Demigod

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• Increased Durability: As their divine ichor

THE PRICE strengthens their physical bodies, all Demigods have

OF DIVINITY an additional Bruised Injury.


• Divine Resonance: Any Defense roll made with a
pool containing Divinity Dice automatically receives
S toryguides looking to increase their games to Demigod
levels must be aware of several changes to characters
and game rules.
the benefits of 9-again. A mortal failure cannot be
the result of a Defense roll.
• Immortal Skill: When describing a Defense action
NEW AND ADJUSTED in which Specialties may apply, add Enhancement as
ACTION-ADVENTURE normal. This may also be applied as an optional rule
CHARACTER RULES in Hero and Origin games.

Demigods enjoy a host of bonuses as a result of favor- NEW TAGS


ing divinity over mortality. The ichor burning in their veins Defensive (3): The weapon is intended to be used de-
grants them extraordinary puissance, even when they don’t fensively, aiding with blocking techniques. Once per fight,
directly invoke supernatural power. Minds, bodies, and the character may reroll a Defense roll.
souls adapt to accommodate the Demigod’s challenge of
Resonant (3): The weapon has a powerful relationship
apotheosis.
with the character and her divine power. Once per session,
GENERAL ignore a mortal failure.
• Tier and Target Number: Demigods are Tier 3
entities, and thus have a target number of 7 rather
LEGEND
than 8. Potential e ects with 8- or 9-again do not A Hero’s Legend is defined by her relationship to her
“upgrade,” and remain 8- or 9-again. divine parent. Almost all her power traces back to that dei-
ty or the Birthrights they’ve passed down. But that changes
• Scent the Divine: Permanent use of the Scent the
as she crosses into Demigod: her Legend becomes the
Divine Knack becomes a feature of Demigods, with-
summation of her own mythic Deeds, her Legendary Titles,
out taking up a Knack slot. Any prior purchase of
and the Callings she has allowed to define her. Graduating
Scent the Divine is refunded.
to Demigod status isn’t just about “more power.” It’s about
STORY “my power.”
• An Ear for Prayer: In addition to the secondary Her Deeds become cultural touchstones, as her
auditory feedback of Scent the Divine, Scions hear a Legend progresses out of celebrity and into mythology. It
low susurrus of prayers directed at their pantheon. leaves an indelible mark in her civilization. Social media
A Scion can occasionally distinctly hear particularly likes are nice, but no one will remember them tomorrow.
heartfelt or desperate prayers directed at them, at In a hundred years, New Yorkers will STILL playfully refer
their Purviews, or by a specific worshiper while to a microphone as “Little Mao’s Battering Ram,” and they
gaining a vague sense of the worshiper’s location, at will happily tell you the story of how that term originated.
the Storyguide’s discretion. So how does a being of both Legend and flesh interact
• Ichor for Blood: Chemical analysis of a Demigod’s with the World? First, her Omen is always present when a
blood reveals it to be of indeterminate type, highly Demigod’s player spends Momentum or commits Legend,
unstable, and deeply toxic to humans or other and any worshiper of her Pantheon who sees it gains a
mammals. Demigods bleed bright red unless they’re sense, if not the exact wording, of the Legendary Title from
actively manifesting Omens, in which case their which it derives. Crows flock in her wake, and everyone
ichor reveals its true bright, shining, golden color. knows “The Word of Death” has arrived. Pipe music and
Ichor may be used for various derived magical bird song play faintly from... somewhere, and farmers
e ects, though many religions have a deep taboo breathe easy in the presence of “Spring the Reviver.”
against blood magic except in highly ritualized Even when the Omen would be logically impossible,
circumstances. the World bends to fit it. The armor she stole suddenly has
gauntlets for her extra arms. The helm reshapes to fit her
DEFENSE stag horns. Crows glare in from the windows, even when
• Updated Defensive Stunt: Defend: As per the the plane hits 40,000 feet. A Demigod may suppress these
original wording, Defend generates successes which Omens, if she wishes to be anonymous or disguise herself,
an opponent must overcome in order to inflict an but this never lasts without constant concentration.
injury. This total is equal to successes +2. If this roll
But that doesn’t make her Omen immutable. The na-
generates no successes, the base Di culty to hit a
ture of her Omen should derive from her Legendary Titles,
character is 2.
and the keywords around them. Purviews, Callings, and
past Deeds can also add flavor. You can completely change

130 CHAPTER THREE: DEMIGOD CHARACTERS


OMENS IN HERO
Omens are implied to always be active at the character’s Hero level, when the players spend Momentum
or commit Legend, but if the Storyguide wants to make the differences between Hero and Demigod more
stark, they can restrict Omens at the Hero level to whenever the character spends Legend. Demigods retain
the original Hero rules, manifesting their Omens whenever their player spends Momentum or commits
Legend, and persists for the scene. If a player works the manifestation of their Omen into a description of
them using their power, the Storyguide should award the group a point of Momentum.

your Scion’s Omen upon reaching Demigod level, and alter This section expands upon the four Birthrights
it as you like after gaining a new Legendary Title. available to Heroes, gives new examples for the panthe-
Example: Anjali, Incarnate Scion of Cernunnos, had an ons detailed in this book, and introduces Sanctum: a new
Omen of the Gods’ iconic stag horns through Scion: Hero. Birthright only available to Demigods and Gods.
But upon reaching Demigod, her player, Alex, wants her
Omen to better reflect the Scion’s own Legend. Looking
CREATURES
at Anjali’s Legendary Title, “The Protector of Gir Forest”, Demigods bestow a greater portion of their divinity
Alex decides her antlers are now those of a chital, a horned onto their creature companions, allowing such beasts to
animal native to her home. When local poachers see her flourish in power and skill.
emerge from the woods, they know they’ve messed up. Building creatures for Demigods di ers in the follow-
LEGEND TRAIT EFFECTS ing ways:

