, or stop them completely?
the United States from Seattle to San Diego: fires
• A Namazu cult has decided that her thrashing rage, earthquakes shake the area, and flood waters
earthquakes are blessed visions and a way for them fill the streets. Surtr seems ready to destroy the
to gain power. They have been enticing her to entire coastal area, but no one knows where he is
thrash within her prison more and more, causing to stop him. Can the characters find him before he
larger and larger earthquakes which threaten to does even more damage?
destroy everything built on the island. • Surtr’s titanspawn are wreaking havoc in France,
• Namazu’s titanspawn fill the sea around her pris- tearing through Paris without any apparent end
on. Knowing that she might be freed soon, she is goal. There is no creation to their madness, and it
preparing a great battle against the Kami for her seems that they are off Surtr’s normal script. Can
long internment. Can the characters entice the the characters stop them before the city lies in
titanspawn away, or possibly convince Namazu to ruins?
let go of her grudge if they help free her?
Rangda: Rangda is happy to remain on Bali alone and USING TITAN SCIONS
without trouble. She tries to champion women as much
as she can, but her methods are less than helpful. All she
really wants is for women to have the respect they deserve
IN YOUR SERIES
and to be left alone, both things she’s willing to do literally
anything to ensure. T itan Scions make great antagonists for Hero Scions; they’re
tough opponents but not too tough. They’re intelligent
foes — unlike mere monsters, they plan ahead and adapt on
• Rangda is creating a proverbial wall around Bali, the fly to whatever the Heroes do. They readily enlist allies
made entirely of magic. The Devá see this as ag- to their cause: Titanspawn, other Titan Scions, or the mortal
gressive action and are ready to attack her. Durga, members of a Titan cult.
normally the one who talks them down, is nowhere
Best of all, if you keep increasing the level of your Titan
in sight. Barong, the guardian spirit of Bali, sees
Scions (from Rival to Nemesis to Titanspawn), they’ll grow
nothing wrong with her actions and have warned
along with your Heroes. This lets them become recurrent
the Devá that to come there will incite a war.
adversaries who’ll plague your Heroes through an arc, a
• A few of Rangda’s older titanspawn are disgruntled season, or even the entire series.
with her new turn towards benevolence. They
are rampaging through India in her name, trying SCIONS WITH A PURPOSE
to drum up support from other Titans to free her When Titans produce Scions, they have specific purpos-
from Bali, despite her protests that this is not what es in mind. After all, Titans seldom bother themselves with
she wishes. humans; Titans don’t have love affairs with mortals, nor do
• A Rangda cult has started to hit the streets in her they invest the time and effort to create a Scion unless they’ve
name to fight fascism, alt-right groups, and MRA ac- got a solid reason. Beyond that, many Titans are imprisoned
tivists. While noble in intent, their methods are slash and have a limited scope for affecting anything outside their
and burn, leaving many innocent people hurt in the cells. If they use precious energy for creating a Scion rather
wake. Can the characters curtail their activities, or than trying to bash down the walls of their jails, it’s because
harness them and give them a stronger direction? they’re driven to thrust a Scion out into The World.
Surtr: Surtr destroys to create. He doesn’t care what Echidna wants Scions who’ll nurture her children. Aten
he topples if something new comes along behind it. His wants Scions who’ll spread their fanatical faith. Nidhoggr
destructive capacity is extreme, and he revels in natural wants Scions who’ll wreak devastation on everything. If a
disasters and revolutions in the name of creation. His ti- Titan can’t be everywhere at once, the next best thing is a
tanspawn bring terror and destruction in their wake, and family of formidable offspring devoted to the Titan’s will.
his cults form in revolutionaries and ecoterrorists. His goal Of course, Titan Scions may choose to defy their parents’
is simple, and he works toward it as often as possible: tear wishes, but that’s asking for trouble. Titans don’t forgive.
down the old to make way for the new. If you’re using Titan Scions in your series, ask why the Titan
went to the trouble of making the Scion to begin with. What was
• A cult to Surtr is fomenting dissent in nations
the Scion supposed to accomplish? What might the Titan do to
around The World, attempting to incite revolu-
force an unruly Scion into carrying out the mission as planned?
tions in even the most stable of nations. But even
a stable nation could use dissidents and those who
Afterwards, if the Scions survive, their parents will Creating an enemy this way is especially appropriate if
give them even more difficult work: more Heroes to de- the Hero’s actions crossed a moral line. Myth and folklore
stroy, more saints to corrupt. However, most Titans view often make Heroes pay a price for rash actions or for taking
their children as single-use tools. They don’t want or expect the easy way out. Earning a powerful enemy is classic blow-
their Scions to advance to high Legend ratings. Titans don’t back for a Hero’s impulsiveness or wanton neglect of duty.
appreciate rivals and are apt to sabotage their offspring if A Hero’s nemesis may be a direct reflection: If the Hero
the Scions become too powerful. is a Warrior, the Titan Scion might also be a Warrior. But
ONE-ON-ONE opposites can also produce explosive confrontations. The
Titanic opponent of a fighter may be a smooth-talking ma-
A single Titan Scion may be a dark mirror for one of the nipulator or a mastermind. Such a change-up forces Heroes
Hero characters. The Scion resembles the Hero in many re- out of their comfort zone.
spects — perhaps one or more shared Callings or Purviews
If a Hero is good in combat, clever villains never offer a
— but tramples moral restraint into the ground.
target to hit. Instead, a Titan Scion might set traps, or frame
For example, consider Eric Donner, Scion of Thor the Hero for a crime. (See “Bring Forth a Greater Thunder”
(see Scion: Hero, p. 172). If Eric excels in fighting the on p. 92 for examples of how Prince Annapolis manipulates
Titanomachy on behalf of the Gods, Surtr might decide to public opinion against any Heroes who oppose him.) Such
create a Scion designed as a direct counterbalance. Eric’s tactics force players into a corner; then they have to think
Callings are Creator, Guardian, and Warrior, so the new their way out instead of using their fists.
Titan Scion might have Destroyer, Adversary, and Warrior:
Callings chosen to make the Scion an imposing enemy for ENEMY TITAN SCIONS
someone like Eric. For added effect, the new Scion might
be someone who already knows Eric — a Fatebound Rival,
AND CULTS
a former lover, or anyone who blames Eric for some misfor- A single Titan Scion is dangerous, but a Scion support-
tune. Such a connection means the new Scion has a direct ed by a cult can be lethal. Mortal cultists aren’t as powerful
motivation for causing Eric trouble, as well as inside infor- as Scions, but they can assault the Heroes from many direc-
mation about Eric’s personality and how to hit him where tions at once; while some cultists spy on the Heroes, others
it hurts. spread rumors, threaten the Heroes’ allies, and generally
cause havoc.
You can use a similar scenario with any Hero in your
series. Suppose the Hero encounters a chimaera and imme- In combat, individual cultists aren’t much of a chal-
diately tries to slay it. In the subsequent fight, the monster lenge, but the force of their numbers can whittle Heroes
breathes spouts of fire which ignite nearby buildings. A down. Clever strategy and tactics multiply this effect; if
mortal whose loved ones die in the blaze might pray to any Heroes are surprised by a well-planned ambush, they can
Titan who’ll listen, asking for enough power to take re- end up in serious trouble.
venge. Many Titans would jump at the chance to transform Kevlar and machine guns, however, are trifles com-
this mortal into an eager Scion. pared to occult resources. Longstanding cults have Relics
a particular Hero; no matter how many cultists the Hero manage to defeat these foes one by one, but then the enemy
defeats, he keeps on encountering more. Scions unite for revenge on the Heroes who opposed them.
With a combination of muscle, brains, and influence, the
ENEMY TITAN SCION BANDS three Titan Scions make a terrifying triple threat.
A single Titan Scion is bad; a Scion supported by a cult
Multiple enemies joining forces provides a great “Oh
is worse; but a Band of Titan Scions is the stuff of night-
shit!” moment for your players. If the individual Titan
mares. Heroes facing such a Band must muster all their
Scions were difficult to handle on their own, putting
assets and ingenuity for any hope of survival.
several together is wonderfully intimidating. Encourage
To use a Band of Titan Scions as adversaries for your the Heroes to be clever and strategic, rather than simply
Heroes, decide what holds the Scions together. Titan charging in with Knacks and Boons a-blazing.
Scions don’t usually play well with others; just as full-
fledged Titans fixate on their Purviews, Titan Scions can be
driven by tunnel-vision obsessions. They have no interest TITAN SCIONS
in supporting fellow Scions — their blood demands they
follow their own path. AS AMBIGUOUS
If you intend to use a Band of Titan Scions as villains,
they should share a common goal, or at least common char-
FIGURES
acteristics. For example, they all might have the Destroyer
Calling. If the Titan Scions live for destruction, the Band T itan Scions aren’t always clear-cut villains. Most have a
human side, so their emotions can be tugged in multiple
directions. Few Titan Scions are uncomplicated “good guys,”
will happily work together on anything that promises mass
mayhem. On the other hand, a mix of Titan Callings can but they can serve as complex characters whose intentions
also work, provided the Scions have a plan combining sub- keep your players guessing.
tle corruption and gross devastation. Some Titan Scions have no interest in cooperating
Suppose your Heroes have proven themselves effective with their parents. Why help a destructive monster escape
in slaying minor titanspawn. Titan Scions may decide to from prison? Why be a soldier in some ridiculous war
eliminate the Heroes before they threaten more important that’s literally ancient history? Since many Titan Scions are
operations. A simple plan could assign Destroyers to de- temperamentally unsuited for respecting authority figures,
molish a building or two, after which Adversaries plant ev- they laugh at the idea of obeying their parents’ orders. In
idence to blame it on the Heroes. This would be especially fact, they may actively rebel against the Titans who made
effective if some of the Destroyers have Purviews similar to them — just as Zeus rebelled against Cronus, and Cronus
members of the Hero Band. If everybody knows one of your rebelled against Ouranos.
Heroes has the Wild Purview and a house is ripped apart by This doesn’t make such Titan Scions good. The enemy
a sudden eruption of trees shooting up out of the ground, of your enemy can still be an amoral backstabber who likes
who’s bound to be the prime suspect? to watch things burn. They may help your Heroes on one
The Enemy of My Enemy: One interesting possibility job, then double-cross them on another. After all, it’s in
is a team-up between Titan Scions who have previously their nature; even if they try to behave themselves, tempta-
challenged your Heroes individually. For example, suppose tion overcomes good intentions.
your Heroes start their careers by stopping a combat-heavy A Scion of Ae-pungishimook may not be able to re-
Destroyer on a rampage. Next, they track down a clever sist committing murder. A Scion of the White Eyebrow
Scion assassin who’s helping a cult by murdering their en- sees nothing wrong with manipulating everyone in sight.
emies. Finally, the Heroes deal with a cunning Adversary A Scion of Ravana might take what she wants when she
who has wormed their way into a top government post and wants it, and why does it matter if others get hurt? Even
is using that position to undermine the Gods. The Heroes when Titan Scions resolve to do the right thing, they’re still
A Band of Heroes can’t force a Titan to do what they tell you who killed your mother,” a Hero will be strongly
want. However, when a Titan does help, the assistance inclined to say yes, even if the task is ethically questionable.
comes at a price. The Titan might want the Band to procure Alternatively, the Titan may use threats and prov-
a Relic or eliminate an enemy. Perhaps the Heroes must ocation. Coyolxauhqui, for example, may use her Moon
perform a ritual or discipline a titanspawn who’s defied the Purview to blot the moon from the sky above the Heroes’
Titan’s orders. Maybe the Titan only needs a few drops of a home city until they agree to do what she wants. If that
Hero’s blood in order to make a new Titan Scion. doesn’t work, she’ll change the face of the moon to an
As Storyguide, you should offer tasks your Heroes unflattering likeness of one of the Heroes. Make life hard
will agree to. A Titan’s request shouldn’t be painless — it for the Heroes but don’t completely infuriate them; if, for
should make the players sweat, either because it’s difficult example, Coyolxauhqui threatens the Heroes’ loved ones,
or because it’s morally questionable. At the same time, players aren’t likely to give in. Instead, they’ll declare a total
Titans can’t ask too much; both players and characters have scorched-earth war on Coyolxauhqui and all her minions.
boundaries, and they’ll reject demands that go too far. Whether the Titan uses a carrot or a stick, performing
Be prepared to negotiate and let the Heroes make a task for a Titan makes a strong starting point for an arc
counteroffers. The White Eyebrow’s initial request might or season. It propels the Heroes into action and establishes
be, “If you want my help, betray the local cult of Thor by the Titan as an ominous presence who’ll eventually need
planting evidence they committed a crime.” However, the to be dealt with. Hero characters probably can’t defeat the
White Eyebrow may be satisfied if the Heroes agree to Titan permanently, but they can foil the Titan’s schemes
teach at his school for a week, thereby lending it an air of and gain a temporary victory… until next time.
respectability. If they’re desperate enough for the White
Eyebrow’s help, they’ll grudgingly say yes. PRISON VISITS
The decision ought to come back to haunt them — deal- Many Titans languish in prisons forged during the First
ing with Titans should always have consequences. For ex- Titan War. This confinement forces their aid to be indirect,
ample, White Eyebrow is sure to double-cross the Heroes; if they offer it at all. Still, a Titan may have information the
it’s in his nature. On the other hand, the results shouldn’t Heroes need. Titans are as old as the universe itself — they
be too disastrous. Otherwise, the Heroes will decide they’ll know secrets from the earliest days of The World and be-
never deal with Titans again, and where’s the fun in that? fore. Many Titans have also ventured into unholy places or
delved into the depths of forbidden knowledge.