Your character continues to receive a new Boon per • Divine Fortitude: A Demigod’s creature imposes a
dot of Legend and a new Calling dot for every even-num- Complication (with a penalty of su ering a counter-
bered dot of Legend. attack) equal to the creature’s dot rating to all rolls
to attack it or impose supernatural e ects on it.
•••• • Epic: Your adventures have become a part of
your culture’s history forevermore. Your face inspires ur- • Supernal Skill: A Demigod’s creature only sacrific-
ban murals and big-budget films, and communities hold es one die from its rating-based dice pool to add a
festivals to commemorate your Deeds. Nonetheless, your Knack or Flair instead of two.
adventures thus far are an obscure chapter in the grand LEGENDARY CREATURES
history of your Pantheon. 5 Boons.
Sometimes, a Demigod’s Legend comes to incorporate
•••• •• Iconic: You’ve become a permanent part of his creature companion as an indelible part of its burgeoning
your Pantheon’s mythos. Even outsiders, like Denizens of Mantle. Odin’s raven servants, Huginn and Muninn, wouldn’t
forgotten Terrae Incognitae, may have heard tales of your just fly o into the wild hunting worms if he died; they would
Deeds. Your symbols adorn t-shirts and traditional jewelry. find the Scion reincarnated into his Mantle and guide him. They
Families might make pilgrimages to see your birthplace. 6 belong to the Legend of Odin, whichever Odin that might be.
Boons, +1 Calling dot.
• Building the Legend: A Scion who wishes to turn
•••• ••• Integral: Your adventures are commonly his creature into a Legendary one must first Fatebind
known across the World, Underworlds, and Overworlds. it; any role that makes sense for a creature is eligible.
Allusions and idioms evoke your Deeds everywhere you Incorporating a Fatebound creature into his Mantle
might go. 7 Boons. is a specific, special type of resolution that he may
•••• •••• Definitive: Your exploits are fundamental only do once the bond’s Strength reaches 5. Upon
to the stories of your culture. Your adventures live along- resolution, he immediately replenishes all spent
side creation myths or prophesied end times, just after the Legend, and the creature becomes a Legendary one.
principal members of your pantheon. 8 Boons, +1 Calling
• Limitations: Only creatures with a rating of 2+ can
dot.
become Legendary, and a Demigod may only have

BIRTHRIGHTS up to (his Legend − 4) Legendary creatures.


• For Better or Worse: A Legendary creature no
longer has the luxury of simply loping away if the
A s a Scion grows in power and fame, her Birthrights
become both more impressive and more tightly tied to
her Legend. Now, an iconic relic or creature isn’t just a fancy
Demigod mistreats or abandons it. However, if
he does so, the Storyguide may declare that the
tool or beloved pet, but an indelible part of the Mantle and creature has taken on a new, negative Fatebinding
divine identity the Demigod builds with her Deeds. Condition, such as Nemesis or Traitor, and it loses
its Legendary benefits. If that Condition resolves
in a way that leads the Scion to reconcile with the

BIRTHRIGHTS 131
creature, it regains its Legendary status. If not, you you like until this follower’s rating reaches 0. All lost
lose the creature entirely (and may invest the dots dots return at the beginning of the next arc.
into another Birthright, as usual). • Sidekick: You command a more powerful supporter,
• Calling All Creatures: The creature counts as an who’s more companion than minion; this tag is in-
additional Calling keyword for purposes of invoking compatible with the Group and Mob tags. If you’re
it to increase Scale on an action not covered by one Taken Out, your Sidekick uses your full dice pool
of his Legendary Titles, on actions that rely on the for actions they take for you on your turn. Once per
creature’s aid. If the creature dies, count its death as episode, you may take two actions at once without
a Failure Deed (Scion: Hero, p. 191) for the Calling a mixed action, even if your follower isn’t with you
with which it was most closely associated. — they act elsewhere, allowing you to e ectively be
in two places at once. You may spend a Momentum
• Legendary E ects: A Legendary creature gains one
to allow your follower to use one of your other
Knack or Flair for free, without sacrificing any dice
Birthrights as though it were their own for a scene,
from its pool. In addition, the Scion may spend a point
using one of your Attributes + Follower rating as the
of Momentum to make any attack or e ect target him
dice pool if rolls are required; however, they can’t use
instead of his creature, whether by flinging himself
anything that requires spending or imbuing Legend.
into the line of fire or using divine magic to redirect
it, if they’re both present in the same scene. Finally,
the Demigod can communicate e ectively with the
GUIDES
creature even without a specific power to do so. Even a Demigod needs guidance occasionally. Guides
for Demigod characters work just like they do for Heroes,
• Inherited Legends: If an Incarnate Demigod comes
but a Demigod can also invest in this Birthright to be a
into possession of a creature that was Legendary for
guide for someone else, purchasing her mentee as a sepa-
a past bearer of the Mantle he’s inherited, he auto-
rate Guide Birthright. This type of guide works as follows:
matically gains a Fatebinding for it with a Strength
equal to the number of previous wielders for whom • Fatebound: When the player acquires this
it was Legendary. This doesn’t count against his Birthright, her character automatically gains a
maximum number of simultaneous Fatebindings. Strength 1 Fatebinding for the mentee character,
but doesn’t regain a Legend point; this bond doesn’t
FOLLOWERS count against your maximum. The Apprentice role
is an obvious choice, but any role can work if you
A Demigod’s followers have been through thick and
and the Storyguide think it makes sense. Maybe
thin with her. They’ve survived a myriad of scrapes with
your character goes out of her way to help her Rival
Titanspawn and perilous journeys to Otherworlds near and
despite his resentment in an attempt to win him
far, and now they’ve built up the strength to follow her to
over, or aids a Martyr in hopes that he’ll reconsider
even greater heights — and help her overcome even more
his death wish. If this bond resolves in a way that
fearsome dangers.
removes the character from the game permanently
Followers for Demigods di er in the following ways: or ends due to Peril, you may reinvest these Guide
• Versatility: A Demigod’s follower gains a number of dots into another appropriate Birthright (including
additional tags equal to half their dot rating, round- a di erent mentee, if you like).
ed up. • Quid pro Quo: Whenever the mentee’s Role
• Resilience: The follower can take a Bruised, an Condition is compelled, you gain 1 Momentum
Injured, and a Maimed Injury Condition before in addition to the usual e ects. If your character
they’re Taken Out. su ers harm or significant setbacks in the process
of acting on that compulsion, you may also invoke
At the Demigod level, followers gain the following the mentee’s Role Condition once before the end of
additional tag options; each one takes up two available tags. the session without counting it as that session’s one
• Undying Loyalty: Your follower would stick with allowed Fatebinding invocation.
you even if you ordered them to take a bullet for you,
• Heros ex Machina: The Demigod can provide di-
and do it gladly. They would pay any price, make any
vine intervention on her mentee’s behalf, just like
deal, to reach your side when you needed them most.
her own guides can do for her. Once per arc, she may
Whenever you would be Taken Out, you may reduce
take a simple action and imbue 1 Legend to invest a
your follower’s rating by one dot for the rest of the
measure of her power in her mentee, allowing that
arc to resolve your most serious Injury Condition
character to access one of her Boons and granting
instead, even if your follower wasn’t previously
them +1 to one type of Scale; these e ects last for a
present in the scene; they show up by any means
scene, during which the Demigod acts in all ways
necessary, although afterward you may owe some-
as though she were a Hero instead. In return, at the
one a huge favor or find they’ve brought enemies on
end of that scene, you immediately gain a number of
their heels. You may use this ability as many times as

132 CHAPTER THREE: DEMIGOD CHARACTERS


divinity dice (p. 154) equal to this Birthright’s rating, Scion can summon one from the water to help with anything
regain the imbued Legend as normal, and regain from solving a di cult puzzle to instituting a new body of
one spent Legend point. For the rest of the episode, laws. They especially like helping to found cults and cities.
you may invoke the mentee’s Role Condition once Asset Skills: Academics, Culture
per scene without counting it as that session’s one
allowed Fatebinding invocation. Guide Stunt (1-3s): Gain an Enhancement equal to
successes spent to your next roll in the current session that’s
EXAMPLE GUIDES part of a complex action to build a new community, found an
The following are example guides associated with the organization or settlement, or build upon existing such insti-
pantheons introduced in this book. tutions. This may include actions you take toward acquiring
dots of Cult (Scion: Mysteries of the World, p. 23).
Tengri Shaman (•)
Unique Knack: Spend a Momentum while standing in
Versatile and wise, a Tengri shaman mediates between
or on the shore of a body of water wide and deep enough
Scion and spirit, between mortal and God. They lend their
to fully submerge an adult human to summon the apkallu
spiritual magic to their Scion charges to ensure the pros-
from its depths for the scene, no matter where they were
perity of their people and the health of the land.
previously.
Asset Skill: Occult
Firebird (•••)
Guide Stunt (1-3s): Gain an Enhancement equal to
successes spent to rolls to overcome dangerous or di cult These rare, legendary birds shine brilliantly and por-
terrain, as long as that terrain is part of the natural world tend both blessings and curses. Even one of a firebird’s
rather than something made by human hands. feathers brings light and good fortune, and throughout
history people of all walks of life have coveted these crea-
Oracle of Pachamama (••) tures. They don’t take kindly to attempts to cage them, and
Pachamama’s shamanic cult of berserker war- even as guides, they prize their freedom highly and deeply
rior-women divine the future in their slain enemies’ lungs resent being called upon too often.
or those of llamas, in a ritual similar to haruspicy. Their Asset Skills: Athletics, Empathy
predictions are cryptic but always correct in the end, even
Guide Stunt (1-5s): Gain an Enhancement equal to
if it isn’t clear how they will come to pass until they already
successes spent to a grappling roll when your opponent is
have. They’re picky about the sorts of Scions they’ll aid, re-
in control of the grapple; you may only spend these suc-
fusing those who hoard wealth and power in favor of more
cesses on the Break Free stunt (Scion: Origin, p. 117).
down-to-earth Heroes, and they won’t hesitate to rend
apart any who try to control them. Purviews: Fortune

Asset Skills: Close Combat, Occult Patupaiarehe/Tūrehu (•••)


Guide Stunt (1-3s): You declare that a predicted event These mysterious, fairy-like spirit people live in the
is coming to pass, allowing your character to better prepare; wild, dark places, distinguishable by their pale skin and
decrease the rank of one Complication on the next roll you red hair, and the otherworldly flute music they make when
make before the end of the session by successes spent. they wander. Various stories credit them with teaching the
arts of weaving and tā moko (see p. 136) to the Māori peo-
Tohunga Priest (••)
ple long ago, and with emerging at night while everyone is
As advisors and teachers to the Māori people, priests asleep to perform helpful tasks or play with the humans’
are experts in leadership, prayer, storytelling, and the social canoes. Patupaiarehe is a general term for these spirits,
skills necessary to e ectively produce and transmit mana. while tūrehu sometimes describes a particular type who
They’re pillars of the community for worshipers of the Atua, avoid the sun by living in the underworld of Te Reinga.
providing the education and spiritual guidance to train fu-
Asset Skills: Survival, Technology (crafting only)
ture generations, ensuring that the mana will always flow.
Guide Stunt (3s): You may declare the automatic com-
Asset Skills: Empathy, Leadership
pletion of one remaining Milestone for a Tier 1 or 2 crafting
Guide Stunt (2s): When you roll to assist another project (Scion: Origin, p. 76) that your guide could conceiv-
character with teamwork (Scion: Origin, p. 65), you may ably have completed for your character, either in person or
forgo providing an Enhancement in favor of allowing them some other way; if it’s the final Milestone, you still need to
to use your Legendary Title instead of their own to invoke roll it to complete the project, but gain Enhancement 3 on
a Feat of Scale on that action. that roll.
Apkallu (•••) Purview: Darkness