TITANS WHO SEEK In this case, the Heroes must visit a Titan’s place of
THE HEROES OUT punishment. Such journeys are legendary — descending
Heroes might seek out Titanic help, but when the ta- into an Underworld or a Terra Incognita where the Titan
bles turn, Titans come calling with big favors to ask. As pay- writhes in chains. As Storyguide, you should make the trav-
ment, the Titan will offer something valuable — perhaps a el feel suitably epic. It might require multiple episodes and
Relic, useful information, or support for the Heroes from incorporate many features of mythological quests: fights
the Titan’s worshippers. with monsters, bargaining with guardians, making sacrific-
es, everything you might find in a Hero’s journey and then
Make an offer the Heroes can’t refuse, something too some. One does not simply walk into Tartarus.
good to pass up. Help tied to a long-term Deed or a Band
Deed is especially good; if the White Eyebrow says, “I’ll As an alternative, Heroes might communicate with the
Titan through other means. Perhaps it’s enough to enact a
This doesn’t mean that the presence of titanspawn THE HOLE ABOVE THE HEART
invariably results in violence. While it’s certainly possible When discovering knowledge about a titanspawn’s ori-
that a Hydra (Scion: Hero, p. 295) that’s rampaged through gins, vulnerabilities, or weaknesses is the prelude to a more
a series of small towns makes for a fantastic set-piece battle, traditional fight, a procedural information gathering roll is a
dealing with the toxic fallout from the thing’s death may fine tool to discover Achilles’ heels and silver bullets (Scion:
be an even more serious problem. A Scion preempted by Origin, p. 73). This can serve as a quick opportunity for the
a Vardoger may want to rip the creature limb from limb, Storyguide to introduce background elements that make the
but without understanding, out-thinking, and out-ma- titanspawn’s place in the context of story or setting clearer,
neuvering the tricky creature, they’ll never even have the to use Complications to seed further dangers for the player
chance to try. Even if a Scion can bring themselves to strike characters, or to take advantage of potential Stunt choices
the inhumanly beautiful face of a fair Fomorian plotting that reveal what role the titanspawn plays in the future. An
to create an international incident on Irish soil, attacking overly successful information gathering roll gives an inter-
someone who’s become a high-ranking member of mortal ested Scion the opportunity to track down the family history
government may not be conducive to a positive outcome. of a gui or Fomorian at little cost, but their choice to do so
Just as the means of confronting titanspawn can vary, instead of other, more efficacious Stunt choices may provide
so too can the ends. It’s possible that some titanspawn the Storyguide with useful guidance as to where the player’s
might become allies of convenience or even long-term attention lies.
friends of a Scion or Band. Titanic Scions certainly have If the titanspawn requires a particular consideration to
enough similarities with those of the Gods to find common even have a confrontation be possible, such as the Vardoger’s
ground, but even amongst those titanspawn with monstrous advanced mimicry or the invincibility of certain monsters,
forms, there are few thinking creatures that are singularly such facts should be the Leads in any relevant information
antagonistic. Given the temperament of many titanspawn, gathering rolls. If, on the other hand, they represent more gen-
this can be just as perilous as confronting them directly, eral weaknesses for the titanspawn, such as a troll’s weakness
but there are few Scions who would argue that a Jötunn to church bells or a hydra’s vulnerability to fire, they can safely
is not a powerful ally, or the Hecatoncheires not a terrify- be included as Clues alongside a more central mystery — how
ingly potent friend. Beyond allies of the moment, a Band of to corner the troll before it escapes back into the steam tun-
Scions may wish to work towards befriending titanspawn nels beneath the city, for example, or figuring out what exactly
for reasons of ideal and virtue. After all, the Shén’s handling is hunting the fisherfolk off the coast of Spain.
of destructive and dangerous entities proves that even the
most hazardous beings can work towards goals in line with It’s not always necessary to use the procedural game-
the continual existence and flourishing of The World. The play system to reveal titanspawn weaknesses. It’s often
Òrìshà might well argue that trying to bring them into the appropriate if a Scion learns of their enemy’s bane through
fold is what they deserve. the organic development of a scene or story, from a reliable
ally or even from a boasting enemy’s slip-up. However,
when a Storyguide uses the procedural system, it’s import-
ant not to obfuscate the choices the players have. If the
TITANS & DRAGONS derstand from moment one that the Storyguide hasn’t set
out to confuse the players but the characters. Once every-
one’s on the same page that the material itself has a certain
W hile Titans exist as Primordial beings of nature, forces
of creation and destruction whose very personages
represent humankind’s earliest attempts to explain The World
amount of confusion baked in due to that mythological
duality, dealing with the inevitable “wait, was that Apep or
and its creation, dragons insist that they existed in The World Apophis, did we get scales or Primordial chaos” becomes
before Titans, before Gods, before anyone. The Titans, as a much, much easier.
whole, find fault with this, as dragons claim to precede the Likewise, bringing these ideas up ahead of game allows
creation of The World which many Titans were present for, neurodiverse players or players with memory issues to
and indeed represent. Titans assert, very loudly and to anyone discuss with the Storyguide ways to manage out-of-game
who will listen, that they walked the earth before humanity confusion which could interfere with player involvement
rose, before the Gods displaced and bound them, and that and enjoyment. A few options:
dragons merely pretend at their age, at their primacy. Titans Most Titans and dragons have multiple names and
loudly declare that they created The World, rather than merely Mantles, making it possible for a Storyguide to assign one
standing in for primal creative and destructive forces in the variant to a Titan and one to a dragon, at least in out-of-game
minds of the hairless apes from whom they choose their Scions. conversation. Referring to the dragon only as Apep, and the
OTHER FAMILY If Titans can’t have dragons as allies, they’ll just have
to make do with them as enemies. Dragons employ quite
diaspora 83
3 and are preparing to make entry as the players arrive. unmoving people scattered around the room. If they can get
Before they can, power in the terminal cuts out, dropping Jorge and the airport police to stop searching long enough
the building into darkness as the air fills with screams. The for some questions, he’ll report that none of the bags nor
GCS and players burst through a window high up on the the passengers have the missing Pearls. Detective Oliveira
wall, dropping into the Baggage Claim. admits that they were looking for the Pearls, not Clues, so
they have almost certainly missed something.
POINTS OF INVESTIGATION
If the players can control the scene well enough to
Baggage Claim Survey for Clues, they’ll be able to learn that the people
The scene they land in is something out of a horror movie, scattered around have been trampled. Some are still alive,
with roughly 100 people literally clawing at the doors. The albeit severely wounded. Medical attention can save their
players are immediately overwhelmed by a tide of human lives. They’ll also learn that the mangled body is very dead.
bodies begging them for help and trying to force their way It has a passport for Jackson Dias. It looks as though his
out. Making matters worse, the GCS considers saving people neck was broken and before being dropped from a great
secondary to recovering the Relics and will react to desperate height and thrown onto the conveyer.
civilians roughly, at best. If the players wish to keep folks un- Through extra Clues, Interpretation, and Q&A Stunts,
harmed, they’ll have to calm everyone, commandos included. or relevant Knacks, players can learn:
With a few moments of calm, they find Jorge and a
• If the crowd can be managed well enough to match
handful of airport police tearing through suitcases, a man-
names to the flight manifest, the players will learn
gled body riding the baggage conveyer belt, and a dozen
that three passengers are unaccounted for: Luiz • The commando was killed by a single strike to the
Itoh, a flight attendant for Air Brazil; Bo Chen, an back of his head. Whoever killed this highly trained
art dealer; and Jackson Dias, a student. officer took him completely by surprise.
• Whoever killed Jackson Dias was monstrously • One GCS agent, Lucas Martins, has not responded
strong. to radio calls since being sent to investigate the
hotel.
• An unclaimed and untagged roller bag with air-
crew uniforms from five different airlines and an Whoever Luiz Itoh really is, they’ve gotten away, wear-
empty dry-cleaning bag. ing the uniform and face of this officer. If the players don’t
think to inform the police that one of the GCS commandos
• The rest of the aircrew from the flight had never is an imposter, Det. Oleveira will.
seen Luiz Itoh before, although he seemed nice.
Power Distribution Center ACT TWO: INTRIGUE
Whoever has the Pearls is a violent Scion, but they
Here, the players find the signs of a nasty melee, with
must still be in Terminal 3; no vehicles or personnel have
blood and smashed equipment everywhere. A transformer
left the building and it’s surrounded. Their little stunt with
the size of a large refrigerator lies far from its mount and
stealing a cop’s uniform hasn’t gotten them anywhere.
sparking wires. Even untrained eyes will be able to find
Unfortunately, escaping Arrivals means they’re probably
the broken body of Bo Chen underneath the transformer.
in Departures. Locating an imposter will be much harder
Further investigation may uncover:
since the only accurate record of check-ins has no power.
diaspora 85
THE FAIL-STATE
If the players fail to sort out the Jorges, DJ has the opening he needs to make a beeline for the outside. He’ll
have a round head start on escaping, transforming, and heightening the storm. Worse, if they accuse BJ of
being the imposter, he’ll attack DJ, who will destroy one of the Pearls to transform the BJ in a draconic monster
before fleeing the scene, feigning being distraught.
Everyone present has a ticket and a matching ID, but that INTERROGATING BAGGAGE JORGE
proves little.
This Jorge still has blood on his hands. He swears that
Things get far more complicated when the Band moves surveillance video will confirm that he was the one to exit
to Departures and finds Jorge Tanaka helping to calm the the plane, make the call, and that he has not fought anyone.
passengers there, organizing them to make things easier for Of course, the surveillance system went offline with the
the investigators. This is a problem since Jorge Tanaka is just power, so that alibi is impossible to verify.
now entering Departures with the Band and the investiga-
BJ’s drive for the scene is to prove he’s the real Jorge.
tors. Each Jorge accuses the other of being a shapeshifter.
Making matters worse, the skies are darkening; there’s • The blood on his hands is not from fighting.
a storm coming. • Searching BJ’s bag or asking him to provide his
Field: The Departures floor of Terminal 3 passport reveals that he has a passport of some-
one named Luiz Itoh. He becomes alarmed at this
SCENE DETAILS revelation.
It doesn’t take much investigation to determine that • BJ was unaware he had Luiz Itoh’s passport.
Departures Jorge has plenty of witnesses supporting his (True.)
claim as having been there since before the power went out.
It doesn’t help matters that the Band found Baggage Jorge • He has no idea who DJ or Luiz Itoh is. (True.)
with blood on his hands and face and several dead bodies. INTERROGATING PASSENGERS
Deeper investigation reveals: All the passengers nearby swear that DJ has been here
• Both Jorges are related to Ryūjin. the whole time. He was nice enough to lend his phone
charger. When pressed for details, they reveal that they dis-
• Calling Jorge’s phone causes both of their phones tinctly remember him being present before the power went
to ring. Scions with technological skills may out, as well as helping to keep people calm.
correctly hypothesize that one of the phones is a
clone. Determining which requires specialized • DJ was definitely present before the power went
equipment not present or the clever use of an ap- out. (This is true.)
propriate Knack. (Departures Jorge’s is the cloned • He helped keep people calm after the lights went
phone.) out and the screaming started. (This is false, but
• Using any sort of lie-detecting Knack on either they believe it to be true. Careful questioning will
Jorge triggers a Clash of Wills. get them to admit they’re not sure.)
• Seven passengers report that they received a phone
INTERROGATING DEPARTURES JORGE charger from him.
This Jorge’s (“DJ”) drive for this scene is to have Baggage
Jorge (“BJ”) arrested. He’s the true son of the Dragon King • One passenger admits that they didn’t really need
and appears completely bewildered at the whole affair. He, their phone charged and that DJ was kind of pushy
like others in Departures, is aware that something awful about offering.
must have happened, but he’s been waiting at his gate. If the players correctly accuse DJ of being Luiz, the
fight starts before he has a chance to crush two of the Pearls
• If asked about his many phone chargers, DJ simply to shape the battlefield. He can draw on their power with-
states that he likes helping people and often carries out using his hands, so he’ll be able to transform no matter
many phone chargers with him on flights. what, but investigative players can get in a few hits before
• Searching DJ’s bag or asking for ID reveals he’s his Armor and Scale go through the roof.
holding a well-used passport for Jorge Tanaka.
• He’s the true son of the Dragon King. (True.)
ACT THREE: ACTION
The players have finally cornered Luiz Itoh, although he’s
• He just wants to do the right thing. (True, but he’s not going down without a fight. The good news is that he no
not telling everything.) longer has the Pearls. The bad news is that he crushed two
• He has no idea who BJ is. (Lie.) of them, the first summoning the nastiest storm system the
players have ever seen and the second transforming him into Most of the planes on the taxiway have over 100 passengers
a 30-foot tall beast, dark blue scales covering his body. Despite each. Passengers who are now trapped in the storm and easily
the booms of lightning and howl of four cyclones touching within reach of the rampaging titanspawn. (Storyguides who
down around the confrontation, Luiz Itoh’s low growl is want to increase the stakes further can use the Collateral pool
deafening. on p. 142 to further imperil the passengers and players.)
Field: The Storm of the Century It’s not all bad, though. The GCS have transitioned
from searching and surrounding Terminal 3 to taking shots
SCENE DETAILS at Luiz. The commandos are doing minor damage, although
Luiz has one goal here: to destroy the PCs. His attempts the weather is keeping them from being able to aim and
to escape have been thoroughly thwarted and it’s time for they did not pack heavy weapons.
monsters to do what monsters do. He is a Scion of Áo Guāng
who was originally tasked to block Ryūjin’s plan, a partic-
ularly egregious display of aspects disagreeing. Although STORYGUIDE
he might have been reasonable this morning, he’s taken far
too many lives for him to believe that he can surrender the CHARACTERS
Pearls and get out of this with his freedom.
His initial plan was clean and involved no deaths,
MORTALS
but he’s had to improvise since then. Instead of stealing DETECTIVE OLIVEIRA
the Pearls and flying out before Jorge noticed, he’s had to Archetype: Professional
destroy power transformers, murder, and steal extra iden- Drive: To recover the Dragon Pearls; to prevent further
tities. Taking the commando’s uniform didn’t even let him death
leave the building! Luiz’ frustration level is at an all-time
Primary Pool (7): Investigation, Socializing
high, especially after having to weather the players’ inter-
rogation. He’s done trying to do things his way; he’s ready Secondary Pool (5): Athletics, Shooting
to do them Áo Guāng’s way. Desperation Pool: 3
Although GCS moved aircraft away from the terminal, all Defense: 2
flights have been grounded ever since word of a supernatural
terrorist attack got out. There are roughly 40 small and mid- Starting Attitudes: Players (0), GCS (2), Jorge (–1),
size aircraft spread out over Terminals 1 & 2. On the taxiway,
Luiz(–1)
there’s another dozen large, long-range airplanes, having Health: 2
evacuated from Terminal 3 or landing just before the chaos. Initiative: 5
storyguide characters 87
GCS COMMANDOS
Archetype: Mooks — 6 present in the scene
ANTAGONISTS
LUIZ ITOH, SCION OF THE TITAN ÁO
Drive: To prevent further death GUĀNG
Primary Pool (5): Close-Quarters Combat, Archetype: Monster
Shooting, Small Unit Tactics
Drive: To escape with the Dragon Pearls; to destroy
Secondary Pool (4): Endurance, Infiltration, anything or anyone in his way
Intimidation
Primary Pool (11): Smashing Attacks, Collateral
Desperation Pool: 2 Damage, Feats of Strength
Defense: 1 Secondary Pool (9): Disguise, Faking Emotions
Health: 1 Desperation Pool: 5
Initiative: 3 Defense: 2
Extras: Group Tactics. The Grupo de Contraterrorismo Starting Attitudes: Players (1), GCS (–1),
Sobrenaturales have never found themselves fighting a Olivera(–1), Jorge(–3)
titanspawn in a hurricane, but it’s not that far removed
from their training. If you know how to shoot, move, Callings: Monster
and communicate under automatic fire, you know Purviews: Leadership, Shapeshifting, Sky (Storms)
how to do it while lightning bolts are flying. So long as
at least three commandos are alive, they receive +1 Health: 6
Defense and a +1 Enhancement to any combat action. Initiative: 9
SCIONS Size (Scale 2): Once Luiz transforms, he enjoys a +4
Enhancement on rolls to smash, move quickly (but not
JORGE TANAKA, nimbly), and eat commandos.
SCION OF THE DRAGON RYŪJIN Natural Weapons: After transforming, his hands are
Archetype: Professional replaced with claws, making it impossible to disarm
Drive: To recover the Dragon Pearls; to prevent further him without literally dis-arming him.
death Heavily Armored: Luiz’ draconic scales provide
Primary Pool (7): Feats of Strength Hard (3) Armor.
Secondary Pool (5): Academics, Close-Quarters Invulnerable (Electricity): Neither tasers nor light-
Combat, Culture ning bolts deal damage to Luiz, although electrical cur-
rent may pass through him, injuring others. Naturally,
Desperation Pool: 3 he also has the Resistant (Electricity) tag.
Defense: 2 Destructive Force (p. 101): Luiz is more destructive
Starting Attitudes: Players (1), GCS (0), Olivera(1), than normal. Any scene with him gains 2 Collateral.
Luiz(–3) Bringing the House Down (p. 103): When at-
Health: 6 tacked, Luiz may spend 1 Tension to damage a nearby
structure or object to create Expendable Cover. Note:
Initiative: 5 Most structures and objects near him are full of civilians
and/or jet fuel. Add 1 Collateral.
BO CHEN, SCION OF PRINCE NEZHA
Archetype: Rival
Drive: To prevent further death; to be awesome LUNAR NEW YEAR
In this adventure, the machinations of Mary Li (see p.
Primary Pool (9): Art Knowledge, Unarmed
123), a Scion of Kuāfù, are disrupting life in the Chinatowns
Secondary Pool (7): Endurance found throughout New York City. This disruption is all part
Desperation Pool: 5 of her campaign to conquer all territory she feels belongs
to her father. The dangers of a chaotic Scion in the middle
Defense: 3 of the city would be bad enough, but the Lunar New Year
Health: 6 (2 damage) is on the horizon, and community leadership is concerned
that they will have to cancel the traditional celebration.
Initiative: 6
If the festivities do not happen, it would have disastrous
results, as the mighty beast Nian feasts on any Chinese
neighborhood that does not ward it off with the power of
tradition. The characters must travel to New York, research
the problem, and come up with a solution all while being
confronted by servants of Mary Li and her divine family.
her up. If they were unsuccessful, Reina is angry and im- already generated not one but several cults. One is a group
patient, and they must adjust her Attitude by helping her of Deifans rallied under the banner of FYeahPrinceDaily, a
reign in the damage caused by her crash. Reina’s drive for streaming channel run by big name fan @DipteraTerror. In
the scene is To deliver the Spear of Lugh and my services to a mad bid to gain his attention, they are spreading a video
Prince Annapolis; she is noble, competent, and boastful, challenge known as Sky Guarding, where supplicants climb
proud of her role as emissary of the Tuatha Dé Dannan to the highest point possible in their area and perform various
the Theoi’s heir apparent. dangerous stunts. Any mortals the player’s characters have
in their orbit have the potential to contact them in urgent
B PLOT SCENES need of help talking down a young Deifan (drive: To make
Mine by Night: Clergy at the temple to Hera out in Prince Annapolis notice me!) in the middle of their viral
the suburbs complains of upsetting localized disturbances: hazing. Unfortunately, if the player’s characters get up on
small tremors plague the scenic hill upon which their tem- that building’s ledge, too, someone might record and post it
ple rests, and recently all seasons cycled through in one day, with a misleading thumbnail...
obvious Titanic omens. The following Clues can be given
Prince’s Fate: The player’s characters receive mes-
away to successful investigators: a hidden tunnel on the far
sages and visitations from their respective pantheons, re-
side of the hill, enormous humanoid footprints, and a pile
questing they verify the truth of Prince’s claim to Olympus.
of animal bones, clean and empty of marrow. Following the
Any number of outlets can serve to provide information on
tunnel leads to a crude under-hill mining operation. If the
his past, the details of which are summarized on p. 94: a
player’s characters stake out the location into evening, a
deep-dive into printed and broadcast news regarding the
nearby Gate opens to spit out a giant: Klytios, a son of Gaea.
Annapolis tidal power station in the mid-80s, requests for
He will continue mining and that night find his prize: a
attendance records, visits to an oracle, etc. If any of the
deposit of lustrous green-gray ore in a boulder the size of
players are of the Theoi, they instead receive instructions
a refrigerator. Unless the player’s characters intervene, he
to not confirm the truth of Prince’s fate—it is very much
will leave with it through the Gate and the hill will return
real, and the Theoi as a whole are at Defcon One.
to normal. Klytios’s drive is To find adamant for Mother; he
is determined, loyal, and brutish, and will under no circum-
stances allow anyone else to take the adamant.
ACT 2: DRAWING LINES
The second act focuses on pressuring the party into
Sky Guardian, Guardian of the Sky: Prince’s apparent choosing a side in Prince’s inevitable war. Pay atten-
heroism in blowing the whistle on Plouton Financial has tion to the public faces player characters present to his
LEGEND 1-2
As full Scions, you may choose to include Scion: Origin
Mooks in fights, but for the most part you will be using
Scion: Hero archetypes. If you wish to use Professionals
and Villains as lower level Antagonists, remember that you
could add one more than suggested for their similar arche-
types in Scion: Hero.
All your Antagonists should have a few Qualities and
Flairs, even Foes might have a Quality or two. If you are
grouping Antagonists to a theme, such as a titanspawn and
its followers, consider giving them all the same Qualities
or a Flair in common. If you want to make the combat par-
ticularly difficult, pick Qualities that your characters don’t
necessarily have ready counters for.
• Foes: Scions can generally handle one Foe per player
character if they are alone, or one Foe per two player
characters if paired with a higher-level Antagonist.
• Rival: Rivals show up alone or in groups of two or
three. Rivals alone often have Foes with them.
LEGEND 3-4
• Nemesis: Nemeses are generally singular characters,
though they might have a single Rival or a couple of While still Hero-level, higher Legend characters have
Foes tagging along with them if you want to make the access to more Purviews, Birthrights, and Knacks, and they
fight more difficult. can spend more Legend in a combat giving them greater
versatility or allowing them to perform Feats of Scale more
• Titanspawn: Titanspawn are highly formidable often. This means they can handle larger scale fights, and
Antagonists to Scions at this level of Legend. Use fight more often.
sparingly and consider only using one as a final boss to
a longer plot arc. Titanspawn should be fought alone • Foes: Scions can generally handle two Foes per player
at this Legend rating. You can decrease the deadliness character if they are alone, or one Foe per player char-
of a titanspawn by reducing the number of Flairs and acter if paired with a higher-level Antagonist.
Qualities it has overall, and do not include Scale. • Rival: Rivals rarely show up alone, always with Foes or
other Rivals in tow.
98 CHAPTER THREE: ANTAGONISTS
• Nemesis: Nemeses are still singular characters and LEGEND 5+
can fight alone. Consider giving them more Qualities
At Legend ratings higher than Hero-level, the char-
or Flairs to deal with a well-equipped group. Nemeses
acters increase in Tier and so do their Antagonists. The
at this level often appear with Foes or Rivals to back
advice given above for Legend breaks between 1-2 and 3-4
them up.
Legend should hold true for Antagonist archetypes at both
• Titanspawn: At this Legend rating, titanspawn are still Demigod (Legend 5-6 and 6-7) and God (Legend 8-9 and
formidable opponents, but the characters are likely to fare 10-11) Tier.
better against them. While they can easily fight alone,
Antagonists at higher Tiers start to get more abstract
they might have a single lesser archetype with them, or
as well, so the very large monsters, such as Goliaths or
a couple of Foes. Consider giving your titanspawn Scale,
Titans should be reserved for single Antagonist combats
though maybe not more than Scale 2 in any one area.
rather than part of an ensemble.
POWERED UP AND DOWN All Field effects have the same mechanic, which is that
they impose a Complication to certain actions. The follow-
You may find an example Antagonist that you are
ing example Fields state the level of Complication they im-
excited to use in your game but feel is not quite powerful
pose in the title, then describe the effect and consequences
enough, or too powerful. You can easily tweak an example
of not buying off the Complication.
Antagonist’s template to make it either more or less diffi-
cult to deal with. You can change out basic archetypes to CROWDED (2)
change the Antagonist’s stats, but you can also exchange
The Field is crowded with people or things making it
Qualities or Flairs, give them less or more of the same, and
hard to push through. The default move action is no lon-
generally adjust any of the Antagonists provided to your
ger reflexive and players must roll Athletics + Appropriate
satisfaction. This is a great way to create an ensemble of
Attribute to overcome the myriad barriers. Additionally,
Antagonists who are all similarly themed, either spawning
characters cannot Rush in a crowded Field. Characters
from the same Titan, or part of the same cult, but at differ-
suffer the Complication when they take move actions.
ent power levels.
Failure to buy off the Complication could result in an Injury
Antagonists with the Vengeful Blood or Offspring Condition, getting lost, getting turned around, or getting
Qualities create additional Antagonists in a fight. Consider moved to another range band as the crowd moves you.
theming Vengeful Blood Foes or Offspring after their
creator, giving them the same Qualities, though you don’t DARK (2)
necessarily have to give them the same Flairs. The Field is in pitch darkness, either because of the en-
vironment or through magical means. Characters suffer the
USING THE TERRAIN Complication to actions that require sight, and if the area is
Encounters do not occur in vast expanses of empty anything other than completely flat, the Complication also
space. Instead they happen in city streets, crowded malls, applies to move actions. Failure to buy off the Complication
on cruise ships, while falling down waterfalls, and any could lead to an Injury Condition, going prone, or simply miss-
myriad of other interesting locations. When designing ing a target. Sources of light can eliminate this Complication,
your encounter, think of where the characters are going depending on the source. Small sources might eliminate it for
to be engaging. Fields add interesting elements to any en- a range band but attempting to take actions on something out-
counter by introducing unique elements that characters side the light’s range reinstates the Complication. Characters
must overcome or deal with while they also fight with the may have supernatural abilities to negate this Complication
Antagonists. Fields can have no or many different effects at for themselves or others (such as creating light).
the same time. An open expanse of grass at mid-morning
EXTREME WEATHER (3)
may have no Field effects, while a midnight run through a
frozen tundra may have both the Dark and Extreme weath- The field is in an extreme state. It could be the frigid winds of
er Complications. the arctic, or the unbearable heat of the desert — either way, act-
ing is difficult. Characters suffer the Complication on all actions
Qualities 101
ENTRAP The Antagonist exists in a segmented form. When you
choose this Quality, select a number of segments that makes
The Antagonist has a natural weapon that she can use sense (ex. the hydra has three segments, one for each head).
to pin a target. It could be a web or spine that she shoots at Each segment has the same number of Health, which adds
her target, or a stinger at the tip of a long tail. When making up to no more than twice the archetype’s maximum Health.
an attack with that weapon, the Antagonist can choose the
Pin Stunt as though she were in control of a grapple with The Antagonist is not fully defeated until all segments
her target. are Taken Out. Segments count as allies to the Antagonist
for the purposes of Flairs that heal or buff allies. Certain
DEFENSE Qualities may come from the segmentation, such as an extra
arm or an extremely long tail. Take note that the Antagonist
The following set of Qualities grant additional defen-
may not have access to those Qualities if that segment is
sive abilities.
Taken Out.