Scions of the Annuna rely on the wise apkallu for tu- Ancestor Mummy (••••)
toring and advice in a variety of fields and arenas, as well as
The mummified dead hold an honored place for Scions of
relaying to them the words of their Godly patrons. These
the Apu, acting as powerful huacas and providing guidance for
divine sages are amphibious — half-fish, half-human — and a

BIRTHRIGHTS 133
the living. Inca ancestors are among the most potent of these Guide Stunt (4s): Inflict a level 2 Complication on
guides, dwelling in temples or household shrines for centuries an opponent’s next roll within the current scene to harm,
with mediums delivering their advice and wisdom to their de- influence, or otherwise detrimentally a ect your character
scendants for generations and passing down their treasures. or an ally, as your threatening presence intimidates them. If
Even Scions who don’t descend from the Inca Empire may they fail to buy it o , you may immediately and reflexively
inherit an ancestor mummy by virtue of Incarnation, mystical spend or imbue Legend to perform a Marvel; this doesn’t
adoption, or being Born to a God associated with that ancestor. count as your Marvel for the scene.
The guidance these venerable dead grant is skewed toward Calling: Trickster
finishing grand ambitions the ancestors worked toward when
they were alive but never fully achieved. Purview: Chaos

Asset Skills: Culture, Leadership Legendary Title: The Bony One

Guide Stunt (1-3s): The Storyguide assigns your char- Umai Khatun, Empress of the Placenta (•••••)
acter a task that’s doable within the current scene. If you Like her own Scions, all of those whom Umai Khatun
succeed at the task, gain Momentum equal to successes deigns to adopt as mentees are women. She protects and
spent; if you try but fail, gain one extra Momentum. If you cares for them as though she were their own mother, sup-
don’t try at all by the end of the scene, the Storyguide adds porting their causes and nurturing their dreams. A Scion who
Tension to the pool equal to successes spent. calls upon her power too often invites not her wrath, but her
Calling: Sage sorrow that she can’t easily provide more; the tasks he must
Unique Knack: You may safely invoke this guide one perform to win back her aid are assigned for the purpose of
additional time per session for its access connection. rejuvenating her power and presence in the World.
Asset Skills: Empathy, Medicine
Lamassu/Shedu (••••)
Guide Stunt (2s): Gain soft armor for a number of
The lamassu (female) and shedu (male) are minor rounds equal to your Legend; this stacks with other sources
Gods who represent constellations and act as guardians for of soft armor.
those born under their stars. These winged, human-headed
bull or lion deities keep particular watch over the Scions Calling: Healer
who fall under their auspices, stepping in when asked — Purview: Fertility
and sometimes, whenever they feel like it. They make good
Legendary Title: Daughter of the Earth Mother
sentinels for a Sanctum, dwelling, or gate, too. Occasionally,
when two constellations share a star, their respective la-
massu fight over who gets to be a Scion’s guardian; it may
RELICS
be flattering, but such Scions must deal with being caught Demigods acquire and rely on relics in all the
between two possessive, overprotective deities. same ways Heroes do (see Scion: Hero, p. 209), but in a
Demigod’s hands, objects of power and wonder shine more
Asset Skills: Integrity, Survival brightly. Unlike Heroes, Demigods are capable of forging
Guide Stunt (3s): You may make an immediate Clash their own relics, too; one may craft a sword that embodies
of Wills against any one supernatural e ect currently af- his own Legend and wield it against his foes, while another
fecting your character; if you win, it no longer a ects you. weaves a cloak from dreams and spider silk to bestow upon
his favorite student or mortal lover.
Calling: Guardian
Relics work di erently for Demigods in the following
Purview: Stars
ways:
Baba Yaga (•••••)
• Deed: Demigods enjoy Enhancement 2 whenever
This capricious sorceress remains elusive and mysteri- they use or flaunt the relic while interacting with
ous even once she’s agreed to guide a Scion, granting aid in someone who knows about its associated Deed.
inscrutable ways or requiring various strange tasks before If the relic is a Legendary one, this Enhancement
she’ll cooperate. (She has, on occasion, been known to eat stacks with the relic’s usual Enhancement up to a
those who abuse her generosity.) She’s not above playing maximum of +5 instead of +3.
guide to multiple opposing forces at the same time; several • Perks of Power: Demigods awaken new abilities
legendary conflicts between Bogovi Scions might have been in their relics as their Legends grow; they get more
significantly less chaotic (and resulted in considerably less bang for their buck when designing relics (see Scion:
collateral damage) had she not been helping both sides. Along Hero, p. 212). All relics belonging to Scions of Legend
with providing powerful magic and age-old wisdom, she can 5-8 gain a number of bonus dots’ worth of new e ects
be convinced to lend out her mortar or pestle-club from time equal to half their actual dot rating, rounded up. A
to time. A Demigod showing up to battle in Baba Yaga’s flying Demigod’s Legendary relic adds one additional bo-
stone vessel makes even the fiercest enemies think twice. nus dot of e ect. For instance, a 3-dot relic gains two
Asset Skills: Occult, Pilot additional dots’ worth of e ects; if it’s a Legendary