LIVING LARGE
The Antagonist might not be Godlike, but that doesn’t
SOCIAL
stop them. When someone of a higher Tier targets the These Qualities boost an Antagonist’s ability in in-
Antagonist with a Boon or magical ability, they count as the trigue play.
same Tier for effects such as making the Boon free to use DEADLY CHARM
against characters of lower Tier or not gaining a Clash of
Wills. Everyone seems to love the Antagonist, helping her win
loyal followers and making it hard to sway her. Whenever
MALLEABLE SKIN the Antagonist must defend against an intrigue action or
The Antagonist has skin that is either sticky or so pli- compete to sway a group of people, she gains +2 leadership
able that it moves out of the way. A successful attack against Scale.
the Antagonist immediately initiates a grapple with the IMPOSING PRESENCE
Antagonist in control. While in the grapple, the Antagonist
has access to the Disarm and Sunder Stunts. Everyone can tell that the Antagonist is not someone
to mess with and few willingly engage with him. While the
RADIATING AURA Antagonist is in the scene, the Field has the atmosphere
The Antagonist radiates with a deadly aura, such of Fear at a rating of –2. Additionally, trivial targets flee if
as fire or extreme cold. Anyone attempting to attack the he so much as looks at them wrong or raises his hand for
Antagonist suffers a +2 Complication. Failure to buy off the violence.
Complication results in a single Injury Condition appropri-
ate to the kind of aura. OCCULT
This new Quality interacts with the very nature of the
UTILITY World.
Neither attack nor defense, these Qualities give TITANIC PRESENCE
Antagonists interesting capabilities outside of combat.
Prerequisite: Titanspawn or Titanic Minion Archetype
DARKVISION
The Antagonist is more than just awe-inspiring and
The Antagonist has the ability to function to their full terrifying to behold, it also radiates the energy of the Titan
capacity when in darkness. Do not apply Complications who created it. Being in the World is not its native place,
from effects that would penalize the character for being in and it brings with it a piece of whatever realm the Titan
the dark, such as the Dark Field Condition. lives in. Wherever the Antagonist goes, it opens a rift to the
Terra Incognita that the Titan currently exists in, subsum-
ONE STEP AHEAD
ing part of the Field and displacing reality. Only characters
The Antagonist is preternaturally good at getting away. with a Legend rating can oppose or attack the Antagonist,
She may be faster than most or just good at taking advan- and anyone attempting to move through the Field suffers a
tage of the scenery. Whenever the Antagonist is attempting +3 Complication to their Move action. Failure to buy off the
to escape a situation or is being chased, she gains +2 speed Complication sends them through the rift.
Scale.
If you are using the Collateral rules, then buying off the
SEGMENTED Complication made by Titanic Presence adds one die to the
Collateral pool.
Prerequisites: Rival, Titanspawn, or Titanic Minion
Archetypes
Flairs 103
Cooldown: One session Prerequisite: Rival or higher Archetype
Acting alone or in a group, the Antagonist can create The Antagonist merges its own mind with that of the
great effects by performing ritual magic. The Antagonist victim. This isn’t a full takeover, instead, the victim is still
(or group) must spend the prior scene enacting the ritual. fully capable of making her own decisions and actions,
The ritual can conjure, dispel, or change nearly anything, though the Antagonist acts as an atmosphere modifier of
though mostly through narrative effects. They could call –3 to all actions. Storyguides should decide an appropriate
up a hurricane out of a clear day, summon a titanspawn, atmosphere, but generally this manifests as anger, fear, or
remove a Scion’s magical effect on an area, destroy a Relic, indifference. Additionally, the victim gains access to a sin-
etc. If the ritual would affect a non-trivial character, they gle Flair the Antagonist has. While merged, the Antagonist
trigger a Clash of Wills. If the ritual is interrupted or the hears, sees, and experiences everything the victim does
ritualists fail to complete the ritual for any reason, the and can send mental direction to the victim, though she
magical energies erupt out of the ritual space and create doesn’t have to follow them. It is up to the Storyguide if the
a Field Condition imposing a +2 Complication to enact Antagonist is capable of functioning on its own during the
Flairs, Boons, or Marvels. If not bought off, the magic over- merger.
load creates a backlash against the user as appropriate at
Storyguide’s discretion. This could be an Injury Condition
READ MINDS
or some narrative effect that has the magic going wild. Cost: 1 Tension
Duration: Instant
SOCIAL
These Flairs enhance an Antagonist’s prowess in in-
Subject: One character
trigue scenes. Range: Long
MERGER Action: Simple
Cost: 1 Tension Cooldown: Three rounds
Duration: Indefinite The Antagonist pulls information from her target’s
mind. It could be anything from the name of the CEO at
Subject: One character their company to what they had for breakfast that morning.
Range: Close The information must be a single discreet bit of informa-
Action: Simple tion. Gain +1 Enhancement in rolls utilizing that informa-
tion. If the character is a non-trivial target, they get a Clash
Cooldown: End of Scene of Wills.
Health: 10 Defense: 3
Defense: 4 Initiative: 6
Initiative: 10
ED & EDIE JACKSON:
SCIONS OF PROMETHEUS
DULLAHAN
Ed and Edie are the sweetest old couple you’ll ever
The Headless Horseman wasn’t invented by meet. There’s absolutely nothing suspicious about them.
Washington Irving; these dark fae have existed since They just really like setting things on fire.
the first horse threw the first rider and broke their neck.
They’ve been part of the dei-fan community for decades
Servants of the Tuatha Dé Domnann, Dullahan answer to
— they met at the first-ever God Con in 1968 and still attend
Domnu, who raised them from the dead. A headless rider
every year, even though they’re in their 70s. When they
atop a black horse, acting as a single terrifying entity, roams
won a multimillion-dollar lottery several years ago (thanks,
the night in search of victims to horrify and devour. The
Bast!), they went on a World tour of mythological hotspots,
rider carries its head on the pommel of its saddle or un-
during which they paid their respects to all their favorites.
der its arm. The mouth of the detached human head stays
Somewhere in the Caucasus, they met Prometheus and
permanently fixed in a hideous rictus of pain, though some-
gushed in admiration. A moment later, they were Chosen.
times the Dullahan speaks through that twisted grimace,
the better to petrify its victims. Despite being detached Now, they commit arson any time a new Hero comes to
from the body, the head’s eyes constantly scan, shimmering town. Ed and Edie aren’t malicious, they just enjoy seeing
in the darkness even when there is no light. Heroes in action. It’s easy — no one ever suspects them. It’s
like they’re invisible!
Popular culture depicts headless horsemen as only
ever men, but Dullahan may present as any gender they Before they torch a building, Ed and Edie always make
choose. Domnu gifts the Dullahan with whips crafted sure it’s unoccupied. Usually.
from human spines when she creates them from fallen Archetype: Nemesis
warriors. Funerary candles appear along roadsides where
Qualities: Invulnerability to Fire, Unseen (Easily Ignored)
the Dullahan have ridden, burning endlessly, never melt-
ing down. Vulnerable to gold, putative victims may divert Flairs: Red Herring, Sorcery (Fire)
or destroy Dullahan by sacrificing a valued item crafted of Drive: Share the gift of fire with the World
high-quality gold. One cannot simply purchase their way
out of a Dullahan’s path: The sacrifice must hold great Primary Pool (11): Seeming Innocuous, Setting Fires
significance, such as a grandmother’s ring or inherited Secondary Pool (9): Buying Whatever They Want,
watch. Getting Support from Dei-fans
Desperation Pool: 6
Health: 5
EMOTIONAL CONDITIONS
Effect: You suffer +1 Difficulty on any action that doesn’t directly give vent to the emotion. For example, in
the Fear Condition you must flee or cower, otherwise, you suffer increased Difficulty.
Momentum: Every time the increased Difficulty from your Condition causes a failure, add another point
of Momentum to the pool.
Resolution: The Condition is resolved when you suffer three failures because of it, or when you imbue 1
Legend for a scene to resolve it, or when you succeed in a dangerous or risky action that defies the emotion.
Archetype: Titanic Minion Hooks: The Storyguide can introduce Elric in several
different ways. The Band might be in a tight spot as the
Qualities: Baneful Touch (Destroyer) - Twitchy, Titan Scion wanders through, allowing him to save the
Willful characters and show them that not all Titan Scions are evil.
Flairs: Mystic Arsenal, Sorcery (Death, Deception) If introduced this route, consider allowing the players to
invite him temporarily into their Band as an ally. This will
Drive: Bring death to those who deserve it
make them a significant part of Elric’s struggle once it be-
Primary Pool (11): Druidic sorcery (+1 comes apparent that he cannot fully control the destructive
Enhancement), Shooting urges inside him. As an alternative approach, let the Band
Secondary Pool (9): Driving, Persuading Others, know that an arsonist has been traveling across the coun-
Scythe Attacks try, setting terrible fires. When they track Elric down, he
turns out to be a sympathetic character, remorseful for his
Desperation Pool: 6
actions. Do the characters eliminate Elric as a threat, or do
Health: 5 they take compassion on him and help the Titan Scion on
Defense: 2 his quest to control the destruction he was created to do?
FOMORIANS
The Fomorians are a race of beings that come in many different forms. As mythology cannot agree on their
physical appearance or their specific origins, this book provides four examples.
Storyguides should feel free to create more, remembering that all Fomorians should be tied to a primal and
often destructive aspect of nature and while not always evil, opposed to anything that would harm their claim
of Ireland and the Irish people.
HECATONCHEIRES
The Hundred-Handed, three children of Uranus and
Gaea, Cottus, Briareus, and Gyges were critical to the Theoi
Gods winning the first great Titanomachy. The Hecatoncheires
realized the destruction the Titans would cause if left un-
checked. The decision was made to turn on their family and
fight alongside Zeus to help imprison the Titans in Tartarus.
After the Titanomachy, the Hecatoncheires swore to guard
Tartarus for eternity, but as a new Titanomachy brews the
jailers fear an attempt to break out of the prisons.
The Hecatoncheires are trying to find a way to see an
attack on Tartarus coming. Followers of the Theoi have
been helping the Hundred-Handed by searching the World
for Scions that can stop threats that are getting near the
various entrances to Tartarus. If the Theoi Titans ever
break out, the Hecatoncheires would leave massive trails of
destruction in their crusade to return the prisoners.
Archetype: Titanspawn
Qualities: Apocalyptic Presence, Armor Piercing,
Destructive Force, Perfected Soldier, Stand Tall, Tough
as Nails, Unstoppable
LOL TROLLS
Both lesser and greater internet trolls benefit from not being taken seriously. No one imagines something
nine feet tall can emerge from a screen and bite off the head of whoever’s at the keyboard. It’s a joke, right?
Witnesses are rare: Greater trolls don’t stop until they’ve smashed everything and eaten everyone in the
building. Fee-fie-foe-fum, they smell the blood of an Englishman.
Once the dinner party’s over, greater trolls disappear the way they came. Forensic teams immediately
know a troll was responsible — they leave gory buckets of evidence — but nothing indicates how the troll got
in or out of the building. Anyone suggesting the internet might be responsible is likely to be ignored by the
sheer absurdity of the suggestion.
Drive: Cause trouble. Have fun. Agenda: Mary Li has discovered that much of China
mocks the name of her father, who she has learned is Kuāfù.
Primary Pool (9): Mischief, Quick Wits, Scheming Seeing this as another denial of her history, Mary embarked
Secondary Pool (7): Stealth, Trickery on a journey to take over any area that she feels is lying about
her father. Kuāfù has granted his daughter many followers to
Desperation Pool: 5 help her accomplish this task, though so far, he is not getting
Health: 3 personally involved. Mary is a passionate woman that can
Defense: 3 sometimes be quick to anger but always is focused on elevat-
ing her interpretation of her heritage. Currently, her plans
Initiative: 6 have impacted a few small towns, but she is looking to travel
back to New York and educate the large Chinese population
MANETO on who her father is and more importantly, who she is.
The word maneto is very similar to the Algonquin Hooks: Mary Li is a modern-day conqueror, and if
word for God, which is what many believe the great horned she manages to take Flushing or any Chinatown in New
serpent to be upon seeing its massive body stretching lon- York, the World will know her name. Her actions are un-
ger than many ships. Maneto lurk in any body of freshwater knowingly moving the Titanomachy along, and she will
large enough to hold their tremendous length. The serpents eventually become a significant threat if no one stops her.
patrol the waterways looking for food and any mortals that Storyguides can provide rumors of a Titan Scion trying to
are foolish enough to swim in deep waters. Currently, sev- take over predominantly east Asian neighborhoods in New
eral maneto are patrolling the waters around Manitoulin York City. If she is ignored for too long, and she ascends to
Island in Ontario. No one knows if they are guarding the Demigodhood, the World will contend with a severe threat.
Manitou sacred space or trying to prevent followers of the Archetype: Nemesis
Manitou Gods from reaching the island.
Qualities: By Divine Right, Imposing Presence,
Archetype: Monster Martial Arts (Heroic), Willful
Qualities: Heavily Armored, Keystone (Water), Flairs: Hidden in the Masses, Knockout, Reflected
Natural Weapon (Horns and Teeth), Vulnerability Intent, Shadow Step
(Electricity)
Drive: Tear down the old ways
Flairs: Immobilize
Primary Pool (11): Intimidation, Martial Arts
Drive: Keep mortals out of the water
Secondary Pool (9): Chinese History, Leadership
Primary Pool (11): Bite, Swim
Desperation Pool: 6 (9)
abilities; those well-suited for combat may head up strike Archetype: Titanspawn
teams, while those better suited for intrigue may plan and/
Qualities: Apocalyptic Presence, Obligation,
or run programs of subversion. Regeneration
Thunderbolts answer to the cult’s innermost circle,
Flairs: Curse, Retcon, Sorcery (Sky Purview),
but are allowed substantial independent authority. Every Weather Tyrant
local chapter of Silent Storm is led by a Thunderbolt, as are
special project divisions. A Titan Scion Thunderbolt may Drive: Power! More power!
serve as the dominant villain of an arc or season. Primary Pool (13): Leadership, Planning
The stats below represent a typical titanspawn Secondary Pool (11): Foresight, Intimidation
Thunderbolt.
Desperation Pool: 7
Archetype: Titanspawn
Health: 10
Qualities: Apocalyptic Presence, Unnatural Hunger
Defense: 4
Flairs: Mastermind, Molon Labe, Sorcery (Any
Purview) Initiative: 10
Drive: Pursuing an agenda that fits a Titan Calling or Extras: Ritual Magic (Hurricane); Mystic Arsenal
Virtue (The Inner Circle have an enchanted scrying ball,
granting access to the Fortune purview.)
Primary Pool (13): Combat, Leadership
Secondary Pool (11): Furthering Silent Storm’s SIRENS
Goals, Scheming
Unlike merfolk, who bear no particular allegiance to
Desperation Pool: 7 any pantheon, sirens have close links to the Theoi, first and
Health: 10 foremost. Other pantheons sometimes take them in or make
use of them as necessary for their current ends. Sirens love
Defense: 4
to cause chaos above all else; the fact that after chaos they
Initiative: 10 get a delicious meal of human bone marrow makes things
Extras: Mystic Arsenal (All Thunderbolts are given all the sweeter. Sometimes they lure, sometimes they freeze
lighting-glass staves that allow them to access the Sky their targets in place — whatever works best in the present
purview) moment.
Sirens don’t necessarily sing, and despite pop-culture
SILENT STORM: THE INNER CIRCLE portrayals, they don’t necessarily present as sexy femmes.
Their song conforms itself to whatever they think will best
The inner circle of Silent Storm are seven cultists of
lure their prey: A prize-winning chef might hear a voice
great age and power. Typically, they are intelligent titans-
that promises the recipe for a dish no one’s known how to
pawn or Titan Scions, although mortal sorcerers sometimes
create for 1,000 years.
manage to seize a place within the circle.
Archetype: Rival
Members rise to the inner circle when a previous mem-
ber dies. Often members kill their predecessors, a crime the Qualities: Flight, Natural Weapon (Claws),
cult overlooks. To avoid unsuitable upstarts, cultists who Unnatural Hunger (Human Flesh)
slay an inner circle member must still be ratified by the Flairs: Dread Gaze (Song), Hypnotic Charm,
surviving members. Shapeshifting
The inner circle may enact a ritual to send a Category Drive: Delicious human mealtime. Mmm.
5 hurricane anywhere in the World. This ritual takes three
Primary Pool (9): Bite, Claws, Singing
days and costs the life of one of the seven inner circle mem-
bers. The sacrificial member is chosen at random, and none Secondary Pool (7): Flight Maneuvering,
of the participants know which of their lives will be lost. Intimidation
Inner Circle cultists are ready to die for their cause without Desperation Pool: 5
question, so this ritual is not performed lightly.
Soucouyants are witches that appear in the guise of re- Nearly a half-century later, private spaceflight has
clusive elderly men and women by day. At night, they shed become big business in the World. Humanity has launched
their skin, concealing it in a mortar, and transform into a more than 8,000 objects into orbit or beyond, and a remark-
flying fireball. No walls or doors stop them from entering ably successful tech darling known as Starlight Solutions has
homes, for as long as the tiniest crevice should be present, accounted for several of them in recent years. Of course, the
they may slip through. The Soucouyant drinks blood from mind behind their payloads and missions isn’t really a part
of humanity at all. The parasitic thing, no longer a proper
142 APPENDIX
Some actions, Powers, Flairs, or other mechanics, may FENRIR’S PUPS (•••)
specify that the Storyguide must choose certain Collateral
Stunts. When they apply, this is not optional, and the Housebreaking a puppy the size of a pony requires
Storyguide must spend successes on the mandated Stunts Heroic patience, divine strength, and a very large mop.
first, before choosing any others. Nonetheless, some Scions — and not just of the Æsir — take
custody over Fenrir’s cast-offs and unwanted runts, tem-
Players may engage with the Collateral pool in the pering their titanspawn natures with love, structure, and
following ways: luck. Pups grow to the size of a warhorse relatively quickly
• Unchecked Abandon: When a character makes any ac- but cannot grow any larger without Fenrir’s milk (or feast-
tion with unchecked abandon, she may declare before ing on the raw heart of a God or Scion). They share their
she rolls any number of Enhancement, up to +5. The progenitor’s shadow-nature; as they mature, their black fur
Storyguide adds an equal number of dice to the pool darkens to the color of a starless night and their presence
instantly, which may cause the pool to empty. causes nearby light to flicker and dim.
• Devil’s Bargain: Once per session, a character may Qualities: Armor Piercing, Natural Weapon (Claws
take a devil’s bargain, and any Collateral they would and Teeth), Willful (against miracles invoking light)
add to the pool during that action is instead given to Flairs: Shadow Step
the Storyguide as Tension.
Drive: Defend my master
Birthrights 143
penumbra of an eclipse. It streaks across the sky like a meteor, Ào Guāng and his brothers, dragon secretaries sometimes
leaving a trail of stardust that tangles Fate wherever it falls. escape and make their way in the World as peerless facto-
tums, capable of navigating even the labyrinthine regula-
The eclipse-mares of Rahu’s Chariot fight as one and
tions of the Shén.
share health levels; if Taken Out, they flee from the World
and return to their master’s stables to recover. Consultant
Qualities: Apocalyptic Presence, Flight Tags: Access (Shén Bureaucracy), Helpful
Flairs: None NYMPHSTAGRAMMERS (••)
Drive: Streak, brilliant and bold, across the sky! While originally devoted strictly to nymphs, the social
Primary Pool (11): Carrying Cargo, Flying, Inspiring media sensation Nymphstagram has diversified in the past few
Awe years and now includes nature spirits of all origins and iden-
tities — as long as they’re attractive. Top Nymphstagrammers
Secondary Pool (9): Feats of Endurance, Trampling
have connections to all the most glamorous hot spots, eateries,
Desperation Pool: 7 and resorts in this World and many others, making them valu-
Health: 5 able assets for Scions in high society.
FOLLOWERS Entourage
Groups of other characters (not necessarily all human) Tags: Access (Luxury resorts, one Overworld or
who are willing to assist the Scion. Underworld)
DRAGON SECRETARY (••) STAR DEMON BODYGUARD (•••)
The chief bureaucrats and scribes of the Dragon Kings While Ītzpāpālōtl has assigned Tzitzimime as honor
are lesser (least, really) dragons themselves, busy with tal- guards for high priests and other holy servants, other star
lying treasure and scheduling calamities. Often worked to demons have struck out on their own. One co-op — IxTech
the point of exhaustion and subjected to relentless hours by in Harlem — is renowned above others, offering Tzitzimime
144 APPENDIX
muscle to presidents and Scions alike, as long as they can Asset Skills: Integrity, Leadership
pay in cash and blood. Guide Stunt (1-3 successes): You can ignore the at-
Heavy mosphere of a scene by spending successes equal to the
atmosphere’s intensity.
Tags: Savage, Terrible (Strength), Tough
CIHTLI (•••)
GUIDES At once domineering and doting, Cihtli is one of
Monsters, ghosts, and stranger things who act to assist Tzitzimime and held in esteem even among their number
and teach your players’ characters. for her ruthlessness. When her granddaughter Mayahuel
escaped to the World with her lover, it was Cihtli who
ÀO QUIN (•••) ordered the star demon hordes to rip her own granddaugh-
The Dragon King of the South China Sea is majestic, ter’s flesh from her bones. She has lived with the image of
red-scaled Ào Quin. While his brother Ào Guāng contents Mayahuel’s desecrated body for millennia, but her wrath
himself with counting his treasures and causing storms, outstrips her love. As a Guide, she plays patron to Scions
Ào Quin is a vicious capitalist whose shell companies hold who have been betrayed by their children and grandchil-
significant government contracts at every port along his dren, stoking their bitterness and rage.
sea. He takes apprentices and interns from around the
Asset Skills: Survival, Technology
World, so long as they have dragon-sized ambitions and
flexible morals. Under his claw, they learn to navigate the Guide Stunt (2 successes): You discover the where-
bureaucracies of both Heaven and Earth, filling their trea- abouts of a character to whom you have either a positive or
sure-houses at every step. negative Attitude rating.
Asset Skills: Culture, Persuasion Purview: Stars
Guide Stunt (2 successes): Apply to any intrigue or MADEMOISELLE GULLET (•••)
procedural roll. You become aware of the web of debt pres- Once a French-Algerian physician, now a servant to
ent in a room, sensing who owes what to whom and their the soul-eater Ammut, Mademoiselle Gullet traded her
general feelings about these debts. freedom away to avoid Wesir’s judgment of her (admittedly
Purview: Fortune lacking) soul, offering herself freely to Ammut in an act
of stunning hubris — and in a rare moment of satiety for
BARON SAMEDI (•••) the beast. Despite her own drive to consume wicked souls
Handsome, swaggering, obscene Baron Samedi is the Loa and powerful Relics, she sometimes imparts her ruthless
lord of the dead. While he’s not down with the apocalypse brand of wisdom and pragmatism to younger Scions, with a
(for one thing, it’d be too much work), he’s just as skeptical special softness for those who (like her) serve particularly
of anti-Titan prejudice as his Òrìshà cousins. To that end, he greedy and demanding patrons.
plays Godfather to Titanic Scions who catch his attention, es-
Asset Skills: Close Combat, Firearms
pecially those who seek to build a life for themselves beyond
the Titanomachy and the schemes of their progenitors. Unique Knack: When you Inflict Damage, spend
Momentum and you shear off a piece of your enemy’s soul.
Asset Skills: Integrity, Subterfuge
When you have a few minutes of uninterrupted time to focus on
Guide Stunt (4 successes): When you take on a new digesting the soul, ask one question about the character’s hopes,
identity and put your past to rest, the Difficulty of tracking fears, dreams, or regrets and the Storyguide will give you a use-
you down increases by +3. This effect ends if you answer ful answer worth +3 Enhancement when you bring it to bear.
to your previous name or act to repeat any major mistakes.
Guide Stunt (1 success): In any intrigue scene, when
Calling: Trickster you interact with a Storyguide character who has a negative
CARMUN (••) attitude towards you, you may “increase” the Attitude by 1
when you purchase this stunt. Gain a point of Momentum.
Once a Scion of Athena sailed the World and heard You may do this until the character has an Attitude of 0.
the song of the Titan Aegaeon calling her to greatness.
He showed her a land ripe for conquest, and so she went Calling: Monster
to far-off Éire, wed her sons to Fomorian brides, and took GRIGORI RASPUTIN (•••)
kingdoms by the spear while the Tuatha were busy fighting
Poisoned, shot, thrown in a river — Rasputin’s durabili-
their own Titans. What became of Carmun? She grew too
ty is every bit as great as it was said to be. None are sure who
strong to be ignored, as is ever the case of empires. We
to blame for Grigori Rasputin; the deities Chernobog and
know only that she died in grief, and that she is bound to
Veles are often implicated, but both deny any hand in his
the World still, where she serves as an earnest counselor
Visitation. The rumor, then, is that Rasputin stole or tricked
to war-like Godlings and titanspawn alike, hoping to help
his way into becoming a Scion, conspiring with divinities
them avoid a similar Fate. As an advisor, she asks her
so old that none could remember their names. Whatever
charges always to meditate on what they fight for, and to
the source of his strange, Titanic powers, Rasputin eagerly
measure the cost carefully.
attaches himself to Scions in need of a strong hand and
Birthrights 145
spiritual guidance, serving them as a loyal advisor and en-
tangling them to the point of emotional dependency.
RAHU AND KETU (•••)
Shadowy and mysterious presences among the asura,
Asset Skills: Medicine, Persuasion Rahu and Ketu are two halves of a single entity who tricked
Guide Stunt (1 success): Apply this stunt to any social their way into immortality. In punishment for the theft of sa-
roll. You temporarily charm a character who has received cred amrita, Rahu and Ketu were cleaved from one another,
your advice or ministrations (or who cares about someone and now circle the World unable to reunite. Their influence
who has done so), increasing a positive Attitude by one or de- over Fate makes them powerful allies to any Scion. Because
creasing a negative Attitude by one until the end of the ses- they are irreparably separated, only one or the other appears
sion. You can purchase this stunt multiple times on a single at a time, and they often ask their mentee to relay messages
roll, but each purchase must apply to a different character. between them like a childhood game of telephone.
Purview: Epic Stamina Asset Skills: Subterfuge, Technology
HECATE (•••••) Unique Knack: You cloak your actions so that super-
natural attempts to detect your identity from the available
Ambiguous Hecate, goddess of crossroads and patron
evidence instead suggest that it was someone else. You can
of witches, lives in a World of gray: God and Titan, sympa-
choose the general nature of the fake — their pantheon,
thetic to both and loyal to neither. Little wonder that she
Purview, and Callings — but you cannot disguise yourself
is drawn into the orbit of Scions unable to reconcile their
as a specific divinity.
natures, though she is more likely than not to help them
find further questions rather than answers. Compassionate Guide Stunt (2 successes): Apply to an Encourage
but ever-distant, she demands rigorous intellectual honesty Belief roll involving deception. The target gains the
from those who walk in her company, lest her favor sour. Deceived Condition. The next Encourage Behavior roll you
make against them succeeds automatically as though it had
Asset Skills: Academics, Occult
achieved at least 1 success. Then, end the Condition.
Guide Stunt (1-2 success): Apply to any procedural
Purview: Stars
or other sensing roll. You become generally aware of any
magical or miraculous effects in your immediate presence. TAWISCARA (•••)
Spend two successes instead to focus on a single effect, dis- Tawiscara was born of his divine mother’s armpit; no
covering its nature and receiving a clue as to its creator or one is really sure if that was the cause of his wickedness, or
purpose — your call. just an omen predicting it. As the counterpart to his brother
Unique Knack: When you have time to work sacred Ioskeha, he revels in making things worse and is credited
magic and a powerful symbol of a Purview (such as a mas- with such famous inventions as darkness, weeds, sickness,
terpiece painting for Artistry, or a hermetically sealed room and thorns. The supreme contrarian has fostered Scions of
for Darkness), you may imbue Legend to bind it into your- every stripe but usually takes on either those who already
self. While so bound, you can use it as a channel for marvels revel in the darker side of life or the naïfs who must be bro-
as if it were your own. ken of their willful ignorance.