134 CHAPTER THREE: DEMIGOD CHARACTERS


relic, it gains three instead. However, each e ect’s than a general or mass-produced one (see Scion:
usual maximum still applies; general Enhancements Hero, p. 209). It is possible to incorporate a general
still can’t exceed +3, for instance. E ects added this relic of rating 2+ into a character’s Mantle, but doing
way should be thematically appropriate for the char- so makes it unique. Like Amaterasu’s Yasakani no
acter’s evolving Legendary Title. Magatama, what was one of multiple identical relics
gains individuality and new powers; such a relic re-
• Elevating the Mundane: A Demigod who uses a
places at least one dot’s worth of its e ects with new
mundane object to perform a great Deed or miracle
ones of your choice, and may replace up to half its
may choose to Fatebind it (p. 146) in an attempt to
rating’s worth of e ects (rounded down).
turn it into a relic. Doing so is a specific, special
type of resolution that she may only do once the • Legendary E ects: As noted above, a Legendary rel-
bond’s Strength reaches 5. Upon resolution, the item ic increases the cap to +5 when stacking its ordinary
becomes a 1-dot relic; see Scion: Hero, p. 212 for Enhancement with one associated with its Deed,
designing new relics, and Mysteries of The World, and gains an additional dot’s worth of bonus e ects.
p. 99 for increasing an existing relic’s rating. In addition, if the relic has a motif (and thus, grants
at least one Purview), that motif acts like a Calling
• Borrowed Treasures: A Demigod who has an active
keyword for purposes of invoking it to increase Scale
Fatebinding for a Hero’s relic adds additional dots’
on an action not covered by one of her Legendary
worth of e ects to it as above while he wields it, and
Titles. If the relic is destroyed, count its destruction
if he has one for another Demigod’s relic, he keeps
as a Failure Deed (Scion: Hero, p. 191) for the Calling
the additional e ects the original owner unlocked.
with which it was most strongly associated.
Borrowing a God’s relic doesn’t allow access to its
additional God-level e ects unless the borrower is • Inherited Legends: This works just like inherited
another God. Legendary creatures (p. 131).
• New Flaws: Just as a relic’s power reflects a • Borrowed Treasures Redux: A Demigod’s
Demigod’s heightened divinity, its flaws may reflect Legendary relic is harder for others to steal or bor-
their stronger connection to Fate. When designing row. In addition to the usual Momentum cost, using
or crafting a relic, a Demigod gains the following a Legendary relic that isn’t the Scion’s own requires
additional options for flaws: The relic’s e ects are a special prerequisite that di ers for each relic,
untamed and catastrophic, adding one die to the based on the Demigod’s Legendary Title, pantheon
Collateral pool whenever it’s used (3 dots); the relic Virtues, and the relic’s own motif if it has one. For
is tied to dire Fates that punish hubris, making all example, a Legendary sword belonging to a Demigod
failures on rolls to use the relic that contain divinity of the Tuatha Dé Danann with the Legendary Title
dice mortal failures, even if some of the dice show “The Heartsworn Warrior” might only allow one
successes (3 dots). who has never betrayed a lover’s trust to wield it.
LEGENDARY RELICS • Fatebinding a Legend: If another character wants
A Scion might possess a full panoply of relics, but one to Fatebind a Demigod’s Legendary relic to make
or two can become so essential to her Legend that one can it his own (Scion: Hero, p. 210), he must increase
hardly be spoken of without the other. Thor and Mjolnir, the Strength of its bond to an e ective rating equal
Shàngó and his oshe, Māui and his fishhook — these are to (relic’s dot rating + 3), and all invocations that
not just storied relics wielded by heroes, but relics that contribute to increasing its Strength beyond the rel-
cemented their unshakeable place as part of those heroes’ ic’s dot rating must align with his Legendary Title.
very Mantles. E ective Strength beyond the relic’s rating doesn’t
contribute to any Fatebinding rolls or other mechan-
• Building the Legend: As with creatures, a Scion ical e ects that take Strength into account.
who wishes to turn one of her relics into a Legendary
relic must first Fatebind it; see p. 148 for Fatebinding EXAMPLE RELICS
objects. Incorporating a Fatebound relic into her The following are example relics associated with the
Mantle is a specific, special type of resolution that pantheons introduced in this book. These relics are pre-
she may only do once the bond’s Strength reaches sented with the abilities and e ects they would possess
5. Upon resolution, she immediately replenishes all when wielded by a Hero; in a Demigod’s hands, they gain
spent Legend, and the relic becomes a Legendary additional powers based on the character’s Legendary
one. Title, as normal.
• Limitations: Only relics with a rating of 2+ can be- Cloak of Winter (•)
come Legendary, and a Demigod may only have up
Modeled after the cloak of the White Death, this long,
to (her Legend − 4) Legendary relics.
white cloak has a voluminous hood and soft fur trim, and
• Unique vs. General: Usually, a Legendary relic is is always pristine even if its wearer drags it through the
one that starts out unique from the get-go, rather mud or spills co ee on it. A Scion who wears it becomes

BIRTHRIGHTS 135
a harbinger of winter, always giving o a faint chill; she is Knack: The Scion can dismiss the quipu into thin air
as unobtrusive as footsteps on snow, hiding herself from as a simple action, and can summon it to hand again the
anyone whose notice she wishes to escape. same way.
The wearer of this cloak may use the Boon Flash Flaw: If the user’s Intellect is less than 5, he su ers a
Freeze (Scion: Hero, p. 253), even if she can’t access the Complication on all rolls using the quipu with a rank equal
Frost Purview. If she can access it, gain Enhancement 2 on to (5 − his Intellect). If not bought o , the Storyguide pro-
the Boon’s attack roll. vides one extra piece of information that you didn’t ask for,
Knack: Gain access to the Perfect Camouflage Knack but one of the answers is false and the Storyguide doesn’t
(Scion: Hero, p. 228); you must choose one target, and can- tell you which one. This Complication doesn’t apply to
not change it until the current scene ends. characters with at least one dot in the Sage Calling.

Flaws: The wearer increases the Di culty of any roll Tā Moko (••)
she makes to defend herself against fire, whether it’s an Enhancement: 1 when taking an action that fulfills an
attack, dangerous terrain, or another source. expected social obligation
Me (••) As the traditional tattoos of the Māori people, ordinary
Enhancement: 1 when performing the specific task it tā moko are celebrations of their culture, indications of a
describes person’s mana, and works of art. Scions with relic tā moko
can also use them to more directly strengthen communi-
Purview: variable; see below ties, uplift others, and set a good example.
Motif: The proper method, as the Gods decree. Knack: Gain access to the Perfect Partner Knack
A me (pronounced “meh”) is a decree from the (Scion: Hero, p. 232).
Annuna, originally written in cuneiform on clay tablets, but Knack: As a permanent addition to the Scion’s body,
nowadays found as anything from a magazine with color- this relic can’t be stolen or destroyed short of killing the
ful photographs to a tablet computer that can only show Scion or powerful magic, nor can bandmates borrow it.
one file. Mes are instruction manuals for human behavior However, by touching another character with a Legend
and action; each one describes the correct way to do a trait when you acquire a new Fatebinding to any individual
particular thing. For every imaginable action, there is an or group, you may give that character the Legend point you
associated me, from rulership to marriage to bread-mak- would have regained.
ing; from adultery to causing strife or fear. Many descend
from antiquity, but the Gods produce new mes from time to Flaw: Whenever you resolve a Fatebinding Condition
time as the World changes. Some of the newer mes concern in a way that has negative consequences for the Fatebound
things like hacking, car surfing, or maintaining a proper character, increase the Di culty of all rolls you make to
orbit around the Earth. influence or lead others by 1 for the rest of the session.

When you acquire a me, choose one type of action Bolt of Perun (•••)
(comparable to a Skill specialty) and an appropriate Purview: Sky
Purview to go with it, to which this relic grants access.
Motif: Fight for peace and the protection of life.
Flaw: Using a me requires taking a simple action to
follow its instructions to the letter, activating the relic for Any thrown weapon can be forged as a bolt of Perun,
the scene. the mighty storm God of the Bogovi, though those made
of stone or metal are most traditional. These bolts zoom
Quipu (••) through the air with a thunderous crack and come back to
A quipu is a series of strings in multifarious colors at- the Scion’s hand when called, no matter how far they fly.
tached to a frame, knotted at intervals to record and convey Perun himself wields a thundering axe, so many Scions fol-
information. An ordinary quipu’s knots represent quanti- low suit, but these relics can be found as throwing knives,
tative values that, when taken together with the strings’ darts, javelins, boomerangs, and any number of other
colors and deciphered, document information of all kinds, weapons thrown by hand. A weapon must have the Thrown
from tax records to supply inventories to calendar dates. A tag to be a bolt of Perun.
relic quipu can do all that and more. A Scion’s Legendary Knack: Upon hitting a target, the weapon emits a deaf-
power can coax deftly hidden secrets and even the most ening peal of thunder, granting access to the Deafen stunt:
complex magical formulae from its strings, neatly arranged for 3s, everyone within medium range of the target in-
in arrays of knots that speak volumes — but only to those creases the Di culty of Defense rolls by one and can’t hear
who know how to read them. anything until the end of the Scion’s next turn; this may
Knack: Gain access to the Overworld Knowledge cause Complications for other actions at the Storyguide’s
Knack (Scion: Hero, p. 233) as long as you have at least a discretion.
few minutes to read the quipu. Knack: The weapon gains the Returning tag.
Flaws: The weapon gains the Loud tag.

136 CHAPTER THREE: DEMIGOD CHARACTERS


Darkhan Windhorse (•••) not too uncommon to see army commanders, project manag-
ers, and teachers wearing it, either; once they don it, no one
Enhancement: 1 would dare to tell them it goes against the dress code.
Purview: Journeys Knack: Trivial characters must follow any instruction
Motif: Freedom is a steed faster than the wind. or order you give.
No Tengri should be without a horse for long — so Waka Canoe (••••)
say the traditionalists, at least. Fortunately for Scions who
live in areas where stables aren’t common, not all horses Enhancement: 2 when navigating the Ocean Axis
are flesh. The great God Gudzir Kungker breeds a line of Mundi
spirit-horses that he houses in specially made motorcycle Purview: Journeys
mirrors and chroming, fitting them to expertly crafted ma- Motif: A true voyager always seeks the next new
chines of steel made by his cultists at Darkhan Ironworks. horizon.
These motorcycles have the souls of horses if not their bod-
ies, and their riders find it easy to travel deep into the lands Despite the relic’s name, a waka canoe can be any kind
of spirit and God alike. of vessel or vehicle: actual canoes, cars, yachts, tanks, or
even bicycles. In the distant past, the Polynesian people
Knack: Gain access to the Pierce the Veil Knack and their Gods came from the island of Hawaiki in enor-
(Scion: Hero, p. 231). If you’re traveling to a place you’ve mous, elaborately decorated canoes with sails. Drawing on
been before, reduce all Complications directly related to the Legends of those vessels, a waka canoe relic rewards
your journey by 1. both a yearning for home and the spirit of adventure.
Flaws: Once per arc, Gudzir Kungker requires re-
Sharur, Smasher of Thousands (•••••)
payment for his skill and herds; gain the Paying Tribute
Condition (Scion: Hero, p. 204). The relic also requires Purview: Epic Strength, Sky
regular care and feeding. To activate it for the scene, you Motif: For love of Ninurta, I smash your enemies!
must take a simple action to feed hay or other horse treats
into the bike’s gas tank, brush and polish its chrome, or oth- Enhancement: 1 when invoking Feats of Scale in
erwise bond with and care for it like the horse it is. combat