LADY MACBETH (•••) Asset Skills: Science, Technology
She’s not actually Lady Macbeth. Lady Macbeth wasn’t Guide Stunt (2 successes): After a few moments of tin-
real, even in the World, but the woman born as Siobhan kering, you can introduce a vulnerability to an object that
Cassidy in 1892 was an actress who committed to method provides +1 Enhancement when exploited. Alternatively,
acting before method acting was even a thing. So beautiful you can introduce a Complication that applies to anyone
she was, and so deep was the art of her rage and despair, using it, like slowing down an alarm’s trigger or making
that she drew the eye of Bres the Beautiful, who Chose airplane seats even less comfortable.
her. Now she is lost forever in the role that earned her the Calling: Adversary
blessings of a Titan, playing patron to those with the ambi-
tion to seize power by any means necessary. In the fleeting RELICS
moments when she is just Siobhan, she displays not despair
Objects of power that Scions might inherit — or steal!
but self-satisfaction at how she has portrayed the lady —
and how she will portray her in the days to come as she BALORIAN EYE (•••)
seeks to inspire a usurper capable of bringing about the When great Balor lifts the seven lids from over his eye,
Titanomachy. his gaze wrecks terrible destruction over all that he sees.
Asset Skills: Leadership, Persuasion Clever artisans — Fomorian, sidhe, or otherwise — have oft
taken inspiration from that dreaded sight, working clever
Guide Stunt (2 successes): You sour a character’s feel-
replicas of glass and crystal. When imbued with Legend,
ings towards love or duty, reducing their positive Attitudes
the Scion can painlessly (but gruesomely) remove one of
by two for the rest of the scene.
her own eyes without risk or complication and then replace
Purview: Artistry it with this Relic. If she reclaims her Legend, the Balorian
146 APPENDIX
eye pops out and her original eye can be placed back in, step and movement. The star-demons of the Tzitzimime have
where it will heal with only minor redness and irritation. their own ayoyotes, but instead of nut shells, they prefer to
Knack: Spend Momentum to reveal the Balorian eye string them with the chipped bones of their fallen foes. The
in all its faceted splendor for a number of actions equal to sound of bone-on-bone can be heard over almost any inter-
your Legend. Anyone who looks upon you suffers a wrack- ference, and it is accompanied by the low moans of the dying.
ing illness as a condition that inflicts +2 Difficulty on vigor- Flaw: The rattling of the ayoyotes adds +2 Difficulty to
ous activities (including combat rolls) and resolves after a Stealth attempts; the deaf can feel the terrible sound thrum
night’s rest. Targets who avert their eyes suffer +1 Difficulty through their bones.
against you until they look or the eye’s magic dims. Purview: Stars
BENNU’S PLUME (••) FENRIR’S FANG (••••)
Purview: Sun Purview: Frost
Motif: “The sun always rises anew” Motif: “The World ends in ice”
Enhancement: +1 when used for writing meant to en- Sharp are the fangs of wolf Titan Fenrir, and cold
lighten or uplift enough to pierce the sun’s fire-flesh. The wolf and his mad
Sometimes called the Egyptian phoenix, the bennu pups have hunted the sun time and again, and only the
bird is a graceful heron venerated as a bringer of renewal intervention of the Gods and their Scions has forestalled
and held as sacred to the gods of the sun —even jealous Ragnarok. From the wolf’s corpse, they pluck a fang — a
Aten. Bennu birds consecrated to Aten and his blinding long, sharp blade nearly a foot in length. These fangs make
light are boon companions to his devotees, and Scions who prized weapons, although many Æsir are disquieted by the
pluck a blue-gray feather from them find it channels Aten’s distant howl that the weapon makes when swung.
own power. All too often, it also serves as a channel for Tags: Concealable, Lethal, Melee, Thrown
Aten’s attention and wrath — for the Titan does not share.
Knack: Spend Momentum to have Fenrir’s Fang
CURSED COPPER GOODS (••••) quench all lights and flames within long range. Flames and
Purview: Death, Water light sources large enough to have Scale are immune. This
inflicts +1 Difficulty to vision-dependent actions in areas of
Motif: “Terror comes from The World beneath.”
low light, or +2 Difficulty in complete darkness. This effect
Wondrous treasures may be made by anyone brave persists for the rest of the scene.
enough to steal from Mishipeshu, who jealously guards the
copper veins of his Underworld home with both vigilance GLUTTONOUS PACK (•••)
and malice, denying it to God, Scion, and titanspawn alike. Born of greed and hunger, a wendigo grows every time
Those who manage to steal away a measure of cursed cop- it consumes human flesh — and its appetites are endless.
per find it resonates with Mishipeshu’s own power, granting Scions with the fortitude and ingenuity to remove a wen-
them dominion over water and death. Traditionally, Relics digo’s innards find their stomachs have been transformed
of cursed copper take the form of small beads worked into into thick, leathery duffels, studded with human teeth in-
jewelry or belts, but modern Scions have also fashioned stead of buttons. A low, churning rumble can be heard from
keys, knives, and one very cursed bottle opener. within.
Cursed copper can be fashioned into weapons and ar- Knack: In addition to storing as much as a normal duf-
mor for an additional dot. Weapons usually gain the Messy fel bag, a gluttonous pack can store up to (owner’s Legend)
and Aggravated tags, leaving festering wounds that weep items regardless of their size or weight, so long as they can
muck and saltwater. Armor becomes Cumbersome and be fit through the pack’s three-foot opening. These items
Resistant to damage from ghosts and other deathly powers. are completely undetectable by any inspection and can be
Knack: You instantly know if Mishipeshu is within retrieved by the owner with a simple action.
(Legend) miles of you. If you invest Legend, this effect ex- ILLUSION–WEAVING TALONS (•••)
tends to any Underworld-related threat, giving you a sense
The rakshasa are master illusionists to rival even the
of both direction, distance, and nature.
subtlest Gods; with their long, elegant talons they weave
Flaw: Mishipeshu instantly knows if you are within smoke, shadow, and story to ensnare the unwary and de-
(Legend) miles of him. ceive great sages. Those same talons are prized trophies for
conquering Scions, who break them off and fashion them
DEMONIC AYOYOTES (•••) into jewel-studded nail guards to grant themselves a mea-
Motif: Hear the singing of the cosmos! sure of rakshasa skill. Modern, fashion-conscious Scions
Enhancements: +2 to intimidate or frighten sometimes transform them into press-on nails instead, but
their length — usually in excess of four inches — makes this
Worshipers of the Teōtl — and the Teōtl themselves, for
incredibly inconvenient.
that matter — adorn themselves for ceremonial dances with
leather bands strung with shells. These ayoyote are worn on Knack: You gain access to the Ephemera Boon (Scion:
the wrists or around the ankles, adding percussion to every Hero, p. 246); if you already have it, you instead gain a +1
Birthrights 147
Enhancement bonus to Clash of Wills rolls and can extend a bounty — enough of the chosen good to feed or outfit
its effect to long range. dozens. At the end of the scene, these treasures quickly rot
into darkness and maggots; anyone who partook of the food
KANAME–ISHI (•• TO ••••) must succeed at a Resistance-based roll to keep it down.
The Titan Namazu is held in place by the kaname-ishi,
Flaw: Once per session, if the paw has been used, the
or pinning rock, which Takemikazuchi used to weigh down
screeching voices of the Monkeys of the Second World
the Titan and limit her thrashing. In so doing, he quieted
can make a demand — an action that will demean or em-
the earthquakes that shook Japan, or at least diminished
barrass the wielder for their amusement. If you refuse, the
them. Other kaname-ishi exist, often in the hands of Kami
Storyguide gains one Tension.
Scions who must subdue titanspawn. Although these
stones are often little more than unworked stone, some are NEZHA’S HEART (••)
engraved with pictograms or prayers, or else wrapped in Purview: Health
sacred shimenawa ropes.
Motif: “Sacrifice balances the scales of life”
Tags: Bashing, Pushing, Stun, Thrown
In Ào Guāng’s palace, there is a box in a chest in a vault
Knack: When purchasing the Line Drive Stunt after an in a chamber that no one else is allowed to enter. Within
attack with the kaname-ishi, you may imbue Legend to pin the box is the heart of a God, still beating but long since
the foe under the stone’s immense spiritual weight. This is desiccated into a leathery pod. This is the heart of Prince
a Complication with a level equal to the kaname-ishi’s dot Nezha, who offered his internal organs to Ào Guāng in ex-
rating; if not bought off, the target cannot rise from prone. change for freeing his parents. Although Nezha has since
Outside of combat, this power can be used to anchor ships been resurrected, Ào Guāng treasures the heart as proof of
and weigh down airplanes as if the kaname-ishi weighed its his victory over the troublesome prince and draws from it
rating in tons. This weight never inflicts unintended struc- a measure of the prince’s own divine power. It has changed
tural damage — even the flimsiest boards can support the hands between them many times over the centuries, stolen
kaname-ishi if placed atop with a purpose. from one on the other’s behalf and stolen back again.
LESSER GOLD–BANDED ROD (••) Knack: Although it holds no special powers of its own,
Ào Guāng has politely requested (and then demand- both Ào Guāng and Prince Nezha value the heart and suffer
ed, and then threatened, and then pleaded) for self-styled +2 Difficulty to avoid bargains that offer it as payment.
Heroes to stop wrecking his palace. When Sun Wukong
claimed a magically-expanding rod — the “pillar holding
PHANTASMIC GARB (•••)
down the sea” — he inspired generations of copycats to rob The World is full of stories about ghost-women clad in
Ào Guāng’s palace in search of similar wonders. Suffused white. Those who lay them to rest, whether by striking them
with the Monkey King’s myth, almost any rod stolen down or finishing their Earthly work, sometimes claim their
from the palace can exhibit some measure of power; Sun softly-radiant gowns in recompense, granting them a measure
Wukong’s own Scions sometimes use these burglaries as a of unearthly allure and an affinity with the World of the dead.
way of initiating newly Visited siblings. Tags: Soft (1)
Tags: Bashing, Melee, Reach, Stun Knack: Creatures of death recognize you as one of
Knack: When imbued with Legend, the staff shrinks their own; unless given evidence to the contrary, they will
to the size of a toothpick, giving it the Concealable tag or presume you are a friend and have a positive Attitude to-
extends dramatically, granting it the Two-Handed tag and wards you.
allowing the bearer to make melee attacks at short range. Flaw: When worn in sunlight, the garb gives you a ter-
rifying mien, making you seem like a wraith. Unless given
MONKEY’S PAW OF THE SECOND SUN (•••) evidence to the contrary, mortals have a negative Attitude
Purview: Deception towards you, often rooted in fear, disgust, or disquietude.
Motif: “The phantoms of a fallen World”
RIVER–DRINKING SKIN (•••)
Little remains of The World as it was during the Enhancement: +1 to defend or counter Water Boons or
Second Sun of the Teōtl except for the dark prison- World marvels, or similar effects
of the monkeys who held dominion over that age. This
paw belonged to one of the unfortunates, lost as it reached A king among the asura, the great dragon Vritra’s thirst
desperately to escape its prison. It is withered and stiff, a is so immense it can’t be slaked by 100 rivers, or 1,000, or
single finger pointing in outrage; wielded as a talisman, it all the rivers of The World! Waterskins made from Vritra’s
can evoke the shadow-stuff of that lost age… but it is filled flesh — or the flesh of his titanspawn minions — are similar-
with a dark and subtle mischief. ly relentless, absorbing water wherever it is found.
Knack: Once per scene, you may make a wish on the Knack: Spend Momentum to spread drought up to
monkey’s paw, producing sumptuous food, fine clothing long range, providing the skin’s Enhancement bonus to ev-
tailored for its intended wearer, subtle perfumes, or other eryone nearby and reducing the size- or force-based Scale
luxuries. If you spend Momentum, you may instead conjure of such effects by one. Water evaporates or recedes, and
148 APPENDIX
even the sea dips down to low tide as the waterskin devours STORM SATCHEL (•)
moisture wherever it is found.
Purview: Sky
SACRED ARROWS (••) Motif: “The power of the winds, unleashed”
Enhancement: +2 against supernatural monsters
In tales of the storm titan Fūjin, he carries a bag full
Many are the gifts of the Manitou, and among those of winds, but in truth, his bags are many and manifold,
gifts are countless sacred arrows, each imbued with will and he is apt to misplace them. These rough-spun bags
and purpose. While these arrows may fly true, however, not are usually battered and threadbare, and the winds inside
all strike a killing blow — the Titan Misigniebig is peppered rouse from time to time in fitful motions. Scions who claim
with the shots of would-be Heroes, and those who track a storm-satchel must attend it carefully, for it is a willful
the Horned Serpent are sometimes fortunate enough to re- Relic, as spirited and mercurial as its Titanic master.
cover such a Relic when an arrow finally works itself loose
Flaw: Once per session, the Storyguide can have the
from the beast’s ancient flesh.
storm-satchel take an action with a pool of six dice, leaping
Knack: A character wounded by a sacred arrow cannot from the Scion’s grasp in a burst of wind. These actions are
remove it; it must be taken out by the one who fired it or else mischievous, but never (knowingly) dangerous.
work itself free over a number of days equal to (5 – Legend).
You gain +1 Enhancement to track the target.
SURTR BLADES (••••)
The fire giant Surtr will raze the World at Ragnarok
SHADOW–SNAKE COUTURE (•••) with his ever-burning sword. While this apocalyptic weap-
Enhancement: +2 to stealth at night or in dark places on has few true peers, it did not emerge from the forges of
The couture of the enigmatic clothier known as Jötunheim in a single attempt. A dozen prototypes (and
Snakewrangler is prized among fashion-forward Scions. a dozen more knockoffs) circulate among Scions and ti-
These outfits are sewn from the skin of the Titan Apep, tanspawn. Each is a two-handed sword cast from iron that
whose scales are so black as to consume all light that touches never cools, radiating red heat and the smell of sulfur. Most
them. Snakewrangler acquires her stock when Apep sheds are engraved with images of Surtr’s inevitable triumph
his skin every decade or so; although she has a waiting list over the Gods, but the knockoffs born of Godly forges in-
of clientele, she gladly makes an exception for anyone brave stead feature crude parodies at the giant’s expense. Jötunn
enough to bring flesh freshly cleaved from the Titan himself. titanspawn often seek out Surtr blades regardless of their
own parentage, both for their destructive power and the
Tags: Soft (2) prestige of reclaiming these weapons from the children of
SILK SPIDER SHAWL (••••) the Gods.
Purview: Beasts (Spiders) Tags: Aggravated, Lethal, Melee, Piercing, Two-
Handed, Unconcealable
When a jorogumo — a spider-yōkai — hungers, it trans-
forms itself into the guise of a beautiful young woman and Flaw: Abilities that sense divine presence, such as
lures travelers into its webs. Their silk is as study as iron; Scent the Divine (Scion: Hero, p. 224), automatically acti-
those who escape with a sample of it find it resonates with vate and detect a Surtr blade within long range. Æsir Scions
a jorogumo’s cunning and often have it spun into a cloak, oft describe this as a distant peal of horns, calling them to
scarf, or shawl. Ragnarok.
Knack: Spend Momentum to transform the shawl into SWADDLED STONE (••)
a set of spindly silken legs for the rest of the scene. With For the love of her child, the Titan Rhea fooled her
them, you can move effortlessly up walls or across ceilings. brother-consort Cronus into swallowing a rock instead
SINISTER HAND (•••) of baby Zeus. Swaddled stones evoke that ancient bit of
subterfuge, convincing their mark they are something far
Enhancement: +2 to curse others through marvels,
more valuable than lumps or rock sewn into stiff woolen
Fortune Boons, or similar powers
swaddling.
When a Scion of the Òrìsha defeats a sorcerer, she
Knack: The Scion can spend Momentum to make the
often takes their left hand — not as trophy, but as punish-
swaddled stone appear as if it were an object or small crea-
ment. It is the left hand that works wicked spells, the left
ture of her choosing. Anyone of a lower Tier believes the
hand that inflicts curses. Scions usually burn these hands
illusion automatically, while characters of the same Tier or
in ritual purification, but they sometimes keep them, trans-
higher can resist with a Clash of Wills. If traded away or
forming them into tools by which the sorcerer’s magic may
stolen, the swaddled stone always returns to the Scion by
yet benefit those he wronged.
the end of the session through a series of unlikely occur-
Knack: When held by someone suffering from a super- rences arranged by Fate. A Scion can spend Momentum to
natural Condition or Complication, the sinister hand points recall the stone immediately, finding it in an unlikely place
in the direction of the source, giving a vague indication as without further explanation.
to distance (generally either “right here,” “nearby,” “a ways
off,” or “far away”).
Birthrights 149
PULL THE TEETH, PLUCK THE FEATHERS
Many of the Relics described here may be taken as trophies from defeated foes — but why stop at taking
only one fang from a defeated Fenrir? He’s there at your mercy, isn’t he?
Well, the object is only half the magic. Not every fang is Fenrir’s Fang, because quickening a tooth into a
Relic is about the hunt — it gets as much power from your work in retrieving it as from the beast you retrieved
it from. If you pluck a bennu bald, you’ll end up with one Bennu’s plume and a lot of really neat feathers that
are probably pretty and really fun to collect.
150 APPENDIX
you roll. You may resolve this Condition at any time to heal At Attitude 4, anywhere on the same continent. At Attitude
all damage conditions they or their allies have dealt to you. 5, anywhere in the World, or anywhere within five days
Otherwise, it resolves at the end of the story. travel in an Otherworld. They may attempt a counterattack
Sudden but Inevitable: When you attack a target who or social action at the same range after you make an attack,
has a positive Attitude towards you, whether physically in however, and after you have successfully attacked or influ-
combat or socially in intrigue, you may add that Attitude’s enced a target at this range, you can’t use this power again
rating as Enhancement. In many cases, this will result in against the same target for the rest of the session.
the target removing that Attitude, and replacing it with a Nothing Is Forbidden: Against targets with an Attitude
negative Attitude. of 2 or higher towards you, you gain access to the following
True Friendship: During intrigue, you may treat positive stunts in combat:
Attitudes towards an individual as Enhancement for encour- Blood Like Wine (variable): Immediately resolve this as
aging the belief “acting against my friend’s desires is in their an Influence action with the number of successes spent on
best interest” or encouraging the behavior “I will oppose my it against the target.
friend’s desires as soon as I possibly can,” instead of your tar- And the following stunt in intrigue:
get gaining that Attitude as Enhancement to resist your roll.
Tears Like Honey (variable): Immediately resolve this
IMMORTAL KNACKS as an Inflict Damage stunt with the number of successes
At Your Side, In Your Way: Whenever someone you spent on it against the target.
have a negative Attitude towards is in mortal peril, or some- Bystanders must successfully Clash of Wills against you
one you have a positive Attitude towards is about to succeed to understand the nature of what transpired in either case.
at a major goal, you know that it’s occurring — though not
Opposition Without Limit: When you command,
the details of the event. You may spend Momentum to ap-
rally, or intrigue enormous forces to oppose another char-
pear in their scene, as long as you are both in the same World
acter, imbue, rather than spend, a point of Legend to invoke
or within five days travel in the same Otherworld. Note: This
your Legendary Title as a Feat of Scale
may apply to other players’ characters (especially if they’re
about to achieve a Deed) with that player’s permission. Satisfaction or the Knife: Once per session, when you
demand something from someone with an Attitude of 2 or
Contra Mundum: Opposing the World is easy, because
higher towards you, they must choose to either admit your
the World always opposes itself. Pick an individual, orga-
righteousness or your might. If they admit your righteous-
nization, or thing. Your actions to rally characters or items
ness, you gain +1 Scale for purposes of convincing them in
against that target increase their Scale for leadership pur-
intrigue for the rest of the session; if they admit your might,
poses by your Tier or your target’s Attitude towards you,
you gain that Scale instead for purposes of combat against
whichever is higher. You may spend Momentum to change
them. You may not attempt to influence which they choose
your target for Contra Mundum once a session.
with intrigue or supernatural suasion.
Enemies Forever: Pick a target who has at an Attitude
of –2 or worse towards you. Neither you nor your target can DESTROYER KNACKS
die unless the other does the killing, or you are both some-
Destroyer Knacks bestow the power to crush and
how killed simultaneously. This Knack can target only a sin-
destroy objects and enemies alike. They are driven by the
gle target at a time, which you may change once per session.
concepts of destruction and forcefulness.
Evil Appearing: When you initiate combat or intrigue
with an unsuspecting target, all characters of a lower Tier HEROIC KNACKS
must either abandon them, refuse to intervene, or suffer +2 All Fall Down: When purchasing the Knockdown or
Difficulty on all their rolls in the Scene. If the target has a Shove Stunts, you may grant yourself the Shockwave tag,
positive Attitude towards you, they suffer the Complication applying the same Stunt against everyone at close range
“Collateral Betrayal” at a rating of their Attitude for the with Defense equal to or less than your original target. If
scene. It turns lower Tier characters against them until you spend Momentum, it applies at short range instead,
bought off. If the target has a negative Attitude towards you, affecting up to (Destroyer) non-trivial targets.
they suffer the Complication “Blinded by Anger” at a rating Asphalt Apocalypse: Spend Momentum to either tear
of their Attitude for the Scene. It reduces their Defense in up everything around you out to short range, or everything
Combat or resistance pool in intrigue for the next roll by in a direct line from you out to long range. Anyone caught in
the remaining rating if not fully bought off. the effect is knocked back one range band, and the affected
From Hell’s Heart: The distance your combat or in- area becomes difficult terrain.
trigue actions can affect a target increases based on their Baneful Touch: When you touch someone, spend
Attitude towards you. At Attitude 2, your combat actions Momentum to curse their body, mind, or will. They suffer
can target them up to long range in combat and your in- +1 Difficulty to either Physical, Social, or Mental actions
trigue actions can affect them at any distance they could as a special cursed Condition until you either grant them
normally perceive you from, without penalty. At Attitude 3, mercy or they receive supernatural healing from someone
you can target them from anywhere within extreme range. of your Tier or higher. Characters may only be affected by
Knacks 151
one iteration of this Knack at a time, even if targeted by dif- Herald of the End: When you work to destroy a person,
ferent Scions. The Momentum cost is waived against trivial place, or thing that can be measured with Scale (overthrowing
characters. a World leader, razing a city, or bankrupting a multinational
Bust Down the Walls: You gain +2 Enhancement on corporation), you may imbue, rather than spend, a point of
actions to brute force your way through obstacles, whether Legend to invoke your Legendary Title as a Feat of Scale.
you’re breaking down doors, muscling past the bouncer, Redacted by the Void: You are a non-entity who distorts
or barreling down a booby-trapped hallway. If you spend the records of the World. Any evidence of your presence in a
Momentum, this Enhancement applies before the roll. scene is automatically destroyed at the scene’s end unless pur-
Break the Aegis: Shields, armor, walls — all are as dust posefully preserved by a being of your Tier or higher with a suc-
before the Destroyer. After a successful attack, you gain cessful Clash of Wills. Actions to tail, track, or hunt you suffer +2
access to the following stunts: Difficulty. Trivial characters instantly forget about you once out
of your presence; supernatural effects meant to restore or read
No Shelter (1 or 3 successes): Destroy the target’s cover, their memory return only static and white noise.
and any other potential source of cover in close range. If the
target has Heavy cover, this costs three successes. Salt the Earth: When you destroy something, make a
Knack Skill roll. With any successes, you do it so completely
Rend and Rust (1+ success): Lower the value of a target’s that no trace of the thing remains. With five or more success-
Soft or Hard armor tag by one until the end of the fight. es, you may spend Momentum to erase the thing from the
You can purchase this stunt multiple times to degrade more memories of others. This only affects targets on a personal
powerful armor. level, unless you perform a Destroyer Feat of Scale.
Entropic Eye: Once per scene, you may roll your Knack The Walking Dread: Spend Momentum to create an at-
Skill to examine nearby vulnerabilities. You may spend a mosphere of existential dread and nihilism across the Field as
banked success to ask one of the following questions and desecrated territory. This atmosphere has a strength equal to
get an accurate, useful answer from the Storyteller. When half your Destroyer dots, rounded up, and overrides the cur-
you act on these answers or advise another character to do rent atmosphere unless it is backed by an effect of your Tier or
so, gain +1 Enhancement. higher, resolved by a Clash of Wills. Characters in your dese-
• What vulnerabilities does this (character, object, or crated territory suffer a Complication equal to your Destroyer
structure) have? dots; if not bought off, they either cower or flee.
• How can I inflict maximum damage against this (char- MONSTER KNACKS
acter, object, or structure)?
Monster Knacks unleash your inner beast, often trans-
• Where is this (character, object, or structure)’s blind spot? forming your flesh to match. They are powered by the con-
cepts of transformation and predation.
• What here can give me an advantage against this
(character, object, or structure)? Characters with any dots in Monster gain access to a
Mantle of Unmaking: You have +1 Defense against at- Monstrous Urge — a condition that reflects the beast that
tacks made at close range. When you use the Disarm Stunt dwells within them. You can activate your Monstrous Urge
(Scion: Origin, p. 116), you may destroy a mundane weapon anytime you are injured, threatened, or embarrassed.
instead of simply disarming it. HEROIC KNACKS
Shattering Grasp: When you lay hands on an object or Chimera Hide: While under the Monstrous Urges
structure with a size-based Scale less than your Destroyer Condition, your flesh transforms, becoming chitin, blubbery
dots, roll Knack Skill. With any successes, it shatters in- hide, scales, or some other form of natural armor. When you
stantly. Spend Momentum and destroy any object you can take this Knack, you may spend up to your Monster rating
perceive without needing to touch it. on tags to determine the effects of your armor. If you take
IMMORTAL KNACKS Hard armor, any damage dealt to it heals as if it were your
own flesh; if you invoke Chimera Hide again before it has a
By Will Alone: Choose a number of non-Birthright
chance to heal, the damage still remains. This Knack replaces
weapons equal to your Destroyer dots. When you make
any other form of natural or worn armor as your monstrous
an unarmed attack, you are treated as if you were armed
hide bursts through anything that might contain it.
with one of these weapons, gaining all the appropriate tags.
This doesn’t actually produce a literal weapon, but if you Fear Made Flesh: When you interact with someone,
make a finger gun at someone, they’ll still end up with a you learn their biggest fears and phobias. You can subtly
gunshot wound, no bullets required. This Knack cannot be change your features to evoke those fears, gaining +1
enhanced by Master of Weapons. Enhancement to intimidate, frighten, or coerce them, which
applies before you roll. The target suffers +1 Difficulty to
Crushing Aura: Anyone in close range of you is subject
any action they take against you while in your presence.
to dangerous terrain, which causes a +1 Injury if not bought
off. You may reflexively designate up to your Destroyer dots Nightmare Stalker: When you injure, intimidate, or
in characters who are immune to this aura, so be careful frighten someone, you may mark them as your prey. If you
around houseguests and crowds. do, roll your Knack Skill and bank the successes. You gain
152 APPENDIX
access to the following Stunts, which can only be used by Red of Claw and Fang: You gain a monstrous Natural
spending these banked successes. If you declare another weapon, like a stinger, horns, or spines. It has the Natural
character to be your prey, you lose any previously banked tag, and a number of additional tag points equal to your
successes. Monster Calling. Attempts to conceal this feature have a +1
No Rest for the Wicked (2 successes): Your prey is unable Difficulty, but you can spend Momentum to hide it, causing
to fall asleep naturally, inflicting the insomnia Condition, it to retract into your flesh; it may then be released as a
which prevents a character from sleeping and inflicts +1 reflexive action. You can take this Knack (Monster) times,
Difficulty on complex mental action, or +2 if they haven’t creating a new Natural weapon each time.
slept in more than two days. This Condition resolves in 72 Taste for Blood: The first time that you injure or are
hours, or after eight hours of rest under the effects of pre- injured by an enemy in a scene, roll your Knack Skill and
scription-grade narcotics. bank the successes. You gain access to the following Stunts
Under the Bed (4 successes): You appear near your prey for the rest of the scene, and may spend banked successes
the next time they enter a place of refuge and safety. to activate them after a successful attack.