Dragon-Headed Sta (••••) Ninurta rarely entrusts his sapient mace bearing 50
lion heads to Scions, as it’s the God’s best friend as well as
Enhancement: 2 when used to protect the innocent his weapon. When he does, it’s a sign that either Ninurta re-
The dragon-headed sta of Tsagan Ebugen is a sha- ally likes you, or is extremely desperate. Sometimes, though,
man’s sta , calling upon spirits to smite evil with disease Sharur advises its master to let one of his children wield it,
and protect others against the wicked with its powerful deeming it a necessary tactical move for some inscrutable
blows. The God never lends his sta out lightly, choosing purpose. It can fly with its own wings, carry messages to and
only the most trustworthy and upright of Scions to wield it, fro, perform surveillance, and give fantastic hugs. Beyond
and even then, only in times of great need. that, it boasts of feats ranging from summoning storms and
setting mountains on fire to tearing out the entrails of its
The sta ’s wielder gains access to the Master of wielder’s foes. When it’s in a good mood, it likes to sing its
Disease Boon (Scion: Hero, p. 254) even if he can’t access wielder’s praises; when it isn’t, it’s snarky and recalcitrant.
the Health Purview. If he can access it, its range is Long
instead. Either way, in addition to its usual e ects, the Boon Tags: Bashing, Brutal, Loud, Melee, Pushing
can target all trivial characters or all mundane animals of Knack: Sharur is also a 3-dot follower with the Heavy ar-
one type (such as cattle or insects) within range instead of chetype and the following tags: Knack (The Biggest Threat;
a single non-trivial character. Scion: Hero, p. 235), Knack (Master of the World; Scion:
Tags: Bashing, Brutal, Melee, Reach, Stun Hero, p. 233), Unruly. Spend a Momentum to allow Sharur to
act independently, with its own spot in the initiative roster,
Sun Falcon Cap (••••) for the scene; its actions no longer take up your turn.
Enhancement: 1 when instructing or leading others Knack: Spend a Momentum to create one dangerous
to perform a task that would move you toward your Duty terrain feature in the Field where Sharur currently is,
Virtue which lasts for the scene.
Purview: Order Flaw: Whenever Sharur is in the Scion’s presence, she
Motif: All must follow Inti’s design. su ers a rank 2 “Talkative” Complication on any action that
she doesn’t want to draw attention to, as the mace will not
Scions who wear this baseball cap with the symbol of the shut up. If you don’t buy it o , it draws unwanted attention
sun falcon emblazoned on it in shining gold radiate authority to her.
just as Inti does. It’s popular with those who lead structured
groups that must follow rules but can still easily dress down, Flaw: At the beginning of each arc, gain the Mind of Its Own
like sports team coaches or construction crew managers. It’s Condition. It has no e ects on its own, but you may resolve it at

BIRTHRIGHTS 137
any time for Sharur to do something that significantly inconve- cumulative +1 Enhancement to this roll per 4 Legend dots
niences the Scion or her band, like blurt out a secret at the wrong your character possesses.
time or smash something that should not have been smashed. Like other Birthrights, Sanctum is rated from 1-5 dots.
Māui’s Fishhook (•••••) A Scion can have more than one Sanctum, but her total
Sanctum rating can’t exceed 5 dots, so she must split her
Purviews: Epic Strength, Water dots between her Sancta.
Motif: With my boasting, I catch what I seek.
SANCTUM BASICS
The legendary fishhook of the Demigod Mantle Māui
Possessing a Sanctum grants the character a place sa-
takes many forms and comes to Scion hands in many ways,
cred to her, where she can receive prayers and sacrifices,
all of which are inextricably tied to the Mantle’s Fate. See
recharge her metaphorical batteries, and flaunt her power
p. 81 for more information about this hero and his famous
to impress the masses.
relic.
• Fatebound: When the player acquires this
Tags: Grappling, Lethal, Returning, Thrown, Versatile
Birthright, her character automatically gains a
Knack: By imbuing a Legend, the Scion may create a Strength 1 Fatebinding for the Sanctum’s physical
special kind of Sanctum by pulling a Midrealm up from the location in the World, but doesn’t regain a Legend
bottom of the ocean and tethering it to his Fate; he must be point; see p. 149 for Fatebinding places. This bond
on (or in) a large body of saltwater at least a few miles from doesn’t count against your maximum. If this bond
shore to use this Knack. Unlike other Sancta, this one-dot resolves in a way that passes it on to someone else
Sanctum begins as a Midrealm instead of a physical location, or removes it from the game permanently, or ends
with a gate to which the key is performing a simple action due to Peril, you may reinvest these Sanctum dots
to open it with the fishhook itself. It can also be reached into another appropriate Birthright (including a
through the Ocean Axis Mundi. As long as the Legend point di erent Sanctum, if you like).
remains imbued, the Scion can perform Deeds to tether it
• Dominion: Reduce the success cost of all of the char-
more closely to the mortal World. If he reclaims the Legend
acter’s Dominion stunts within the Sanctum by one
point early, the Sanctum ceases to exist. Once it becomes a
(to a minimum of 1); she can swap out one Dominion
permanent part of the physical World — or if its Fatebinding
stunt in a Purview with another as a reflexive ac-
resolves in such a way that it leaves play — the imbued
tion once per round. Performing a Dominion stunt
Legend returns automatically.
against a non-trivial character inside her Sanctum
Flaw: Whenever the wielder takes an action with the earns the character a divinity die (p. 154).
fishhook, it takes an influence action against him using his
own traits; if successful, it urges him to do something ab- • Supplication: Once per session, whenever a low-
surdly reckless and ambitious toward the goal of “solving” er-tier character o ers an appropriate sacrifice
a basic tenet of reality, like “crawl inside a Goddess to end (Scion: Hero, p. 188) or at least an hour’s worth of
death” or “fly into space to travel back in time.” If he suc- ritual prayer and devotion to the Demigod inside
cumbs to the urge, gain a Momentum. her Sanctum, she receives benefits as though she
had performed a sacrifice to her pantheon herself,
NEW BIRTHRIGHT: SANCTUM no matter where she is at the time. Likewise, if she’s
inside her Sanctum and someone performs such a
A Demigod is closer to her divine ideal than she was
sacrifice or prayer to her elsewhere, she knows and
as a Hero, gaining the ability to extend her power into the
may witness it from afar to receive the benefits, but
World itself and beyond. A Sanctum is a place her Legend
doing so counts as her supplication benefit for the
inhabits. It starts o as a physical place within the World,
session.
but she can expand it to encompass Terra Incognita and
even metaphorical representations of her Mantle. As her • Recovery: Once per episode, if the Demigod spends
Sanctum grows, a Demigod may be able to roam the World at least one full scene inside her Sanctum, she heals
and Otherworlds at her whim, or be there in spirit — or her most severe Injury Condition and regains one
even in person — wherever mortals perform acts of devo- point of Legend.
tion to her Legend. • Traversing Sancta: The character may spend 1
Acquiring a Sanctum is a ritual process. If the Scion Legend to teleport directly between any two loca-
creates a new one for herself, she must sanctify the phys- tions that count as part of her Sanctum, including
ical location as a complex action requiring one Milestone a Midrealm, Otherworld, or symbolic situation (see
at Sanctum 1, with an interval of one hour and a Di culty options below). The departure and arrival each take
of 1, consisting of ceremonies, prayers, and ritual Marvels one simple action. She may bring other characters
appropriate to her pantheon. Each time she increases her with her by taking one additional simple action per
Sanctum rating, she must perform a similar ritual, requir- additional character on both departure and arrival.
ing a number of Milestones equal to the new dot rating she Teleporting in action-adventure timing requires a
wishes to acquire and a Di culty of the same. You gain a