Knacks 153
Frenzy (2 successes): You may inflict an additional in- taken to Armor, except the natural armor granted by the
jury condition. You cannot stack this with the Critical Hit Chimera Hide Knack. While under the effects of your
Stunt. Until the end of your next turn, the Difficulty to hit Monstrous Urge, the Momentum cost is waived the first
you is reduced by one. This Stunt can only be bought once time this Knack is used.
per fight. Won’t Go Down: You gain an additional Bruised Injury
Trouble the Wound (2 successes): Until the end of their level and reduce the penalty of Maimed Injuries to +3. If
next turn, the target increases their Difficulty penalty from you have three or more Monster dots, gain another addi-
Injury conditions by two, to a maximum of five. tional Bruised level.
Toxic Blood: Your blood (and saliva) changes to suit IMMORTAL KNACKS
your whims, allowing you to transform it into either poison
Birth by Blood: Spend Momentum and suffer a +2
or medicine. You gain a library of mundane compounds
Injury condition to use your flesh and blood to create a
equal to your Monster dots, and may reflexively shift the
monstrous creature. This creature must be something you
effects of your blood between them. Most are treated as
are familiar with and have a rating equal to or less than your
inflicting the Poisoned Condition (Scion: Origin, p. 125)
Monster dots. Your spawn serves you loyally but not sacrifi-
but can include choices like soporifics, paralytics, or even
cially; if pressed to the verge of death, it will flee and return
relatively benign substances like aspirin.
when healed. It lasts as long as the Injury Condition that
Unearthly Appetite: You are capable of safely eating created it, but once that has healed, it will waste away over
anything, so long as it fits in your mouth, and gain nutri- the course of a few hours unless bought with experience,
tional value from it. If you consume something that has granting it true, independent life.
been intentionally poisoned, spend Momentum to negate
It Was Me All Along: Once per scene, you can reflex-
any harmful effects. This cost is waved while under the
ively have a trivial character reveal that they were you all
effects of your Monstrous Urge.
along, ripping off their form to reveal your own underneath.
Appetite for Victory: When a non-trivial enemy is The Storyguide can veto this declaration if it is literally im-
Taken Out by you, spend Momentum and heal one Injury, possible for you to be there — such as a sanctuary anathema
starting with the most severe. This cannot heal any Injuries to your kind, or a prison with no entrance or exit.
154 APPENDIX
Predator’s Instincts: When you give in to your animalis- Whispering Weald Verse: During procedural infor-
tic urges on an epic Scale (hunting dragons as prey, devouring mation gathering play, you may always target the landscape
a paramilitary force, or rampaging through the Metropolitan or long-lasting environmental features with any of the
Museum of Art), imbue, rather than spend, a point of Legend available approaches for finding clues. This may open up
to invoke your Legendary Title as a Feat of Scale. additional avenues of investigation, and also allows you to
Strange Skins: You can shapeshift into a number ignore any Complications involving enemies overhearing
of alternative forms. These forms are built as creatures, or interlopers noticing you.
none of which can have a rating higher than your Monster Ten Ton Hammers: When you labor over acts of cre-
dots, and you may have up to twice your Monster dots ation and construction, you can wield the World itself as a
in forms overall. When in an alternate form, you can use tool; your fires rage like those of the sun, your bellows the
their primary dice pool instead of your own. You suffer +2 seasonal winds, your hammers the mountains themselves.
Complications when your animal form interferes with your When using the procedural crafting rules, you can automat-
actions. Changing your shape is a simple action, or reflexive ically satisfy one Milestone with your Primeval industry.
if you spend Momentum. You may purchase this Knack up Whirling Cosmos: You’re in tune with the cyclical
to (Legend) times, each time adding a number of dots to nature of the seasons, the tides, the planets, or some other
your form library equal to your Monster rating. These re- inevitable change in nature. You may spend Momentum to
purchases do not take up additional Knack slots. gain the following bonuses for the next three rounds; only
Terrifying Roar: You unleash a blood-curdling roar one each round, and only once each (i.e., you could use
that sends even the bravest into retreat. Spend Momentum Zenith on the first round, Rising on the second, and Falling
and roll your Knack Skill. With any successes, characters on the third, but not Zenith on the first and second and
out to long range suffer a +2 Complication. Trivial charac- Falling on the third, or Zenith twice on the first).
ters flee automatically, while characters of lesser Tier add Rising: You gain +2 Enhancement for an Attack action.
your Monster dots to the Complication. If not bought off,
affected targets must flee the scene. Zenith: You gain +2 Enhancement for a non-Attack
action
Titanic Stature: When you are under the Monstrous
Urges condition, you grow to more than twice your normal Falling: You gain +2 Enhancement for Defense.
size and take on a fearsome mien with throbbing veins and Chasing the Storm: When you take a rolled Movement
corded sinew. Your size provides you +1 Scale, and you can action or make a Chase roll, you gain access to the following
spend Momentum to apply the Shockwave tag to any attack Stunts:
that leverages your giant form.
Churning Wake (variable successes): Any opponent
PRIMEVAL KNACKS attempting to move closer or pursue you must resolve a
“Storm Hazard” Complication equal to this Stunt’s success-
Primeval Knacks allow you to inhabit, exemplify, es. This inflicts Injury Conditions based on its unresolved
and resonate with aspects of the World such as weather, rating.
seasonal change, or the land itself. They are driven by the
concepts of embodiment and environment. Wreathed in Thunder (1 success): You create expendable
Cover where you end your movement, which your enemies
HEROIC KNACKS may not benefit from.
Land’s Favor: Whenever you’re in combat, you can IMMORTAL KNACKS
conspire with the land to provide you with Hard Cover
instantly available to you. Suddenly present old growth All Disaster: Make a Primeval skill roll. With any
trees, remarkably out of place plinths of ancient stone, and successes, you fill an area with primal eruptions as you call
strangely durable layers of ice are all possible. If an enemy them forth from the World, whether they be storms, earthly
destroys or circumnavigates the cover, they have to deal with upheavals, unlikely rains of celestial objects, or improbably
+2 Complication for “Annoyed Land” and find themselves violent waves. The more successes, the larger the disaster.
unceremoniously exposed to your attacks. If not bought off, In combat, spend Momentum to do this quickly, distribut-
any subsequent attacks gain Arcing against them. ing successes to making “Primal Hazard” Complications in
local Fields of your choosing. They inflict Injury Conditions
At Home in a Hurricane: You may spend Momentum to based on their unresolved rating. Disaster always calls fur-
ignore all Complications and Difficulty increases from envi- ther disaster; add one to the Collateral pool whenever you
ronmental Conditions or Fields for a scene, and instead gain use this Knack.
+2 Enhancement to any actions that would have been affected
by those environmental conditions. If a character of an equal Always Been Here: You may choose to ask a place for
or higher Tier created the environmental effect, you must help, whether it’s an ancient valley, a verdant meadow, or
make a Clash of Wills, but expend no Momentum if you fail. a trash-stuffed alleyway incongruously crammed between
two high-rise condos. When you do, spend Momentum and
You gain access to the following Stunt on all actions. Redirect make a Knack skill roll. Success allows you to call forth al-
the Flow (2 successes): An ally of your choice benefits from the lies from natural and supernatural inhabitants of the place
protection of Never Not at Home for therest of the Scene. alike, as either the Creature or Followers Birthright, with a
Knacks 155
rating equal to your Primeval Calling. Such monsters and add to the Collateral pool, add +1 Enhancement, which ap-
strange legions follow you loyally for the rest of the session, plies before you roll.
for the duration of an in-game day, or until you use this Crushing Inquest: During information gathering play,
Knack again. you gain access to the following Stunt:
Earthblood and Starflesh: Once per session, you may Tyrant’s Weight (1-3 successes): For each success you
choose to discorporate into elemental energies and primal spend, create an atmosphere of Fear for any social encoun-
matter, becoming part of the landscape or local weather ters with a rating equal to the successes spent for the rest
effects. This removes any Bruised Conditions you have, of the session.
and you can’t be attacked or otherwise interacted with by
anyone without appropriate supernatural abilities (who Present Dread: You may spend Momentum to create
must still win a Clash of Wills to target or affect you). At any the following Complication for anyone opposing or attack-
point later, you may reform and resume normal existence, ing you for a Scene:
either at the location you discorporated or in the presence “Aura of Oppression” (+2): Failing to resolve this
of a friendly character who was there when you initially Complication creates an Attitude of fear for the character
used this Knack. attempting the action towards the Scion who created it
The Bones of the Universe: You know the secret equal to the Complication’s unresolved rating.
structure of the World and beyond, and may move through Ready Displeasure: Whenever someone who serves
passages ancient when the Gods were young. When you you or has sworn to follow you disobeys the spirit of your
choose to travel, you may travel from like to like, putting a orders, you immediately know (though not what exactly
boat into the water on the Great Lakes only to emerge from they did or why they did it).
Lake Victoria, walk into the Sahara and walk out of the
Reward the Obedient: You may make a Knack skill roll
Gobi, or even dig through a snowbank in Alaska to emerge
against a target, opposed by their Integrity + Composure or
from the snowpack in the Alps. Such travel takes no longer
Resolve or most relevant dice pool. On a success, create
than a day’s travel (about eight hours). While native dan-
the condition “Tyrant’s Command” on them. Anytime a
gers or obstructions from either your entry or exit might
character suffering from the “Tyrant’s Command” condi-
bar your way, those otherwise trying to track or waylay
tion disobeys you, you may end the Condition to instantly
you must make a Clash of Wills to intercept you before you
inflict one damage to the target. Otherwise, the Condition
reach your destination. If the connection between elements
resolves after they’re away from your presence for at least
you travel through is tenuous (“Well, Central Park and the
a day.
Amazon both have trees!”) or relies on the constructions of
man (such as going from sewer system to sewer system), Tools of Tyranny: Intrigue actions or physical attacks
spend Momentum to use this Knack. made by your sworn subordinates (including followers or
beasts) against targets with an Attitude of fear towards you
The Voice of the Storm: You may send forth your
or in an atmosphere of fear gain Enhancement +1. If you’re
intent into the World, delivering messages through the
present, intrigue actions benefitting from this Knack re-
patterns in leaves, the whispers in crashing waves, or the
solve an additional Milestone on a success, while physical
crackling of fire. This allows you to communicate with any
attacks gain the Brutal tag.
willing target, while you may spend Momentum to deliv-
er messages to unwilling targets. In either case, you may IMMORTAL KNACKS
choose to allow them a short reply, and may make intrigue Absolute Terror: The dread you inspire warps at-
actions targeting them. tempts to oppose or harm you. Foes attacking or opposing
The World Entire: When you work to turn existing you suffer any Attitudes of fear they possess towards you
natural forces to your will on a massive scale, such as re- as additional Difficulty on their rolls, while foes opposing
routing rivers, directing wildfires, or taking advantage of a you with inanimate objects that should happen to fear you
tidal change, imbue, rather than spend, a point of Legend to must overcome their weapon’s Attitude as Complication or
invoke your Legendary Title as a Feat of Scale. be disarmed.
Faceless Legions: Make a Knack roll. On a success, you
TYRANT KNACKS gain followers equal to your Tyrant rating for the remainder
Tyrant Knacks enable you to impose your will on of the session, your personal gravity drawing weak-willed
others, or make them suffer for disobeying you. They are humans and lesser supernatural beings to your service. If
driven by the concepts of oppression and authority. they fail a roll, you may dismiss them, make an example
of them, or disdainfully abandon them. If you do, you lose
HEROIC KNACKS access to Faceless Legions for the rest of the session, but
A Voice Like Doom: During intrigue play, whenever you gain your Tyrant dots in Enhancement to succeed at
you try to Shift Attitude or Atmosphere during intrigue play whatever they failed at. You may not have more than one
to create feelings of fear or to Encourage Behavior to en- group of followers collected by Faceless Legions bound to
force obedience, you may choose to increase the Collateral you at once.
pool by up to your Tyrant Calling in dice. For each die you
156 APPENDIX
Haughty Summons: You may call a character sworn or demanding the labor of an entire country, imbue, rather
to your service or a Birthright similarly attached to you to than spend, a point of Legend to invoke your Legendary
your side in a frightful wind. Spend Momentum: If they Title as a Feat of Scale.
could plausibly come to your side in a scene, they arrive The Fear: The fear and terror you cause is absolute,
immediately; a day, they arrive at the end of the Scene, any even affecting targets that would normally be unable to feel
longer, they arrive at the next dawn or dusk. If supernatu- fear such as unintelligent constructs or inanimate objects.
rally kept from meeting your call, you may Clash of Wills Trivial opponents are unable to target you with physical
against whatever force holds them in durance. Birthrights attacks or other actions to hinder you, barring outside
need not be capable of their own conveyance normally to supernatural means, and you may inflict Attitudes of fear
respond to the summons; players’ characters must always or similar emotions on normally invalid targets, such as
give consent to be affected by this power. “fearless skeleton warriors” or “that wall.” Lower Tier foes
Solipsistic Disdain: Once per scene, you may spend must succeed at an Integrity + Composure or Resolve or
Momentum to ignore an attack against your person, re- most relevant dice pool rollto affect you, which counts as
fusing to acknowledge its existence and becoming utterly a normal action in action-adventure play. Foes protected
unaffected by any of its effects. If this was in response to an against fear by supernatural means may make a Clash of
ambush or surprise attack, you may use this Knack without Wills roll to oppose your ability to create dread.
spending Momentum and may use it one more time during Wicked Industry: When crafting, you may always
the Scene. count “the toil of desperate servants” and “dire plots
Squirming Masses: When attempting to inflict fear or planned in darkness” as Milestones.
coerce obedience on a huge Scale, such as cowing an army
Knacks 157