138 CHAPTER THREE: DEMIGOD CHARACTERS


successful disengage action (Scion: Origin, p. 72)
first if you’re in close combat with an opponent.
SANCTUM OPTIONS SANCTUM AND THE
As you increase your Sanctum rating, you “spend” the NEMETONDEVOS
dots on various options depending on how you want to ac- Scions of the Nemetondevos (Scion:
cess and use the Sanctum, as follows: Mysteries of the World, p. 38) have
• First Dot: The first dot of Sanctum encompasses nemetons — gateway shrines that lead to divine
one physical location within the World, up to the Sancta. At the Hero tier, these Scions don’t have
size of a large building (like a temple) or a clearly access to the Sanctum Birthright; their nemetons
lead to their pantheons’ Godsrealms instead.
delineated outdoor space (like a public park).
Demigods of the Nemetondevos get one free
• +1 dot: include one pantheon-appropriate strange dot of Sanctum at Legend 5, and Gods get
place or Touchstone (Scion: Origin, pp. 35-38) in the another one at Legend 9; these free dots must
Sanctum’s Worldly location(s). Purchasable only once. pertain to one of the character’s nemetons. A
Gaulish Scion who invests heavily in Sanctum is
• +1 dot: increase the number of physical, Worldly loca- truly a master of their Signature Purview.
tions that count as your character’s Sanctum to either
(her Legend) specific places, or all of a narrow catego-
ry of places, like “temples erected in my name,” “brew- might make any thoracic surgery in progress an act
eries in cold climates,” or “public parks containing oak of devotion to him. Thus, any such surgery for which
groves.” Purchasable multiple times; if purchased as he’s present would count as being inside his Sanctum,
the fourth or fifth dot, the former option increases and he could teleport to and from any such surgery as
the number of specific places by (her Legend x 2) though it were a deathbed or morgue. If the character
instead; the latter option expands the Sanctum to all doesn’t know about any instance of her chosen act of
of a broader category of places, like “temples erected devotion going on at a given time, she can simply tele-
to me, my pantheon as a whole, or my divine parent,” port with the intent of finding one and the Storyguide
“any brewery,” or “any public park.” determines where she ends up. Purchasable multiple
• +1 dot: connect your character’s Sanctum to an Axis times, for a di erent type of situation/event each time.
Mundi appropriate to her pantheon. This can be a
curse as well as a blessing, but some Scions value
ease of access and opening their Sanctum to more
REALMS
worshipers over security and privacy. Purchasable
multiple times, for a di erent Axis Mundi each time.
W hen a Scion spends a great deal of time in one Terra
Incognita or another, they find that the location’s Fate
begins to wind into their own. It only takes a few trips to
• +1 dot: extend your character’s Sanctum from its Duat along the Iteru and the Scion finds that her own Fate
physical locations into a Midrealm that counts as becomes intertwined with that of the Underworld. Having
her personal Godsrealm (Scion: Origin, p. 34). your Fate bound to that of a Terra Incognita can feel like a
The Sanctum’s physical locations each contain a lot of responsibility, and it is, but with that binding comes a
gate she may pass through without a key; deter- great deal of power and benefit.
mine the key for others based on the character’s
A player may choose to gain a Fatebinding to a Terra
Purviews, Callings, Legendary Title, and pantheon.
Incognita as a locational Fatebinding (see p. 149) and when
Purchasable only once.
she does, she gains access to specific benefits depending
• +1 dot (fourth or fifth dot only): extend your char- on the location. Once Fatebound, the location with all its
acter’s Sanctum from its physical locations into an benefits and requirements is referred to as a Realm.
Otherworld that counts as her personal Godsrealm;
access works just like a Midrealm Sanctum, above. REALM FATEBINDINGS
If she purchases both, the Midrealm contains an Realm Fatebindings work like all other locational
additional gate to the Otherworld that works the Fatebindings giving the location the Fatebound Condition
same way, but often has an even more esoteric or and allowing it to gain the Imperiled Condition if the Realm
convoluted key. Purchasable only once. is under an external threat. Scions Fatebound to Realms
• +1 dot (fourth or fifth dot only): extend your may take on any of the normal Fatebound Role Conditions
character’s Sanctum to count a specific type of situ- applying their e ects to the Realm rather than a single per-
ation or event appropriate to her Purviews, Callings, son. Some of these may seem strange; a Boon Companion
Legendary Title, and pantheon as physical locations isn’t a literal friend, but the Realm may have a deep trust for
that are part of her Sanctum; these are known as acts the Scion literally coming to her aid when she is in trouble
of devotion to her Legend. For instance, if Hassan in the form of using its Marvels or Knacks. And a Nemesis
al-Hakim’s (Scion: Hero, pp. 76-77) Sanctum en- isn’t any one person so much as the Realm itself making
compasses deathbeds and morgues, this extension

REALMS 139

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